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Hello everyone.
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In this lesson we are going to be adding the potion inside of our potion bottle.
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And to start with, let's click on the potion bottle deselected.
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And it's set on x-ray mode by holding on Z on
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our keyboard within the mouse down and letting go of z.
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And now we can see through our bottle bit better cook.
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So the bottle selected is press Shift D to duplicate that bottle.
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So let's press shift D.
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And I can see we have made a copy of that bottle and let's
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right-click to set it back to its original location.
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Now we can double-click on the new object's name over here.
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You'll see is the one that says dot 000 001.
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And we're going to rename that to potion liquid and press Enter.
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And, and we want that liquid to be a little bit smaller than the actual bottle.
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And he can't just scale that down.
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Let me show you quickly. Let's press S to scale.
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And you'll see as we scale that down,
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if you look at the body of the bottle, that looks good.
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But then at the top The,
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you'll see it starts passing through the outside of our bottle.
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So let's undo that by pressing Control Z.
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Now let's go into edit mode with our potion liquid selected.
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So you can press tab on our keyboard to go into edit mode.
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Now we can press a to select all.
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And now we want to scale everything away from
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the direction that they are facing, all the faces.
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And do that, instead of just pressing S to scale,
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we're going to press Alt S. And now as we scale that down,
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you'll see all the faces scale inwards away from where they were facing.
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So it's scatter down little bit.
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And the amount that you scaling this down will determine how
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thick your glass looks in your potion bottle.
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So I'm going to make mine something like that and then just lift click to apply.
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So let's go back into object mode quickly.
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Now you can see our potion liquid is now perfectly inside of our potion bottle.
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Now we need to sit the level of our liquid.
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And to do that, we're going to create
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an object that cuts off a certain part of the liquid.
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And that allows us to easily adjust how full we want this bottle to be.
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So to do that, Let's press Shift a to add the two mesh and add another cube.
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Now let's press S to scale and type 3 to make that three times bigger and press Enter.
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And let's zoom out Tibet. And let's just rename that DoubleClick.
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I'm going to call that potion level and press Enter.
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Now to make it a bit easier to see through this,
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Let's go to the object properties is little square icon over here.
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And then under visibility,
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we can open that and uncheck renders because we didn't want to render this cube.
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And in under re visibility,
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we can just click and drag to disable all of these.
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And then under view-port display, we can open that up.
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And you'll see display as it's currently set to textured.
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And we can change it to wire.
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And I will only show us the outline wireframe of this object.
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So we can easily see what's going on even if you're not in x-ray mode.
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Now let's go into front view quickly with numpad 1.
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Select our potion level,
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and then press G to grab and move x0 to move it on the z-axis.
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And then just move that up.
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And we ever, we place this is going to start cutting off the potion level.
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So let's say we wanted to have something like that.
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Now the person will only be at the bottom part day.
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Anything that's inside this cube will be cut off, glue.
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Make this cube actually do something with select a potion liquid.
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So if you click once it will shake the bottle,
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click again and I'll select the potion.
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And you can just make sure that you have the liquid selected
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by looking at the blue bar in this list over here.
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Now with a person liquid selected,
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let's go to the modifier properties is little range over here,
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and it's add a modifier.
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And under Generate you'll see the Boolean modifier.
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So let's click deselect that.
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And I can see we have different settings for this Boolean modifier.
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And for our purposes we're only going to look at difference right now.
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So now under object, we want to select our potion level object.
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And you can easily do that simply by clicking
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this little eyedropper and then moving until it says potion level.
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And then click on that.
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And they can see it cuts off the potion way that cube is located now.
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So if you select that cube,
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press G to grab and move that around.
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You can see you can easily make the person level higher or lower.
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So it's sitted like that.
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And now you may have noticed that the performance gets a
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bit choppy in our viewport over here and fix it.
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We can simply select our objects.
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Let's start with the Coke.
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And under the subdivision modifier and the modifier properties,
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we can turn down the levels viewport sitting to two,
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but leave the render sitting at for today,
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I'll turn down the subdivisions in this viewport and make everything run a bit smoother.
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But then when we render,
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it will still use the highest subdivision levels to give us nice smooth arenas.
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So it's like the bottle as well,
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to the labels viewport down to two.
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And then click on the potion liquid and turn the levels viewport down to two as well.
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Now if we grab this again, move that around.
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You can see it's a lot smoother.
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Qu and Alex parent this potion liquid to the bottle as well.
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Because at the moment if you grab this bottle,
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you'll see the person stays behind.
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So let's click on the potion,
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deselected potion, hold down, shift,
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click on the bottle,
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and then press Control P again to parent.
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And select Object Group.
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Now we can select the bottle,
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press G to grab,
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and we can move that around.
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And as you can see, the potion level
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stays at that certain level where the cube cancel off.
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The cool thing now is we can rotate this bottle around and that
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liquid will stay in the correct orientation, as you can see.
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And it's just reset the location and rotation by holding on Alt and pressing G to
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receive the location and holding on Alt and pressing R to reset the rotation.
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And one last thing you want to do is make it so that we can move this bottle
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around without having to select our potion level object the whole time as well.
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A painting this 2D object won't give us
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the desired effect because they need would rotate with our object as well.
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Let me show you what the problem with that would be.
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So we're going to parent that to the bottle.
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Now if you select the bottle,
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if we move it, everything is fine.
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But if you rotate it,
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you see a person doesn't look right anymore because
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the level rotates along with the bottle.
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Now, let's undo that, undo,
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undo. Here we go.
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So now to fix that,
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we can sit a constraint to
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our potion label object so that it follows the location of our bottle,
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but not the rotation.
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And to do that, we can make sure our potion level object is selected.
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And we can go down to constraint properties.
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You'll see it looks like two little circles with a constraint around them.
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We can click on that and we can click on Add Object Constraint and in copy location.
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So click on Copy location.
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And then for the target,
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we went to click on this little dropper again and then select our bottle.
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But now it will always keep the exact location of
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our bottle and we can't move that around to adjust the level anymore.
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And to fix that, we simply need to enable offset over here.
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So click on offset and now it'll keep the offset so we can select
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our potion and adjust the level two what EBIT we want.
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But then if we click on our bottle and grab and move that around,
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it will move like that.
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And if you rotate that,
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we can rotate the bottle and the Persian level still stays correct.
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Cool.
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I'm going to reset the location and rotation again by pressing
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Alt G to receive the location and ALT are two receipt the rotation.
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Awesome.
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And in the next lesson we're going to add some nice materials to our potion.
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