All language subtitles for 04 - How to use modifiers in Blender

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These are the user uploaded subtitles that are being translated: 1 00:00:00,005 --> 00:00:01,005 - [Instructor] In this video, 2 00:00:01,005 --> 00:00:03,006 we're going to go ahead and modify some of the objects 3 00:00:03,006 --> 00:00:04,009 that you've made. 4 00:00:04,009 --> 00:00:08,001 Don't worry if you don't have access to the Exercise Files. 5 00:00:08,001 --> 00:00:09,009 You can go ahead and just make some new objects 6 00:00:09,009 --> 00:00:12,005 and follow along. 7 00:00:12,005 --> 00:00:17,001 Let's go ahead and click on this cube back here. 8 00:00:17,001 --> 00:00:19,006 On the right side of your view, 9 00:00:19,006 --> 00:00:20,009 you can left-click and drag 10 00:00:20,009 --> 00:00:24,002 and get a little bit more real estate if you need it. 11 00:00:24,002 --> 00:00:26,006 And then left-click on the blue wrench. 12 00:00:26,006 --> 00:00:29,001 It's called Modifiers. 13 00:00:29,001 --> 00:00:32,002 The Modifiers tab is going to be one of your favorite places 14 00:00:32,002 --> 00:00:35,000 to play with inside of Blender. 15 00:00:35,000 --> 00:00:38,003 Let's go ahead and left-click on Add Modifier. 16 00:00:38,003 --> 00:00:41,009 And you'll see that there is a new drop-down. 17 00:00:41,009 --> 00:00:43,006 Each of these have little sections 18 00:00:43,006 --> 00:00:47,004 where you can go ahead and add different kinds of modifiers. 19 00:00:47,004 --> 00:00:50,003 The Edit category is a little bit more advanced. 20 00:00:50,003 --> 00:00:53,005 This lets you move the guts of, say, one object to another. 21 00:00:53,005 --> 00:00:55,009 For example, you can move the UVs, 22 00:00:55,009 --> 00:00:58,004 you can make vertices stick to each other, 23 00:00:58,004 --> 00:01:02,001 you can add a mesh cache, et cetera. 24 00:01:02,001 --> 00:01:06,002 Under Generate, you actually generate new geometry. 25 00:01:06,002 --> 00:01:08,006 Let's take a look. 26 00:01:08,006 --> 00:01:12,004 Go ahead and left-click on Array. 27 00:01:12,004 --> 00:01:16,002 At first, you may not have noticed anything change. 28 00:01:16,002 --> 00:01:18,009 If I come over here where it says Factor X, 29 00:01:18,009 --> 00:01:21,002 I can move this 30 00:01:21,002 --> 00:01:25,000 and see that we've actually added a new object. 31 00:01:25,000 --> 00:01:30,000 And I can click the count up a bunch 32 00:01:30,000 --> 00:01:33,008 and see that we're pushing out even more objects. 33 00:01:33,008 --> 00:01:36,009 Now, officially, this is just a single object. 34 00:01:36,009 --> 00:01:39,006 There are no 20 more that have appeared here 35 00:01:39,006 --> 00:01:41,004 inside of my outliner. 36 00:01:41,004 --> 00:01:44,003 These all exist within the same object. 37 00:01:44,003 --> 00:01:47,001 And if I go into Edit Mode, 38 00:01:47,001 --> 00:01:50,003 I can actually only edit just a single object, 39 00:01:50,003 --> 00:01:52,008 none of these. 40 00:01:52,008 --> 00:01:54,004 But take a look at this. 41 00:01:54,004 --> 00:01:57,004 I'm just going to left-click and drag these two vertices, 42 00:01:57,004 --> 00:02:02,001 click on Move, and move them around. 43 00:02:02,001 --> 00:02:06,002 This modifier is generating instances of this object 44 00:02:06,002 --> 00:02:07,007 on the fly. 45 00:02:07,007 --> 00:02:10,001 An instance is like a cheap copy. 46 00:02:10,001 --> 00:02:12,002 It's just going to copy the original 47 00:02:12,002 --> 00:02:14,003 and shift it over a little bit. 48 00:02:14,003 --> 00:02:15,009 It's a really useful tool if you need 49 00:02:15,009 --> 00:02:19,007 to make a lot of stuff very quickly. 50 00:02:19,007 --> 00:02:23,000 The one upside or downside, depending on how you look at it, 51 00:02:23,000 --> 00:02:25,008 is that they will all be exact duplicates 52 00:02:25,008 --> 00:02:32,000 of this original object. 53 00:02:32,000 --> 00:02:35,005 Let's go back to Object Mode. 54 00:02:35,005 --> 00:02:38,003 All modifiers allow you to apply them. 55 00:02:38,003 --> 00:02:42,007 So I can left-click and go to Apply. 56 00:02:42,007 --> 00:02:46,002 Now, if I come back up to Edit Mode, 57 00:02:46,002 --> 00:02:48,007 I can see that if I left-click 58 00:02:48,007 --> 00:02:51,001 just on a single vertice here, 59 00:02:51,001 --> 00:02:55,008 none of the other ones are moving. 60 00:02:55,008 --> 00:02:58,000 I can undo all of those selection changes, 61 00:02:58,000 --> 00:03:00,000 and I can see what's happening. 62 00:03:00,000 --> 00:03:03,006 Every one of these vertices is now unique. 63 00:03:03,006 --> 00:03:05,006 All of them are in fact unique. 64 00:03:05,006 --> 00:03:07,007 Because it is no longer a modifier. 65 00:03:07,007 --> 00:03:10,001 It's no longer becoming an instance. 66 00:03:10,001 --> 00:03:12,003 They're all just unique. 67 00:03:12,003 --> 00:03:15,006 Let's go ahead and undo that with control + z 68 00:03:15,006 --> 00:03:20,004 and get back to the point where you can see your array. 69 00:03:20,004 --> 00:03:22,004 You can drag this back a little bit. 70 00:03:22,004 --> 00:03:25,001 And let's go and add another modifier. 71 00:03:25,001 --> 00:03:31,005 Generate and let's go to Subdivision Surface. 72 00:03:31,005 --> 00:03:33,000 Now, this is quite cool. 73 00:03:33,000 --> 00:03:36,009 I can go ahead and kick this up a notch. 74 00:03:36,009 --> 00:03:41,002 And you can see that I'm smoothing this object out. 75 00:03:41,002 --> 00:03:42,009 You can actually stack modifiers. 76 00:03:42,009 --> 00:03:47,002 So let's go ahead and click on Add Modifier, 77 00:03:47,002 --> 00:03:52,001 Generate, Subdivision Surface again. 78 00:03:52,001 --> 00:03:53,004 Now I want to do something different. 79 00:03:53,004 --> 00:03:55,008 I'm going to scroll down, 80 00:03:55,008 --> 00:03:58,001 and you see this little dotted area here? 81 00:03:58,001 --> 00:04:02,009 You can left-click and drag and move modifiers up and down. 82 00:04:02,009 --> 00:04:04,001 This is important. 83 00:04:04,001 --> 00:04:06,001 It's known as the stack. 84 00:04:06,001 --> 00:04:11,002 Things evaluate from the top all the way down. 85 00:04:11,002 --> 00:04:14,003 Since I moved this new subdivision to the middle, 86 00:04:14,003 --> 00:04:19,005 I want to go ahead and left-click on Simple. 87 00:04:19,005 --> 00:04:21,009 You can see that my objects completely change 88 00:04:21,009 --> 00:04:25,000 in their shape and size. 89 00:04:25,000 --> 00:04:28,008 I can left-click and drag this down now, 90 00:04:28,008 --> 00:04:33,000 and you can see I get a completely different look. 91 00:04:33,000 --> 00:04:34,009 That is because, like I said before, 92 00:04:34,009 --> 00:04:38,007 the modifiers stack evaluates from the very first thing, 93 00:04:38,007 --> 00:04:42,001 in this case, an array, to the next thing, 94 00:04:42,001 --> 00:04:49,008 which is a smooth Catmull-Clark subdivision of two, 95 00:04:49,008 --> 00:04:56,004 to this next thing, a subdivision this time of simple. 96 00:04:56,004 --> 00:04:58,004 If I move this up here, 97 00:04:58,004 --> 00:05:01,005 we're going to get a completely different look. 98 00:05:01,005 --> 00:05:05,002 The way modifiers work at first may be really confusing. 99 00:05:05,002 --> 00:05:08,002 But modifiers are a huge, huge part of Blender. 100 00:05:08,002 --> 00:05:09,009 So feel free to play around 101 00:05:09,009 --> 00:05:12,006 and see what other cool combinations you can come up with 102 00:05:12,006 --> 00:05:14,000 inside of Blender. 7906

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