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- [Instructor] In this video,
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we're going to go ahead and modify some of the objects
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that you've made.
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Don't worry if you don't have access to the Exercise Files.
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You can go ahead and just make some new objects
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and follow along.
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Let's go ahead and click on this cube back here.
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On the right side of your view,
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you can left-click and drag
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and get a little bit more real estate if you need it.
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And then left-click on the blue wrench.
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It's called Modifiers.
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The Modifiers tab is going to be one of your favorite places
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to play with inside of Blender.
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Let's go ahead and left-click on Add Modifier.
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And you'll see that there is a new drop-down.
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Each of these have little sections
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where you can go ahead and add different kinds of modifiers.
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The Edit category is a little bit more advanced.
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This lets you move the guts of, say, one object to another.
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For example, you can move the UVs,
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you can make vertices stick to each other,
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you can add a mesh cache, et cetera.
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Under Generate, you actually generate new geometry.
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Let's take a look.
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Go ahead and left-click on Array.
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At first, you may not have noticed anything change.
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If I come over here where it says Factor X,
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I can move this
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and see that we've actually added a new object.
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And I can click the count up a bunch
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and see that we're pushing out even more objects.
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Now, officially, this is just a single object.
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There are no 20 more that have appeared here
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inside of my outliner.
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These all exist within the same object.
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And if I go into Edit Mode,
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I can actually only edit just a single object,
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none of these.
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But take a look at this.
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I'm just going to left-click and drag these two vertices,
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click on Move, and move them around.
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This modifier is generating instances of this object
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on the fly.
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An instance is like a cheap copy.
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It's just going to copy the original
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and shift it over a little bit.
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It's a really useful tool if you need
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to make a lot of stuff very quickly.
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The one upside or downside, depending on how you look at it,
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is that they will all be exact duplicates
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of this original object.
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Let's go back to Object Mode.
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All modifiers allow you to apply them.
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So I can left-click and go to Apply.
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Now, if I come back up to Edit Mode,
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I can see that if I left-click
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just on a single vertice here,
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none of the other ones are moving.
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I can undo all of those selection changes,
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and I can see what's happening.
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Every one of these vertices is now unique.
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All of them are in fact unique.
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Because it is no longer a modifier.
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It's no longer becoming an instance.
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They're all just unique.
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Let's go ahead and undo that with control + z
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and get back to the point where you can see your array.
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You can drag this back a little bit.
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And let's go and add another modifier.
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Generate and let's go to Subdivision Surface.
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Now, this is quite cool.
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I can go ahead and kick this up a notch.
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And you can see that I'm smoothing this object out.
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You can actually stack modifiers.
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So let's go ahead and click on Add Modifier,
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Generate, Subdivision Surface again.
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Now I want to do something different.
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I'm going to scroll down,
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and you see this little dotted area here?
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You can left-click and drag and move modifiers up and down.
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This is important.
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It's known as the stack.
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Things evaluate from the top all the way down.
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Since I moved this new subdivision to the middle,
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I want to go ahead and left-click on Simple.
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You can see that my objects completely change
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in their shape and size.
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I can left-click and drag this down now,
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and you can see I get a completely different look.
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That is because, like I said before,
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the modifiers stack evaluates from the very first thing,
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in this case, an array, to the next thing,
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which is a smooth Catmull-Clark subdivision of two,
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to this next thing, a subdivision this time of simple.
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If I move this up here,
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we're going to get a completely different look.
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The way modifiers work at first may be really confusing.
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But modifiers are a huge, huge part of Blender.
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So feel free to play around
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and see what other cool combinations you can come up with
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inside of Blender.
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