WEBVTT

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OK, welcome to this lesson where we will create the knob that we see here in the reference, and I

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want to make this its own lesson because it's going to use a very unique technique.

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And between the previous lesson and this lesson, I also added a few more details using the same techniques

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we've already learned.

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So I wanted to save some time and not, you know, handhold you through every single thing.

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If we've already covered that type of a topic.

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And I'm going to do that throughout the course so we can speed this up and you're not having to follow

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and relearn the same things over and over again.

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So the things that I added were bevels to the handle and to the kind of extension here.

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And I added another plate.

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And these screws, the only thing to notice and to remember that I maybe haven't covered about bevels

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when I was making this, I was resizing it and doing all kinds of things.

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Same thing with this bevelled edge here.

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And if I was to start to scale something that I've already beveled, the Bevell itself is going to scale

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as well.

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You can see the distance of those agile loops are getting further and further apart and messing with

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the Bevell.

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I don't want that right.

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When I'm scaling something, I want the Bevell to be the same.

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So if you're going to scale something, you probably need to go into vertex mode and move the vertices.

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Instead of scaling this out, you want to move them so all the Bevell is maintained.

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This is the same beveled distance that we had when it was this short of a piece.

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So that's just one thing to keep in mind when you're scaling anything that's been beveled, that that's

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not uniformly scaled, I should say, because it was uniformly scaled, then it's going to scale up

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and it's all going to get bigger together.

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If that's what you want, that's OK.

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But just know that Bevell is going to get bigger if you scale the whole thing up together.

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So let's get into making this little kind of knob here.

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And it's a non-uniform shape as well.

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It's not a cylinder all the way around has this kind of point over here.

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So let's go and create a cylinder, because we're going to start with the most basic things.

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And I'm also going to group you can see it.

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These screws also have these kind of black pieces are what are going to be black pieces.

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You can look at the reference here.

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So I included those as well, and then I grouped them.

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So I'm going to just middle mouse drag shift selecting everything and middle mouse dragging that into

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the main group, GBE trap.

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And we can do that with everything else as well.

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It's just shift select everything that we're not currently modeling and middle mouse drag that and let

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go over the main group.

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So now we can select that and hide it with control h and now we can look at this cylinder and what we

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want to do is pull out one kind of point.

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So I'm going to delete some edges.

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And before I do that and start messing with the history of this thing, I want to add a cap here.

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And that's important for cylinder's, at least because if you start messing with this thing and then

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later you want to add a cap, it won't do it because you've messed with the history of the object.

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So you get this cleaned up first because you won't be able to change it a ton later if you're messing

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with components like we're about to do.

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So I'm basically going to select click and shifting shift and double clicking.

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Oops, all of the edges when the was on selecting all the edges here except for

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the one in the center I just skipped.

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Because that's going to be the one we're going to pull out, so I'm going to hold on shift right click

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and go to delete edge and then we have the point that we want and it looks like.

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Comes out kind of far, so you can just click and drag this out.

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Something like that, and we can double click these and maybe just scale them in a little.

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Or what we could do is add some more loops here and scale them out, so let's go to the edge loop toll

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on our custom shelf, click it, go to the tool settings here, make sure we're on multiple edge loops

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and let's try for clicking here.

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And it looks like it's kind of the same distance.

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I'm looking at the distance here with a distance here.

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It's maybe a little bigger.

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So let's go five.

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Oops, just type that in.

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Click one time, that looks a lot closer.

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So now we have kind of remade those that kind of uniform distance here, you can see it doesn't go all

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the way to the center.

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And this is a goofy thing about cylinder's while we made that cap at the very beginning, because I

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wouldn't make these loops later if we didn't.

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But, you know, that's just some quirky modeling stuff.

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And I'm trying to help you avoid that in the future.

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So one thing we can do here is scale this out just a little bit.

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And, you know, we just did those two, so now it's not a flat surface all the way to the end, but,

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you know, again, that's no big deal.

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We can just we do things and then we change it back.

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And it's very adaptable.

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And you to be the same and your knowledge and application of all everything that you know for modeling.

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So you can kind of do whatever you need to do and you're not kind of constrained by the tools or the

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decisions you make.

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You can just kind of go with the flow.

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So now we have the general shape of this thing.

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The big question is how do we make the kind of a ribbed looking kind of cylinders here all the way around?

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And so we'll address that.

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First, let's deal with this.

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It looks like it's kind of a bevelled edge here.

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It's kind of rounded.

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So let's beveled edge first.

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So double click this and I'll double click that and let's look at that point is probably beveled to

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here.

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So let's go to Bevell and let's go to the input here from Bevell and drag out a few more segments and

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then change the fraction a little bit.

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It looks like it's snapping around.

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So I'll just click the kind of pie chart here to go to a slower fraction.

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And I'm not entirely sure what's freaking out.

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So I just clicked here and our middle mouse tracking in the viewport.

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So, again, you just going to have to adapt to it.

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However, if it starts acting, acting goofy, you can just.

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Root around that problem and not to worry about it.

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Cool.

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So now we have that done.

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The only thing I would comment on is possibly using higher subdivision's at the beginning, because

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now you can see there is kind of far-Sighted here.

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It's not totally around all the way around.

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One trick you can try is hitting three on your keyboard and that will smooth the model in general and

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hard surface modeling.

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You'll probably do that at the very end, but you want to make sure all of your geometry is kind of

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accurate and stuff.

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And this kind of series of lessons about the Ghostbuster trap.

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I'm trying to model things in a way that we don't have to rely on that and that we can be a little more

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sloppy with our geometry.

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But in this case, it works pretty well.

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So we can leave it in the three mode.

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And that kind of solve the problem of this not being rounded enough.

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And I can, you know, go between one and three to show you the difference.

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And if you get to that's just kind of an intermediate tries to show you the one you had before.

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But because the one on top of each other, it's really hard to see.

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So mainly you're you're just going to use one in three to see the difference between smoothing something

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and not smoothing something.

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So we have that.

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Let's go back to one just because we're that's how we're going to model things.

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Let's add a loop right in the center of this thing that goes all the way around.

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And that's what we're going to tell these ribs to follow.

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So we need one right in the middle here.

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Let's go to the edge loop tool or go back to the tool settings and just drink this down to one.

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And that way it'll just put one right in the dead center of, well, one right in the dead center.

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You can see I accidentally clicked a few things and so I just said undo go back to object mode and where

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we're golden and I'll get off the tools.

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I don't accidentally make more loops again.

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All right.

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So now we have this edge loop.

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Let's go to the edge mode by right.

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Clicking and dragging you up like that edge double click it and let's go to modify convert.

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Polygon edges to curve.

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And we'll click the little box on the end there to get the options, and I want to choose Lennier because

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I want it to follow exactly where the the edge loop is.

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I don't want it to interpolate and get curvy.

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And so we're going to choose linear right now and convert now.

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You can see we have a curve here that follows exactly the shape.

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So now with that, we have something to add the ribs to.

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There's a couple different ways we could have gone about doing this.

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This is one way.

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Another way is using MASH, which we will talk about later, which is used for motion graphics.

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And you can use MASH to help you model some things as well, especially things that are patterns.

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But this is kind of a tried and true method.

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And you don't have to rely on, you know, some new plug in thing that my, you know, has come out

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in the last couple of years that's can have its own problems.

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So it's good to just know how to do things, you know, with the bare bones miah tools and also get

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introduced to some new things.

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And this is also we're going to have kind of an animation tool to to use for this.

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So when I go to poly modeling, I'm going to make the one rib, the summerskill it down is going to

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pull it over here so I can see it and skells all the way down at this a little bigger and drag it over

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here so I can kind of see the size and see, you know, it doesn't it almost goes all the way to the

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edge.

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So it's just scale it up to about there.

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And then it looks like these are pretty rounded at the top.

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So let's just go to.

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Edge mode, and it's going to select everything and you can see actually a few shifts like things it

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will dislike things you have selected.

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If you want to add to a selection and you're clicking and dragging over something that is already selected,

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it's going to deselected if you don't want that to happen, OK?

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If you do not want that to happen, you have to control and shift.

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Now, I'll add to that selection, even if you go or an area that you've already selected, but we want

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to do is control click and dislike that because we just want to Bevell the tops here.

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And I'll go from a top down view, heading spacebar, clicking and dragging over the top.

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You have to frame up and control click the centerpiece here so it'll deselect everything.

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Go back to perspective mode, adding spacebar and let's go to the Bevell tool and let's increase its

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increase of that fraction and bump up the segments.

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Yeah.

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So we're just having a hard on the slow mode here.

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So I change that to now I a middle mouse drag in the viewport with that selected and it will go a lot

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quicker.

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So it's Yeah.

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Something like that in general.

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You try, you want to try not to add a ton of geometry if you don't need it, and it's such a small

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piece and trying to keep it as light as possible.

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OK, so now we have that piece and it's going to end like this.

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But the big question is how do we get this piece to go all the way around this object?

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We could click and drag and try to place, you know, duplicate one and try to place it.

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Exactly.

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But that's super tedious.

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And we want to try to use the tools to our advantage.

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So let's go to the animation window here.

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We've been modeling.

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Let's go to animation and let's click the poly curved politics of tool and let's shift click the cylinder.

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Let's go to constrain and we'll go down to motion paths.

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I'm just going to tear this off attached to motion path.

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So what we have now, if we click and drag the timeline, even though we're we're still in the modeling

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course, don't get confused.

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Even though we're using the timeline and we are an animation now, we're using this to help us model.

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So what we've created is that this follows the path.

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If I select these two things and isolated here, you can see this and you can see it says one twenty

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here.

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And that means, you know, it's going over the timeline that we had.

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If this was further out, it would have gone to 194 or whatever.

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But because it was that one twenty, that's that's the length of the timeline.

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So that's what it's doing.

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It's going to animate over the length of that.

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OK, so we have this.

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Now, the thing we want to do is if you if you notice, if you hit play over here and start slow, it

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speeds up and slows in slow speed up, slow in.

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OK, we don't want that.

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We want it to be linear because we're going to use this, we're hacking this.

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We want it to have even intervals around this piece.

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We're going to duplicate this thing around.

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And if it starts slow here, we're trying to go at even intervals.

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It'll be a lot more of these at the beginning and they'll be further spaced out here.

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So you want this to go at the same speed all the way around.

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And the way we do that and again, this is kind of animation stuff.

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But when you learn 3D, you need to know a little bit of everything to to create things.

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So you can see we have this motion path here.

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We have the curve selected.

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Now we have an output for the motion path and we click that we can see this little red dot and that

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means there's a key frame.

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And now that we toggle this down, we also have these red dots on the timeline that weren't there before.

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So there's a couple different ways we can change the handles of this.

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So it'll be the same length, the same speed through the whole length of this timeline.

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But to we could do it here in the timeline.

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But I want you to see it visually since it's the first time you're introduced to this stuff.

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But a Windows animation and we'll go to the graph editor.

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This will open up a new window.

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And now we see a motion path, one you curve.

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And that's what we were looking at over here.

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Motion path, one you value and you can see it starts slow, speeds up and then slow.

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So I'm clicking and dragging the kind of vertex here, the key frame, and I'm selecting this one.

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And I want to go and hit this straight line here.

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It's going to straighten that out.

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So now we can close this.

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We'll learn all about animation and graph editor more later.

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But right now, that's all we need to know.

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So if we play this back now, it's going to go the same speed all the way around.

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When this loops, you won't be able to tell difference with the speed.

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See, now it just goes all the way around and there's no speed changes.

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And that's exactly what we want.

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Perfect.

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OK, so.

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If we go back to.

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The enemy tab here, Maunder Animation, and we go visualize, create animation, snapshot and open

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up the option box here and what we want to do is go the entire length of this thing.

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So we'll add 120 because that's the timeline over here.

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We're at 120.

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So start to end.

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We can also we could say time slider, which will kind of automatically do that.

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So it ingres these out.

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But either one, it's the same thing if you change this number.

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So we'll say you know, increment will be one and then let's say increment to well whatever, let's

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just leave it at default will say reset settings and make sure we're all the default.

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So the selected we actually want to select the cylinder not the curve and let's hit apply.

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So when we on isolate this now, when we we can see what we've actually made, so it made way too many

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of these things.

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So let's let's go and un isolate this and what the cylinder selected, let's say an increment of two

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now instead will apply.

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I'll take a second.

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And now you can see these ribs and that looks a lot closer to what we need and what is showing up here.

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So the only thing that I would say is that maybe these need to be closer into the object like they're

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poking out too far.

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So one way we can do that, let's say don't do go to the curve and let's isolate it and I'll right.

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Click and say.

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Control vortex, click and drag these, so let's hold on D and X and middle mouse, snap it to the center.

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So now when I scale this down, everything should scale from the center.

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OK, so now when we do the snapshot, we go to visualize an animation snapshot.

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We have to point to one.

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And again, this could this value can be different for you.

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This is just based on the size of the thing that I made.

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So this will probably be different for you.

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I'm just taking a guess at, you know, what will be the right distribution for mine.

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So to kind of lock in these changes, now, you can see it's all the way around correctly.

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To lock in these changes, we need to delete the history.

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So let's go to edit delete by type history.

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And let's select all of these shifts, select it G and will middle mouse drag them out and I just let

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go down here anywhere unless delete that snapshot group.

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So now we have the ribs and we have the cylinder.

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We can delete the original one.

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We can also delete the curve because we don't really need all that stuff now.

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So now we could even just middle mouse drag and put this under the cylinder.

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Okay.

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And we can also see there's maybe an extra one here, so we can just delete that.

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So now we have our knob and we place it in the right spot.

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Lets unhide the trap heading shift H.

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Let's select the cylinder, drag it out here and let's rotate it down.

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I can see it should be 90 degrees negative, 90 degrees and X and we can also just scale the whole thing

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down.

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And you can see because we parented the ribs under the cylinder, it's following along with whatever

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we're doing.

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And this is called a parent and child relationship.

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And we did the same thing with the group earlier.

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You know that everything is a child of this group node.

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So if we move the group node, everything will move because everything underneath it as a child and

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you can do that by middle mouse dragging things in the outliner, you can also do it by selecting two

19:41.190 --> 19:43.920
things and then adding P on your keyboard for a shortcut.

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So there's different ways to do it.

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But let's just get this kind of on the right spot.

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I mean, drag it up, it looks like.

19:54.710 --> 19:58.550
It's tilted to the side a little bit and it has this black disc here, so I'm actually just going to

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steal one of these discs here, Kamandi, to duplicate it.

20:01.970 --> 20:07.340
And also talking about parenting, you can hit shift to unpaired something so you can see it pop this

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out from that group and we can just scale this up and let's just bring it over here to the center of

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this thing.

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And now we can click the cylinder to make sure we just have the cylinder selected and rotate it.

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So it's kind of at an interesting angle instead of straight down.

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And now for later, we have this disc that will be able to color something differently, see if it goes,

20:33.100 --> 20:34.710
yeah, almost all the way.

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So let's just do something like that and just kind of eyeball that.

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It's in the center close enough.

20:38.690 --> 20:43.790
You can vertex snap and all that stuff if you want, but that is looking pretty good.

20:44.070 --> 20:47.540
The next lesson, we will create this top structure really quickly.

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And you know, you can do the same knob thing here.

20:51.230 --> 20:56.810
You just duplicate this one out and those and, you know, but the next thing we'll do is just finish

20:56.810 --> 21:02.690
up this model and complete the top and we'll move on to a character in the next series of lessons about

21:02.690 --> 21:03.390
three modeling.

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Thanks for watching and I'll see you the next lesson.
