And this lesson we're going to learn about how to transfer UVs from one object to another before we
do that, I just want to finish up on a topic that I didn't completely finish teaching in the last lesson.
And it's not a straight moves or doing the cylinder projection.
It's really hard to get the edges vertical.
And if you want straight moves, I can show you how to do that.
So I've already given this one perceives them an isolate selected.
So now I can see it's using the same method from the previous lesson we have.
This thing already has UVs.
Problem is these the main piece, the main movie.
Shall we go right click.
You've you've shell the main piece here.
I'm not entirely sure if it's vertical.
So everything is context based in Miah as far as what tools you have available to you from shortcuts.
So because we're in the official mode, if I hit shift and right click, I have a certain set of options
here, but if I command and right click, I have a different set of options.
And in this case I want to go from the Rechelle to UVs.
So if I command right click, I can say to UVs.
So we'll take the current selection and I'll convert my selection to another type of component, in
this case, UVs, someone to select that.
Now I have the IVs of the whole thing.
I could move this around, I can rotate scale, whatever I want to do in here.
The reason why I did that is because now I want to shift.
This will be a different type of menu that I saw earlier.
Now I can straighten UVs and hovering over this little grey icon again, of course, will give me different
options here so I can straighten UVs and I'll let go over that and you'll see them go vertical here.
And you do just want to kind of double checked.
It did what it said I was going to do, because sometimes, depending on how far off they are from being
straight, it might not exactly do what you want.
But these look super straight now.
So that's how you straighten moves.
Now, let's talk about how we take these moves and put them on every other object similar to it, which
is a lot of them.
So it would be a real pain in the butt to have to do all of this.
You've creation for each one of these little knobs.
We already have the UVs done, and these are all identical pieces of geometry, so we might as well
use that to our advantage.
So let's go to the Marshman you and let's go down to transfer attributes.
Let's hit this little option box.
And this looks super complicated.
There's a ton of options here, but let's walk through it.
Do you know we know what Virt Vertex is?
Well, let me let me just reset this.
So it's at the default settings.
So Vertex position attributes transfer.
No, we do not want the vertex position.
All we're interested right now are Ive's.
So we know we don't want that.
We know we don't want vertex.
Normal's you've said yeah we want that color sets.
Doesn't really matter.
Yeah.
OK, so the sample space is super important.
What it's going to say, what this is saying is how am I, how's my I going to interpret how to transfer
attributes based on the world space based on this kind of absolute space, based on you know, that
grid is zero zero and then everywhere from there is, you know, where it is in this absolute world
space.
Is that local?
Is it specific to the object or the UVs?
So these would be like if the object was right on top of each other, you'd probably choose one of these
two.
But let's go with component, because these share the same components, meaning they have the same number
of vertices, the same number of edges.
It's the exact same object.
So we want to match them based on their components.
Now, that's pretty much all we need to do if we shift select this next one and it apply.
Boom.
You can see that a transfer the UVs, we don't have to do anything, it's such a relief when stuff like
this works just that well.
So we can't do them on multiple selection's.
It doesn't understand that.
So we will have to do it on an individual basis.
But this is still a massive timesaver.
So we can go through here and keep hitting appli.
Or of course, if you remember the shortcut from the previous part one, we can hit G on the keyboard.
It'll pull up the previous command, which in this case is transfer attributes and just keep hitting
shift and selecting.
And G I'm going to do this, finish this up.
But before I leave, I wanted to talk about the fact that pretty much everything that we've learned
by this point is really enough to unwrap this entire thing.
You know, keep in mind, an object like this with kind of zany UVs, how would we approach this?
We would approach it by considering the object in isolation.
Let's take a look and think, you know, we're probably not going to see that inside all that much.
I'm not going to worry about this stuff that's on the inside.
You know, we're never going to see that.
So let's only focus on unwrapping what we really need.
And the way I would approach this, even though it looks kind of complicated, all it is, is a series
of planes.
And the only unique thing about this one is this diagonal face, because all the planer projections
we've done up to this point have been in a very specific axes, but this is on a diagonal.
So let me show you how to address that in the next lesson.
And I'm going to finish doing this stuff.
But yeah, thanks for following along.
And I'll see the next lesson where we all kind of wrap up all the kind of love knowledge you need to
have to be able to unwrap an object like this.
Thanks for watching.