WEBVTT

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So next along the 3D views header bar is these layers and we've got these 20 layers to play

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with.

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We've got the first one is currently selected.

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You can kind of see a little gray box of the first one.

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If we left click on another one of these, you can see that this one's now selected.

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And that basically means it's going to show in the 3D view the contents of that layer

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and there isn't anything in that particular layer that I've selected and that's why the

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screen has gone all blank.

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So if we just click on the first layer again, we should bring everything back.

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We can move things around by pressing the M key and that allows us to move to layer

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and we've got this plane selected right now.

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So let's move that to the second layer and you can see the difference that we get down

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here.

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In fact, we get a little circle showing up in that second layer now to show us that there

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is something in there.

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You can kind of make out that it's orange as well to show us that that's the object that

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we happen to have selected.

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Also take a look over in the properties window under the object tab, you can see under the

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relations area that this is now in the second layer and we can kind of jump it around into

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different layers if we like and you can see it's now jumping around down here as well.

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So let's just move that back into the first layer.

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If we want to be able to see multiple layers, we can just shift select and then we'll be

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able to see everything that's going on in the first five layers now.

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We can keep this fairly simple and just click on the first layer and just sort of leave

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it at that for now.

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Of course, these layers do correspond with the layers management add-on that we have

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enabled and you can kind of see more details about that here as well.

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This is just another way of being able to represent this information down here, it just

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gives us a little bit more options to play with.

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Moving on from the layers, we have our proportional editing option.

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So if I enable that, it's then going to give us a fall-off type that we can then choose.

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What this basically means is if we press G to start moving this object, this single plane

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that we have selected, we get this circle that shows up, this white circle, which is

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going to give us our radius of influence.

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If we use our middle mouse wheel, we can kind of scroll that sphere of influence up.

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When we start moving now, we can start to include that cube into our movement and you

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can see it's only moving a subtle amount because it's the perimeter of our influence.

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The kind of more that it gets sucked into the middle of the sphere of influence, the

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more it's going to start moving and that's a nice organic way of being able to move things

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around.

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I'm just going to right-click to just abort that though and then we can also just disable

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that option there.

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Let's take a look at one of the last things along the header bar now, which is this snapping

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area.

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This first magnet icon is going to allow us to enable our snapping and this next icon

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next to it will allow us to pull down a menu to change our various different snap elements.

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So at the moment, it's set to incrementally along the grid.

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So what that actually means is if I press 7 on the numpad to jump to a top orthographic

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view, press Z to toggle the wireframe and let's zoom in a little bit by scrolling the

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mouse wheel, you can see that the object at the moment isn't actually on the grid.

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What we might like to do is just zoom out a little bit more, get these larger grid spacings

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and then what we can do is start to move along the X axis and you can see it's still got

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all these extra digits.

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You might have wanted it to be just say 4 and so that's an important point to make that

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the incrementally snapping option here is just going to allow you to move incrementally

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along the grid.

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It's not going to snap you to the grid.

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To be able to do that, just got to remember that we've got this other snap menu which

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is Shift S and that means we can now, the top of that is selection to grid and then

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when you do that, this rounds out these figures and snaps us to the grid for us and now when

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we start moving, translate along the X axis in this case, you can see that it was snapping

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on along the grid now that we're actually snapped to the grid which we had to manually

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do in the first place.

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So that's just something to bear in mind.

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Once you zoom in and you get some smaller grid spacings, you can see that we can now

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sort of snap along and well move incrementally along those smaller grid spacings.

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So let's just take a quick look at another option in here.

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So for example, like vertices and we've got this cube sat next to us.

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So let's press G and then just gesture over to this vertex in the top right of the cube

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and then we can just left click to just confirm that translation.

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And what happened there was it used the closest vertex in the plane to snap to the vertex

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that we indicated to on the cube.

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So we can set that to something else like say the median point instead and then press

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G and then sort of snap to it and you can see the median point of the vertices of the

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plane is now the point that it got snapped to.

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Let's sort of, sometimes a good way of being able to use that tool is to say if you wanted

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to snap it from this point so that this point of the plane was snapping to that area is

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to just move it fairly close first and then you can indicate the closest and press G and

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then just indicate onto that and now basically that is in position now.

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Also we can just disable the option by clicking on it there but we don't have to necessarily

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just come and manually click it on.

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We can also once we start to move we can press CTRL and that will now toggle our while

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we hold CTRL we're now snapping.

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So now we can, as you can see, we're now basically snapping onto the various different vertices

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that we select to and then when you let go then it's no longer snapping still because

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we've let go of our CTRL key which is kind of our modifier for snapping while translating.

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Finally we have these two last buttons which are our open GL viewport render buttons.

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The first is for a still image and the second will output an animation if you have one set

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up.

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Basically this means a very simple render of what we're looking at in our viewport as

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opposed to the other main render buttons which will render from the active camera and process

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all the complicated lighting bounces and mirrors and transparency and whatever else you might

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have going on in the scene that needs time to calculate.

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Options for these, by the way, can be found at the top in the render menu.

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These first two are the main render buttons, F12 and CTRL F12.

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The next down are these two buttons that are at the far right of the header bar that we've

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just been talking about, the open GL render and the open GL render animation and you can

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also see the options for these here as well.

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So that wraps up the 3D view bars header and now it's time to get on with some modeling.

