WEBVTT

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Hey guys, Dylan Gu here and welcome

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back to the Tune Shading tutorial.

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In this video we're going

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to be talking about the

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Blender basics, so

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navigation, transformation,

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all that jazz.

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If you guys have already been using Blender

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for a while, go ahead and skip this video.

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You don't need it.

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But for those of you guys who have never

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used Blender before and want to jump into

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it and want to jump into

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this tutorial and make

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a cool character, this

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tutorial is for you.

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So stay tuned, we're going to be going over

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the basics of navigation here and as well

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as some transformation

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things and some editing

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things and all the

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things you need to know.

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Very simple, but you need to know them

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in order to use Blender to its fullest.

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So let's go ahead and

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jump into it, shall we?

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This is the default scene in Blender.

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If you've ever opened Blender

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before, you have seen this scene.

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This is the camera,

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the cube, and the light.

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And just to go over that

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real quick, if you can't tell,

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this is my mouse, you can

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see what I've been pressing.

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But right click is select,

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we'll start out with that.

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Right click is select.

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Now you might think that's

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a little weird to use right

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click for select, like no

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other software does that, right?

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But I'm personally a big fan of it, I

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think it does a lot of wonders for clearing

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up any ambiguous clicks that

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happen in other softwares.

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Usually, because left

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click is so ubiquitous,

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it becomes very ambiguous

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as to if they want

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to select something

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or if they want to drag

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something or if they want to select something

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else, et cetera, et cetera, et cetera.

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The right click and the left

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click separation there for the

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selection versus all the other

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things actually helps a lot.

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So I'm a big fan of it, if you guys

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can get used to it, I would recommend

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getting used to it, but there is an option

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to change your right click to your left

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click, if you go to,

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let me hit control shift

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U, if you go to input,

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you can select with

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left, and if you do that, it will select

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with your left, but I recommend trying it

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with your right for

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a while first, if you

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can't get used to it,

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go ahead and switch it.

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Anyway, that's just my

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opinion, let's move on.

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So another thing is rotating in your scene

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like this, as you can see here, a free

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rotate around the cube, or revolve I should

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say, with your camera, that is what the

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middle mouse button, so you just click

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and hold middle mouse button and drag, that

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will achieve that axis of movement, and

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then you can do, hold shift, and then do

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middle mouse button, so shift and middle

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mouse button is to pan, so you can go

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left and right, up and down, and then

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if you want to zoom in, pretty obvious,

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you just scroll on your scroll wheel,

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that's it, scroll in, scroll out, scroll

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that, that, and that, so those are the

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three things you really need to know for

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basic navigation in Blender,

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super simple, hope that is helpful.

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Next is, of course, transformation, so

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we'll go over the G, S, and R hotkeys,

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GSR, might sound kind of weird now,

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but now I can tell you that they stand

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for grab, scale, and rotate, and suddenly,

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hey look at that, that's pretty easy

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to remember, so we have grab, we'll

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start out with grab, I'm going to go

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to this cube with right click, and

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then as you can see here, there's these

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arrows for the axes, we're going to

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ignore those for now, because I prefer

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using the hotkeys, and I think you

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should learn how to use the hotkeys,

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and that is with G, you can freely

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grab, and this is such a nice feature

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because in no other software can

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you do this, and then also let go of

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your hands, and still just kind of

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move the mouse, I'm not holding or

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dragging any buttons at all, it's

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just doing that, so it's very, it's

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much nicer on your fingers and your

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hands, like for Maya and for other.

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softwares, you have to click and drag

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to move things, and that's just very

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inefficient and very straining on

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your muscles, in my personal opinion,

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so if you hit G, you can do that,

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you can also do G, X, along the X

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axis, or you can do, let me right

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click, okay, go ahead, right click

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when you're in the middle of

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transformation, by the way, I didn't go

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about this, is once you do this,

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you're like, okay, well, how do I actually

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move it, if you left click, that's

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confirmation, if you confirm your

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transformation, it will stay there,

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and if you right click, it will go

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back to where it was before you

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click G, so that's a very handy thing,

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it works for all three transformations,

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grab, scale, and rotate, very

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important to know, so along with

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that, you have the G, X, and then you

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can switch these without having to

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press G again, but all you have to do

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is hit X, Y, or Z, very, very

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intuitive, I mean, it's super easy to

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remember, and then you can move along

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any of these axes, and then also you

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can move along two axes and not the

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other one, so if you do Shift-Z, you

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can move along the X and Y axes, and

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then Shift-Y, you can move along those

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two, and then Shift-X, oh, yeah,

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Shift-X, there we go, yeah, so this is

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fun to know, and then one last thing

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is Alt-G, so Alt-G basically returns the

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cube or any object back to its original

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position, and just to show you what the

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original position is, if you can see

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here, this transform property tab thing,

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I went ahead and pressed N for this,

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by the way, the letter N is the thing

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that opens up this properties tab

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here on the right of the viewport, it has

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the location here, so you can see

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the location of the cube changes when I

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drag it, right, and let's say I confirm

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it there, that's no longer 000, if you

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want to bring it back to 000, you hit

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Alt-G, 000 can be anywhere, it doesn't

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have to be in the origin, depends on

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where that local base transformation is,

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but for the most part, it's the

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origin, so another hotkey is R for

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rotate, so we'll go ahead and do

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that, R for rotate, as you can see, I

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can rotate along the axis that I'm

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looking at, but let's say you want to

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rotate along the x-axis, boom, Rx, or Ry,

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or Rz, and of course left-click to confirm,

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and then Alt-R to bring it back to

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000 of the rotation attributes, values,

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whatever, and then we have something

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that is unique to rotation, which is

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after you hit R, you can hit R

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again, and then you get a free rotate,

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which is probably the most intuitive

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rotation tool here, it is very, very

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easy to rotate something from any angle

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with this tool, so you hit R, R, and you

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can rotate, you know, kind of freely

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from any axis, I'm gonna go ahead and

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left-click, and then Alt-R, and then

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we'll move on to scale, so scale is

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obviously S, S is going to be

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for making things bigger or smaller,

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essentially, so as you can see here,

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the scale values here are also getting up,

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and for the XYZ, you can see you can

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also do X, or Y, or Z, right, or you

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could do Shift-Z, you could also do

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that for rotate, by the way, I didn't

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really go over that, but it's not as

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helpful with rotate, because you can

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really only rotate along one axis

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anyway, and of course Alt-S also does.

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zeroing out of scale, except for

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scale, Alt-S goes to 1, because going to

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zero would be invisible, so

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anyway, let's see, that's about it for

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transformation, now I do have

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something I want to show you guys for,

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before we get into the modeling part

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of the tutorial, and that's something

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called edit mode, now you might

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have noticed we can transform this cube

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all we want, but it's never going to

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turn into a snowman, right, this is,

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it doesn't matter what I do to it, it's

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still not a snowman, right, so what you

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want to do is go into edit mode,

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and edit mode actually alters the

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vertices themselves, so if you hit

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the tab button, you notice everything

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turns orange, that's cool, but

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the reason why it's orange is because

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everything is selected, and when

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I say everything, I mean all of the

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vertices, so these vertices here

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are individual objects essentially,

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individual entities that you can

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move, as you can see here, and that was

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from me right clicking and dragging,

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that's another way to transform

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something by the way, if you right

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click and drag, you can go on that,

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and then I can still let go of

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right click, and it's still in the

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grab thing, left click and right

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click to confirm or deny, etc, etc,

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anyway, just wanted to explain that

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there and why that happened, but yeah,

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you can select and you can also

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shift select to select multiple points,

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and you can do this in object

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mode as well, shift select works.

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ubiquitously, but yeah, so once

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you do that, you can transform this

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cube however you want, you can

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even select multiple and kind of

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rotate it or scale it like

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that, you can do whatever you want,

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you can take these two and scale

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it, this of course with the S and R

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and G keys only, so yeah, that's

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very, very intuitive, all the same

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transformation hotkeys are there,

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except there's no reset position,

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I can't go here and hit alt G,

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that doesn't do anything, so once you

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make a change, you have to undo

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it or just remember where it was,

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so yeah, cool, so I can undo

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things in here in edit mode,

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I can undo things here, great, so

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it goes pretty far, I think we can get

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all the way down, no, that's as far as

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we can go, so that's just based on the

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undo buffer, it's not big enough,

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so that's as far as we can go,

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you can change that in the user

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preferences as well, let's go ahead

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and see if we can do that real

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quick, editing, yeah, so global undo,

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you can do steps, you can bring

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this up to 256 or something like that,

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but that does use up more

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memory, so it's entirely up to you,

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if you want to do that, okay, anyway,

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so one thing I did want to talk about.

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was undo history, which we just

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talked about, yes, but more specifically,

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undo history with edit mode, so you

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have an undo history with edit mode

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and you can also hit control

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shift C, by the way, for redo,

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it's not control Y like it is in a

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lot of softwares, it is in my opinion,

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the superior hotkey control shift C,

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which just makes so much more sense,

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but yeah, so as you can see

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here, we have an undo history,

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I'm doing control Z, control shift C,

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going back and forth, blah, blah, blah,

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great, now I'm going to go all the

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way forward to our final transformation,

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do a little bit extra stuff

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here, and then I'm going to hit tab,

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I'm going to go back into

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object mode, and as you can see,

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I'm like, okay, well, I didn't like

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that, maybe I want to bring it back

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to just one more step, maybe I

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wanted to bring that one thing back in

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just a little bit like I had it before,

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I'm going to hit the control Z button,

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and everything's gone, everything's

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gone because I'm in object mode,

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and in object mode, the undo

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history is separate, so in object mode,

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what they see as your

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edit mode and your edit mode

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doing all those crazy things,

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that edit mode history is separate,

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so you have basically a gap

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in the timeline of undo history

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where all you did was go into edit

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mode and then come back out of it,

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so when you undo once, it goes

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all the way back to the time

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before you went into edit

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mode, which is, of course,

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before you transformed anything,

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so now you have this cube

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that isn't transformed at all,

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and if you redo with control shift Z,

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it brings it back, but as you can see here,

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if we go into edit mode and try

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to bring back the undo history,

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it's all wiped out, so it

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will wipe out your undo history

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if you're not careful, so

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that's why I want to make sure

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you guys don't do that, I don't

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want you guys to lose any work,

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but yeah, anyway, the proper

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way to do it is like this,

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so let's say, I'm just

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going to go and undo on

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purpose to this cube

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here so we can start over,

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I'm going to go ahead and

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hit tab, go into edit mode,

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and I'm going to move

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some things around, blah,

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blah, blah, look at this

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cube, oh man, I'm so cool,

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I'm moving a cube around,

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cool, it's no longer a cube,

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well look at that, that's

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a very strange shape,

12:16.720 --> 12:18.126
but ultimately, if I hit tab

12:18.138 --> 12:19.860
and I'm like, oh cool, actually,

12:19.861 --> 12:21.325
I didn't really want to do that

12:21.337 --> 12:22.860
last thing I did in edit mode,

12:22.980 --> 12:24.314
you want to go back into

12:24.326 --> 12:26.120
edit mode, and then control Z,

12:26.460 --> 12:27.498
you still have your full

12:27.510 --> 12:28.560
undo history that way,

12:28.980 --> 12:30.620
as you can see, I can go back and forth,

12:31.120 --> 12:33.520
and that's totally fine, just make sure

12:33.521 --> 12:35.428
that you don't do anything

12:35.440 --> 12:37.580
crazy trying to undo things

12:37.581 --> 12:38.748
in object mode when really

12:38.760 --> 12:40.120
you want to be in edit mode,

12:40.420 --> 12:41.492
and yeah, that's it,

12:41.504 --> 12:42.860
just wanted to warn you

12:42.861 --> 12:43.715
guys about that, now

12:43.727 --> 12:44.940
there are a few more tools

12:44.941 --> 12:45.674
that you guys need to

12:45.686 --> 12:46.820
learn, but we'll be going over

12:46.821 --> 12:49.201
those as we use them in the next tutorial

12:49.213 --> 12:51.320
where we begin the modeling process,

12:51.380 --> 12:52.450
so I hope you guys are

12:52.462 --> 12:53.840
excited, I'm sure excited,

12:55.340 --> 12:56.410
so let's jump into it,

12:56.422 --> 12:57.700
I'll see you guys there.
