WEBVTT

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Let's do the most fun part, which is text.

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Let's add the text.

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We will make here a text object.

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So obviously, we have a little text object.

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Let's maybe scale it up a little bit.

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Let me see.

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Here it is.

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Size.

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Boom.

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Okay.

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Just to scale it up so you guys see it.

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And I can write whatever.

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Whatever.

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A S D N.

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Whatever.

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Okay.

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And we want this thing to be maybe centered and set to the middle.

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Weeeee.

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And we actually want to write all capital letters.

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The starting player.

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Oh, do I have a typo in here?

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Player.

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Perfect.

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Okay.

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Too big.

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Shrink it down.

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The starting player.

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Let's make sure I don't... I'm not screwing up the spelling.

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Okay.

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Never, ever, ever been a huge fan of the B font.

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Default font that is here in Blender.

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It serves its purpose and it is, as far as I remember, open source and good to go.

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But the kerning is always a little messy.

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I've been a huge fan of it.

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You can see here just the awkward space in between letters.

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It's slightly wonky sometimes.

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So if it's okay with you guys, I'm just going to... Yeah, it's just aerial bold.

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So it's a little bit of a boring font, but I think it ends up looking slightly nicer.

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So we do not... We could now, hypothetically, you know, could just take

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this and move it up to kind of the bottom part of the inner part of the coin.

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And we could extrude it up.

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Let's see.

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Where's the extrude?

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Geometry and extrude.

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So you see here when I start dragging the extrude, it starts coming up.

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So we could do something like that.

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And, you know, that's fine and dandy, but let's be more interesting.

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Let's make it kind of curve around the coin.

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So in order to do that, we are going to have to make a curve circle, a Bezier circle.

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And here it is.

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And we can scale that up a bit.

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Starting player text has an option here called text on curve.

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So we can pick boop, the curve.

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And as you can see here, we can scale up and down the curve itself.

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We can scale up and down the text itself.

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You know, so we got a lot of options.

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It's fantastic.

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Size of this.

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Let's, you know, something.

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Yeah, that's all good.

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And then this guy here.

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You know what?

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Something like... Yeah, this is good.

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Okay, this is great.

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Now, there is a problem here that I will address later.

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And it is intentional.

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This, because it highlights a problem I want you guys to be aware of in the future.

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The L is intersecting with the A.

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So later, I will fix this or come up with a solution for this.

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But be aware that that is happening here.

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It kind of looks like it's problem is not there.

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Because this, when you create a mesh out of this,

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this will be non-manifold or like not watertight.

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So we'll have to fix that later.

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But how high up should the text be?

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That is the question.

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I do not think it should be so much extruded that it actually touches the

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outer part here because I think that it will actually make it a little bit less

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readable if you go too far in the extrusion.

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So I would like, let's see, because I was just

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dragging it willy-nilly, just slightly less.

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So let's see.

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Yeah, so right now, this option, I'm going to talk to the developers.

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I actually would love a little feature here below it that would be called offset.

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I know there's a different offset thing here, but it will be a different thing

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that decides in what direction you are extruding because you do 0.

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8 and it does it, but it does it in two different directions.

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Okay, maybe it's a drop down menu or something, but I'm going to have,

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I'm going to give some talking to the gentlemen that are working on this thing.

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Anywho, maybe this would be okay.

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So 0.8.

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Yeah, this is the moment where you guys are insanely bored and I'm genuinely

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starting to have some design decisions going on and thinking process,

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but nobody cares about that.

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Okay, this probably, yeah, okay.

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I'm stopping myself.

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It's fine.

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It's fine.

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Okay.

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So beautiful text, but we kind of want that text to be also here at the bottom,

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right?

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Okay, well, what if we just do the mirror modifier and we do y-axis, y-axis.

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Perfect.

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Except, well, it's a mirror, so you can't really read it, right?

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Well, that's a problem.

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Let's not do the mirror modifier then.

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Well, what can we do that is an easy way of doing it that then allows us still to

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maybe if I find a typo or when I tweak some size settings or whatever,

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it applies to both of them.

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Well, you know, you can always duplicate the thing.

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So this is shift D, this is duplicated, but you could also do Alt D.

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And if I do Alt D, that's more of an instance.

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And so, if I'm still playing around with some of the variables here, like,

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for example, the size of it, or maybe the spacing of the different characters,

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all of that good stuff, it'll do it to the instance thing and not the duplicated

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thing because it is a completely brand new object with its own properties.

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So what I want to do here is Alt D, right click to have

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it be in the same location, and then rotate 180 degrees.

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And now we have the text running around on both sides.

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Fantastic.

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And if I do any modification here, like players

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or whatever, it'll do it for both of them.

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It's great.

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This part here looks a little bit empty, right?

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It's, you know, maybe a little dot here or something.

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Let's do that.

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Let's make a little dot.

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So cylinder, and let's raise up the cylinder

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so it has to come at the bottom part of itself.

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And let's go.

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You know what, I'm going to hide the text just for a second.

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So I actually see what the flip I'm doing.

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And yeah, raise this up by two.

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So it's like now flush.

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And here's the thing about when I boolean things and add things together.

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I actually, you know, this, I'm going to boolean this mesh to this mesh.

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But if it's like super flush exactly in the same location, it is, you are inviting

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more, you know, errors to potentially creep up in calculations.

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Because the more boolean modifiers you're using, the more

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you are increasing the margin of error for miscalculations.

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And that is just the name of the game with any 3D software or whatever.

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I mean, technically, you could just create so many vertices in this.

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You could, you know, subdivide it to the point where

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there's 16 billion vertices and the computer crashes, right?

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So there's always an upper, healthy upper limit to anything.

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It's let's say it should be the height of this thing.

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Well, how high are these, this text?

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Okay, it's like, okay, follow the text, follow the text.

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Let's just follow the text.

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Okay, it's good to go now.

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So we got this dot and we move it off to the side and oh, it's a bit chunky.

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It is a bit chunky.

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So I could now just press S to scale it.

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But then I would also be scaling it down on this axis.

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So I'm intentionally showing you guys, because then you can... it's all the

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slight tips and tricks and it sounds condescending when you actually know it.

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But scale, shift, Z, and now I'm only scaling it to other axes.

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And this looks pretty good.

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Yeah, that's fine.

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Now, I do want to mention, remember, I have

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this resolution thing on the right side here.

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As I'm looking at it, I'm definitely feeling that everything here is in a good

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proportion in relation to the resolution itself.

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But hypothetically, I could have made some wonky mistakes where potentially,

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let's say my text was... my text was, for example, a bit smaller.

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Let's say, oh, my text is like this, this big.

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And that maybe becomes a little bit of a problem, because if I look at my little

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resolution visualization here, that's not really going to work, is it?

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This will just not be printed.

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It'll just not show up, because the nozzle size is much bigger than what the

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resolution of the thing that you're trying to make.

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And hypothetically, you could try to scale it up

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so it just barely maybe fits in there, like here.

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But you still have to be super careful, because there might

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be instances where here, for example, it can't make it.

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So any place where it's kind on the edge, it

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probably means that it's not going to be printed.

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So you have to be mindful of that.

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And there's a few ways of doing it.

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I mean, you could eyeball it like this.

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You could also, for example, use the measuring tool.

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And I don't mean that like just like, oh, measure from here to here.

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Oh, that's 0.35 millimeters or whatever, 3.7.

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There's also another feature in it where you start grabbing one part of it,

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you hold down shift, and now it allows you to kind of, you just kind of drag along.

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And it gives you the exact number of the thickness.

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So here we got, we got 0.44.

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That's good.

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Oh, we went below 0.4.

190
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We're in 3.7 territory.

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That's not good.

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So there are some tools that can get very handy.

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Obviously, constantly eyeballing things means that it'll look good.

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It'll look good.

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And maybe you're like 90% correct, but only once you start printing and you

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see the final result, do you really notice that something was off.

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But, you know, trial and error.

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Oh, you know what's a good idea?

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Saving your file, you know, halfway as you are making something.

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Coin.

201
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Okay.

202
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That's a great tip.

203
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Thank you, Hjalte.

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That was very good.

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We want this dot, not to just be here on the left

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side, you know, something like this is a good position.

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I want it on the right side also.

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And I just want to, you know, make sure that it's the same geometry and whatnot.

209
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So what I could do is just do a mirror modifier, but it doesn't show up here.

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Why?

211
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Because the center of that object is here.

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And so you basically are kind of left with a mirror of itself on top of itself.

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But what you could do is you can use a mirror object, which

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is a different object, the origin of a different object.

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So let's pick the coin itself.

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Boom.

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And now I know that it's on the other side, exactly, you

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know, I can move that around, exactly the same location here.

219
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So let's maybe move it slightly further.

220
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Wow, wow, wow.

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Perfect.

222
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Great.


