1
00:00:05,910 --> 00:00:07,230
Know what's up everyone.

2
00:00:07,230 --> 00:00:11,070
Mark Price here at DEF soap's dot com and we've made great progress.

3
00:00:11,070 --> 00:00:15,510
We've got our second controller in place which is going to show the ramps but there's no ramps on it

4
00:00:15,510 --> 00:00:15,840
yet.

5
00:00:15,900 --> 00:00:17,930
So we need to go ahead and take care of that.

6
00:00:18,180 --> 00:00:21,060
Let's make things happen.

7
00:00:21,060 --> 00:00:27,250
So let's go ahead and go over to our ramp picker visi.

8
00:00:27,720 --> 00:00:28,600
OK.

9
00:00:28,710 --> 00:00:30,120
And let's see what we got in here.

10
00:00:31,170 --> 00:00:34,780
Feuded load were setting the size that looks great that looks great but we don't have any scenes in

11
00:00:34,780 --> 00:00:41,820
there we don't have a scene to 3-D to show to the user so let's go ahead and do that.

12
00:00:41,860 --> 00:00:48,070
We're going to go to our art the CNS assets folder and what I'm going to do is unfortunately when I

13
00:00:48,070 --> 00:00:55,150
click this and go to new file with the X code beta it sometimes has issues and messes the app up.

14
00:00:55,150 --> 00:00:59,110
So what we're going to do is appear we're going to right click and go to new file.

15
00:00:59,110 --> 00:01:04,920
And what we're going to do is we're going to go down here to resource and we want to do a sprite.

16
00:01:05,080 --> 00:01:08,320
Nope a scene kit seen file.

17
00:01:08,320 --> 00:01:12,060
There it is scene kit scene file.

18
00:01:12,270 --> 00:01:20,300
And what we're going to do is we're going to call this this is call this ramps ramps you have ramps

19
00:01:21,030 --> 00:01:21,950
and the ideas.

20
00:01:22,290 --> 00:01:26,760
See this scene right here and I'm actually going to drag it up here and then drag it in here again because

21
00:01:26,760 --> 00:01:28,930
the Escobedo has some crushing issues.

22
00:01:29,310 --> 00:01:33,310
Anyway so just put it there in your art the CNS assets folder.

23
00:01:33,930 --> 00:01:39,340
And we have an empty ramps does seem now the reason why I'm having an empty ramp seen here is again

24
00:01:39,360 --> 00:01:41,710
I want you to think about how Seen it works.

25
00:01:41,730 --> 00:01:48,300
A scene can hold one or more objects and so I want this to be my holder my world my scene in which the

26
00:01:48,300 --> 00:01:49,710
three ramps are going to live.

27
00:01:49,830 --> 00:01:57,360
So rather than rather than having these separately somehow loaded together or attached to each other

28
00:01:57,600 --> 00:02:00,600
we want to just go out and load them in in a virtual scene.

29
00:02:00,600 --> 00:02:02,660
It kind of pulled them all together.

30
00:02:02,670 --> 00:02:06,180
I think it's a better way to organize and this is what you would do in a game.

31
00:02:06,210 --> 00:02:14,230
So ramps up scene and what we can do is we can click this camera here as you can see this camera down

32
00:02:14,230 --> 00:02:22,450
here to kind of to that camera we can click the camera and go over to the very far right the little

33
00:02:22,450 --> 00:02:23,170
mountains here.

34
00:02:23,200 --> 00:02:27,300
The scene inspector and let's change the background of our camera.

35
00:02:28,140 --> 00:02:30,250
Let's change it to black.

36
00:02:30,660 --> 00:02:31,190
OK.

37
00:02:31,530 --> 00:02:33,120
So the ramps kind of really pop out.

38
00:02:33,120 --> 00:02:35,240
All right.

39
00:02:35,340 --> 00:02:40,820
And then what I want to do is I want to go into the ramp picker AVC And let's just load that scene.

40
00:02:40,950 --> 00:02:51,570
So what we'll do is we'll say let scene equals Sian's scene and we're going to say named right there

41
00:02:53,160 --> 00:03:03,760
and we're going to say art a c and a assets assets and we're going to call this ramps that a C.

42
00:03:04,520 --> 00:03:10,680
And I'm going to force unwrap it here because it has to exist in my app and so might as well just force

43
00:03:10,710 --> 00:03:13,090
unwrap it to make sure that it's there.

44
00:03:14,070 --> 00:03:18,870
And we've got her seen now how do we actually get it into our scene view.

45
00:03:18,910 --> 00:03:26,180
We just say scene view that scene equals scene.

46
00:03:26,700 --> 00:03:33,170
Now if this worked correctly when I run the out the background of the pop up should now be black.

47
00:03:33,210 --> 00:03:39,150
Let's go ahead and give it a shot here on our simulator.

48
00:03:39,290 --> 00:03:40,180
So our app is running.

49
00:03:40,180 --> 00:03:43,190
Let's click the White icon and you can't really see here.

50
00:03:43,690 --> 00:03:45,180
And the background is now black.

51
00:03:45,280 --> 00:03:49,590
And that's because we've successfully loaded the scene and the scene we gave a black background on.

52
00:03:49,780 --> 00:03:51,030
So this is perfect.

53
00:03:51,220 --> 00:03:51,770
OK.

54
00:03:55,980 --> 00:03:59,460
But black is not the color that we want to keep that background.

55
00:03:59,520 --> 00:04:06,960
So actually I want to show you how to use a texture that can be applied as a background on your on your

56
00:04:06,960 --> 00:04:07,510
scene.

57
00:04:07,560 --> 00:04:14,380
So to do that all we have to do is grab that texture which is right here.

58
00:04:14,400 --> 00:04:15,070
Background.

59
00:04:15,420 --> 00:04:17,640
I'm going to drag it into the textures folder.

60
00:04:18,090 --> 00:04:23,790
And then what we'll do is in the ramps that scene file here click your little camera and instead of

61
00:04:23,790 --> 00:04:28,820
doing a black background let's select an image and there you go it's going to repeat itself.

62
00:04:28,830 --> 00:04:31,960
And I think that a look much nicer much cooler graffiti style.

63
00:04:32,010 --> 00:04:32,990
OK.

64
00:04:33,600 --> 00:04:33,900
Awesome.

65
00:04:33,900 --> 00:04:35,710
So back to rent picker visi.

66
00:04:35,910 --> 00:04:37,100
We've got our scene now.

67
00:04:37,160 --> 00:04:40,770
Well we want to do a show three ramps when we get the ramps in have them rotating.

68
00:04:40,980 --> 00:04:42,980
So how do we do that.

69
00:04:43,020 --> 00:04:49,980
How do we make ramps attached to 3-D models attached to the scene that we just load it and it's not

70
00:04:50,310 --> 00:04:51,430
it's not all that hard.

71
00:04:52,500 --> 00:04:53,910
Just start out with one.

72
00:04:54,000 --> 00:05:02,300
So what we're going to do is we're going to say let LBJ just arbitrary name ok.

73
00:05:02,410 --> 00:05:05,940
CN seen named.

74
00:05:06,110 --> 00:05:12,720
And again you can use memory how you can use the DHC files interchangeably with the scenes so named

75
00:05:13,070 --> 00:05:18,260
Morency art slash or dot SC and assets.

76
00:05:18,980 --> 00:05:22,980
Slash Marine and call this pipe that daks.

77
00:05:22,990 --> 00:05:24,410
We want to load the pipe.

78
00:05:24,540 --> 00:05:25,620
All right.

79
00:05:25,620 --> 00:05:33,510
And then what we're going to do is we're going to say let Noad equals RBJ up root node that child node

80
00:05:34,830 --> 00:05:41,560
that child node come on with name.

81
00:05:41,560 --> 00:05:44,630
And we're going to call this pipe and recursively.

82
00:05:44,680 --> 00:05:46,270
It's going to be true.

83
00:05:46,300 --> 00:05:47,420
So what's happening here.

84
00:05:47,440 --> 00:05:51,100
So what we just done in this first line here is we've created a scene.

85
00:05:51,210 --> 00:05:51,850
Okay.

86
00:05:52,090 --> 00:05:53,790
And the scene is the pipe scene.

87
00:05:53,830 --> 00:05:59,890
All right now what we want to do though because of what we want to do is we want to grab the node out

88
00:05:59,890 --> 00:06:00,450
of the scene.

89
00:06:00,460 --> 00:06:03,870
So remember a scene can hold one or more objects right.

90
00:06:04,090 --> 00:06:08,200
So even though in this pipe there's only one object in here.

91
00:06:08,230 --> 00:06:12,760
The scene is assuming that there could be one or more objects so you're not actually when you load a

92
00:06:12,760 --> 00:06:18,270
scene you're not actually grabbing this object directly you're grabbing the entire scene.

93
00:06:18,280 --> 00:06:22,850
So when we right grab the scene and then what we do is we say Oh B.J..

94
00:06:22,900 --> 00:06:23,690
Root node.

95
00:06:23,710 --> 00:06:26,110
Well what we're doing is we're getting the root note.

96
00:06:26,110 --> 00:06:27,580
Every scene has a root node.

97
00:06:27,790 --> 00:06:32,750
And then we're finding a child node named pipe which is why it was so important.

98
00:06:32,780 --> 00:06:38,620
So back to our our editor here why is so important over here on this little cube icon here to give it

99
00:06:38,620 --> 00:06:42,970
an identity a name called pipe because now we're referencing this value right here.

100
00:06:42,970 --> 00:06:46,500
So what we're saying again is on the scene go to its base node.

101
00:06:46,510 --> 00:06:48,570
Every scene has a bass note or a root node.

102
00:06:48,790 --> 00:06:53,040
Go find the child node named pipe OK.

103
00:06:53,070 --> 00:06:54,600
And so this is interesting.

104
00:06:54,600 --> 00:07:00,540
So what I could have done is actually could have had like a scene that says all ramps OK with three

105
00:07:00,540 --> 00:07:05,160
ramps in it and then I could have just left them there and I could each grab each one using the exact

106
00:07:05,160 --> 00:07:05,840
same way.

107
00:07:06,000 --> 00:07:09,650
But it's not a good way to organize things you don't want multiple things in one file.

108
00:07:09,690 --> 00:07:10,660
They don't need to be.

109
00:07:11,040 --> 00:07:13,560
So they we separate them but that's what we're doing.

110
00:07:13,550 --> 00:07:15,450
We're grabbing the actual node itself.

111
00:07:15,510 --> 00:07:15,880
OK.

112
00:07:16,000 --> 00:07:18,840
C.A. All right let me show you what that is.

113
00:07:18,840 --> 00:07:23,800
Here a child node type LCN node.

114
00:07:23,820 --> 00:07:24,450
OK.

115
00:07:26,000 --> 00:07:27,230
So just scroll up here

116
00:07:30,920 --> 00:07:37,530
the top so see and no.

117
00:07:37,930 --> 00:07:39,350
All right here.

118
00:07:39,400 --> 00:07:39,970
OK.

119
00:07:40,340 --> 00:07:45,500
It's the motto class for for no tree objects and encapsulates the position rotations other transforms

120
00:07:45,500 --> 00:07:48,000
of a know which to find a coordinate system.

121
00:07:48,020 --> 00:07:52,230
OK so does a scene have a coordinate system where you can move a scene around.

122
00:07:52,230 --> 00:07:54,940
With scale and position no it does not.

123
00:07:55,130 --> 00:08:00,830
But the nodes you put in there do so when you drag the 3D model in that half pipe that you saw in there

124
00:08:00,830 --> 00:08:02,880
when you see the inside of a scene.

125
00:08:02,900 --> 00:08:08,000
OK it's just a no it's an S you know it and that's what you move around really important it can be confusing

126
00:08:08,040 --> 00:08:10,020
the difference between a scene and a node.

127
00:08:10,180 --> 00:08:15,770
A scene has a root node and the root node can have one or more nodes attached to it.

128
00:08:16,000 --> 00:08:16,510
OK.

129
00:08:16,610 --> 00:08:20,640
And that's all we're doing here is we're finding the child know that name is pipe.

130
00:08:20,870 --> 00:08:21,590
All right.

131
00:08:22,070 --> 00:08:23,940
Pretty cool stuff.

132
00:08:24,020 --> 00:08:33,350
And in the last thing to do is just throw it onto the scene right so we can just say scene up root node

133
00:08:34,340 --> 00:08:38,250
add child node and then put in the node in there.

134
00:08:38,810 --> 00:08:41,930
OK so we got on scene which is the empty ramp scene.

135
00:08:41,930 --> 00:08:42,490
OK.

136
00:08:42,710 --> 00:08:47,840
Oh and we're going to have to unwrap this here to listen to that right here.

137
00:08:49,570 --> 00:08:53,460
We're going to assume that it can find it and if it couldn't find or we misspelled it would crash.

138
00:08:53,470 --> 00:08:56,020
But that's OK because we're compiling we're building.

139
00:08:56,020 --> 00:08:56,600
We're not.

140
00:08:56,680 --> 00:08:58,900
This is not something we're downloading from the internet at runtime.

141
00:08:58,900 --> 00:09:00,350
That could possibly fail.

142
00:09:00,640 --> 00:09:01,890
OK.

143
00:09:02,740 --> 00:09:04,450
As you note is not unwrapped.

144
00:09:04,540 --> 00:09:05,890
Maybe it wants us to.

145
00:09:06,110 --> 00:09:08,120
Now that should work just fine.

146
00:09:10,470 --> 00:09:13,000
I guess it wants us really wants us to unwrap that OK.

147
00:09:13,290 --> 00:09:14,790
That's fine.

148
00:09:14,790 --> 00:09:14,970
OK.

149
00:09:14,970 --> 00:09:20,060
So there's our node and so here are seen the ramp seen it's empty.

150
00:09:20,190 --> 00:09:20,780
OK.

151
00:09:20,820 --> 00:09:25,500
And then we set the scene to the scene view member the scene views the view that's shown to the user

152
00:09:25,770 --> 00:09:31,710
inherits from UI view and we're setting the scene on it which is the ramps which is empty right now.

153
00:09:31,740 --> 00:09:34,710
We give it that nice you know concrete style background.

154
00:09:34,980 --> 00:09:36,990
And then what we're doing is we're grabbing a new scene.

155
00:09:37,050 --> 00:09:41,910
The pipe we're grabbing its child node named pipe or describing the node out of it.

156
00:09:41,910 --> 00:09:45,930
We're not even using the scene we're describing the node out of it and then we're taking that note and

157
00:09:46,050 --> 00:09:47,840
adding it on to our scene.

158
00:09:47,970 --> 00:09:49,540
OK onto our ramp scene.

159
00:09:49,860 --> 00:09:55,200
And so if this all worked when we run the app we should see some type of dark gray background with concrete

160
00:09:55,200 --> 00:10:02,340
style and we should see our half pipe on there if everything worked as it was supposed to.

161
00:10:02,650 --> 00:10:06,390
So there's our app let's click the button and cool.

162
00:10:06,400 --> 00:10:12,100
There's the dark gray background and there is the ramp but it's really big really really big.

163
00:10:12,100 --> 00:10:19,850
Also the camera angle is really very very wrong for what we're trying to do right.

164
00:10:19,850 --> 00:10:21,380
We're trying to have something we can select.

165
00:10:21,380 --> 00:10:26,340
Now maybe normal you might have sprite kit we could have a sprite kit for this view and then basically

166
00:10:26,340 --> 00:10:29,230
show 2D images and you select one to place it.

167
00:10:29,340 --> 00:10:35,190
But I really wanted to show 3-D objects spinning but how do you create a grid system of objects when

168
00:10:35,190 --> 00:10:36,120
you're in 3-D space.

169
00:10:36,120 --> 00:10:39,330
It's really hard especially with a perspective camera.

170
00:10:39,360 --> 00:10:42,930
And so what we really need to do is set an orthographic camera.

171
00:10:43,030 --> 00:10:48,910
Orthographic cameras will allow you to still work with 3-D but it removes the depth the z index.

172
00:10:48,920 --> 00:10:54,480
It removes that feeling of depth and makes things look a little more 2D so if you ever see a 3-D side

173
00:10:54,480 --> 00:10:58,380
scroller game it's using an orthographic camera basically.

174
00:10:58,740 --> 00:11:02,390
It still renders the 3D but it removes the depth.

175
00:11:02,400 --> 00:11:06,180
So all you see is an x and y plane and that's why we need to we need to remove the depth and use an

176
00:11:06,180 --> 00:11:09,720
orthographic camera so this looks right Also it's way too big.

177
00:11:10,220 --> 00:11:11,550
This isn't what we want.

178
00:11:11,910 --> 00:11:17,860
So let's go ahead and fix both of those problems now the first problem is pretty easy to solve.

179
00:11:17,870 --> 00:11:23,620
The orthographic camera OK all we have to do what we could do this from inside the scene file here but

180
00:11:23,620 --> 00:11:26,150
I think it makes more sense to do it here in the code.

181
00:11:26,260 --> 00:11:29,800
And what we're going to do is in this scene.

182
00:11:30,050 --> 00:11:39,280
OK we're going to just set a custom camera so let the camera equals a scene camera.

183
00:11:39,740 --> 00:11:40,060
All right.

184
00:11:40,060 --> 00:11:49,710
And what we're going to do is we're going to say camera uses uses orthographic projection and that will

185
00:11:49,720 --> 00:11:50,880
be equal to true.

186
00:11:51,110 --> 00:11:58,740
And then we'll say seen that root node that camera equals camera.

187
00:11:58,880 --> 00:11:59,780
No big deal.

188
00:11:59,850 --> 00:12:01,190
See no big deal.

189
00:12:01,670 --> 00:12:08,720
And let's go ahead and rerun it make sure everything's working command are to run.

190
00:12:09,630 --> 00:12:16,680
And hopefully we should see a a more flat angle where that doesn't have the depth it may look strange

191
00:12:16,680 --> 00:12:18,310
with the ramp being so big.

192
00:12:18,570 --> 00:12:23,030
But I just want to make sure that the code actually worked click the little hidden ramp icon.

193
00:12:23,070 --> 00:12:23,480
OK good.

194
00:12:23,490 --> 00:12:23,850
It did.

195
00:12:23,850 --> 00:12:28,240
It's changed the perspective you may not see it perfectly here but you will.

196
00:12:28,470 --> 00:12:30,460
You will and when there are a lot smaller.

197
00:12:30,570 --> 00:12:35,820
So the next thing to do is actually just make the ramp smaller the scale is too big and it's in the

198
00:12:35,820 --> 00:12:37,020
wrong position as well too.

199
00:12:37,020 --> 00:12:38,460
So I want to move it around.

200
00:12:38,490 --> 00:12:41,050
So let's go ahead and we'll do that now.

201
00:12:41,080 --> 00:12:41,580
So

202
00:12:44,630 --> 00:12:45,690
here we go.

203
00:12:46,100 --> 00:12:48,320
So we'll put it down here.

204
00:12:48,540 --> 00:12:49,630
Let's do it.

205
00:12:49,640 --> 00:12:51,570
Here we go.

206
00:12:51,860 --> 00:12:59,750
And so let's go ahead and say no the scale is going to be equal to LCN vector 3 make.

207
00:13:00,050 --> 00:13:01,690
OK we're going to make it a vector 3.

208
00:13:01,970 --> 00:13:07,710
And basically when you're doing a scale you want to do uniform scale so all of them need to be modified.

209
00:13:07,730 --> 00:13:09,020
And we're going to make it really small.

210
00:13:09,020 --> 00:13:11,460
So say 0 0 3 2.

211
00:13:11,480 --> 00:13:12,740
This is after some trial and error.

212
00:13:12,750 --> 00:13:14,730
This this was the right number.

213
00:13:14,990 --> 00:13:18,620
Of course we may have to adjust it every app is different even if you have just built it.

214
00:13:18,710 --> 00:13:23,480
I know that from experience and zero point zero zero three two.

215
00:13:23,570 --> 00:13:29,030
And then let's change the position no position to be equal to SDN vector 3 make.

216
00:13:29,210 --> 00:13:32,240
And we're going to say negative zero point nine.

217
00:13:33,330 --> 00:13:36,160
Five you know what these are wrong numbers.

218
00:13:36,220 --> 00:13:37,600
These are for a quarter pipe.

219
00:13:37,780 --> 00:13:42,580
We're going to say 12 instead of 32 0 00 12.

220
00:13:42,580 --> 00:13:43,570
That's correct.

221
00:13:43,870 --> 00:13:48,320
And then for the position is going to be a negative zero point ninety five.

222
00:13:48,370 --> 00:13:55,110
And we're going to say zero point five for the Y and Z is going to be negative 1.

223
00:13:55,120 --> 00:13:56,590
All right let's see what happens when we run this.

224
00:13:56,590 --> 00:14:03,140
Now and by the way when you're working with placing objects and you need to be in a fixed spot you know

225
00:14:03,160 --> 00:14:04,830
sometimes it is trial and error.

226
00:14:04,900 --> 00:14:11,470
It's actually it can be kind of difficult when you're working with scene kit and 3D 3D objects to actually

227
00:14:11,470 --> 00:14:12,860
get the edges of the screen.

228
00:14:12,880 --> 00:14:17,950
It's actually a very complex math to get your camera to line up perfectly along the edges of a screen

229
00:14:18,730 --> 00:14:20,110
when working with scene kit.

230
00:14:20,110 --> 00:14:25,330
Now we get things like Unity 3D they make all that stuff super easy but it still is a long way to go

231
00:14:25,330 --> 00:14:30,630
if you're still debating on whether to build games in scene kit or with with unity.

232
00:14:30,640 --> 00:14:36,340
I will say unity has implemented a market into their platform already and unity is super easy to use

233
00:14:36,430 --> 00:14:42,040
and you could do a lot of this stuff much much easier with unity if you need a full on immersive experience

234
00:14:42,040 --> 00:14:47,800
of you if you want to access the the tools that come with iOS UI kit like view controllers and all that

235
00:14:47,800 --> 00:14:48,340
stuff.

236
00:14:48,400 --> 00:14:49,190
Then you see it.

237
00:14:49,190 --> 00:14:55,060
But if you're making a full on game with a market that you don't need or the standard Iowa stuff do

238
00:14:55,060 --> 00:14:57,660
it and unity it is way easier.

239
00:14:57,940 --> 00:14:58,780
My advice.

240
00:14:58,780 --> 00:15:02,530
Do whatever you want in your life but please click the icon down here.

241
00:15:02,830 --> 00:15:04,120
Ok cool.

242
00:15:04,120 --> 00:15:05,720
So it did put it on here.

243
00:15:05,860 --> 00:15:07,640
It's a little bit smaller than I want.

244
00:15:07,720 --> 00:15:13,930
So the 00 12 is a little too small and it's a little bit lower here than where I want it to be.

245
00:15:13,930 --> 00:15:18,130
But the orthographic projection is perfect it looks great.

246
00:15:18,340 --> 00:15:28,580
OK so what I want to do is I want to make this a little bit bigger and so instead of scaling down.

247
00:15:28,690 --> 00:15:32,250
Let's just put this at a 9 9 9.

248
00:15:32,290 --> 00:15:38,620
I'm just playing around playing around some numbers here.

249
00:15:38,650 --> 00:15:40,800
That's obviously way too big.

250
00:15:40,960 --> 00:15:43,310
So before it was a 1 that's a 9.

251
00:15:43,330 --> 00:15:50,230
We probably need to meet somewhere in the middle with like 4 and I'm just leaving the twos just because

252
00:15:50,350 --> 00:15:50,820
why not.

253
00:15:53,780 --> 00:16:00,260
Still it ought to be OK we're going to put this down to a 2 2 and a 2.

254
00:16:00,950 --> 00:16:03,590
And if you're wondering why are we is so small.

255
00:16:03,590 --> 00:16:10,330
It's just because that's how big the that's how big the objects are in the three-D program and the the

256
00:16:10,480 --> 00:16:14,900
scene has a different coordinate in sizing space and so I just used what I was given.

257
00:16:14,930 --> 00:16:18,260
I could have resized them in the modeling program which is probably the better choice.

258
00:16:18,260 --> 00:16:20,690
You don't have to do these really small numbers.

259
00:16:21,500 --> 00:16:22,830
Ok cool.

260
00:16:22,840 --> 00:16:24,380
That looks good.

261
00:16:24,380 --> 00:16:28,610
The position on the right hands a little off and the position from the top is a little bit off as well

262
00:16:28,610 --> 00:16:29,000
too.

263
00:16:29,060 --> 00:16:35,480
So of course is from left or right y is from down the top and so I want to move it up a little Morell's

264
00:16:35,480 --> 00:16:41,540
try point 7 and point 9 5 is too much to see point 9 and let's rerun it again.

265
00:16:41,540 --> 00:16:45,470
Just getting it nice and perfect ok.

266
00:16:45,630 --> 00:16:49,570
It moved it to the right even more actually which is not what we wanted so.

267
00:16:49,850 --> 00:16:51,160
Oh because we're in the negative.

268
00:16:51,210 --> 00:16:51,720
That's right.

269
00:16:51,720 --> 00:16:56,580
So let's actually instead of point 9 5 Say say negative 1.

270
00:16:56,910 --> 00:16:58,640
That's probably right in the center actually.

271
00:16:58,670 --> 00:17:03,870
Didn't even need to change it and let's see from the top from the top is pretty good.

272
00:17:03,890 --> 00:17:09,160
So let's just run it again make sure it's in the center and it will be good.

273
00:17:09,190 --> 00:17:10,040
Cool.

274
00:17:10,360 --> 00:17:11,160
That is really cool.

275
00:17:11,170 --> 00:17:11,740
And there it is.

276
00:17:11,740 --> 00:17:12,500
It looks great.

277
00:17:12,520 --> 00:17:13,120
It looks really good.

278
00:17:13,120 --> 00:17:19,810
So what we need to do next is get our our quarter pipe and our pyramid in here and then we can rotate

279
00:17:19,810 --> 00:17:22,030
them and move from there and the background looks cool as well too.

280
00:17:22,030 --> 00:17:24,310
So let's call this video done.

281
00:17:24,310 --> 00:17:25,700
We're making great progress.

282
00:17:25,720 --> 00:17:30,950
And let's finish up these 3-D models and the picker and the next video.

283
00:17:31,210 --> 00:17:33,210
Mark Price at depth slopes dot com.

284
00:17:33,220 --> 00:17:34,400
In case you forgot.

285
00:17:34,440 --> 00:17:35,380
See you soon.

