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All right now let's go ahead and take a look at rigid body physics.

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So what a rigid body physics.

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Well it basically allows for us to simulate animations of things that would normally be harder to animate

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by hand such as boxes falling rocks being thrown to the floor you know things falling and tumbling around

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and having a random kind of rotation such as if you were to throw you know if you had a bunch of pencils

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in your hand and you threw them on the floor or on the table.

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They would have a random animation to it so rigid body physics allows for us to simulate objects that

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are that can interact with one another and Blendr actually does the animation for those things as they're

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interacting with one another.

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It's really cool.

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So if you can imagine a brick wall being broken down by a wrecking ball or something of that nature

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and you wouldn't want to animate all the bricks one by one of them falling and breaking and being thrown

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out of place a rigid body physics allows for us to do that and we're going to be doing just that exact

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thing that I mentioned right there so let's go ahead and take a look at this and blunder.

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Let's first bring our default cube up along the Z-axis by hitting g z and then one to bring it up one

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Blendr unit.

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Let's go over here to our properties tab and let's go to the physics tab.

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Now here we have all kinds of different physics from cloth to smoke to fluid etc..

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But we're going to be taking a look at rigid body physics.

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So first before we do that let's go ahead and hit shift day and mash and let's add in a plane.

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Let's scale it up with the esky and bring this a little more above the ground.

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Now with the cubes like that if I click on rigid body and now gives me a new tab and tells me that now

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my cube is the rigid body Physick and you could see that via the green outline right here.

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If I hit Alt A to play the animation you can now see that our cube falls and it goes through the floor.

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So for it to interact with the floor you could see that if I go back to the beginning of the animation

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right here the cube is an active rigid body Physick.

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So let's take a look at some of the options here.

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Right here it's active.

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If I go to my plane or my floor and enable rigid body physics on here.

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Now if we have an active and hit all day they both will fall.

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But if I change the the floor or the plane to passive you can see that now the cube interacts with the

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plane.

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Pretty cool.

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And let's go ahead and rotate this a random way so our twice and G.

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And Z.

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To bring it up.

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Now you can see what's happening.

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So imagine having to animate that right there as it bounces and kind of tumbles around.

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That would be a pain in the butt.

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So rigid body physics allows for you to have really cool natural animation and simulations such as this.

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All right let's take a look at some of the other options we have.

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If we go over here we could see that dynamic basically makes it so that it is active and it's going

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to be moving around if we uncheck this and hit all day it's not going to do anything.

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It's still a rigid body but it will not move or have any animation to it.

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Right here is the mass of the object.

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So obviously the more mass the heavier it will be and the bigger of an impact it will have.

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Also if you put the mass way high

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let's exaggerate it to that number could see if I hit all day as a little bit less of a bounce so the

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higher you put the mass the heavier the object will be.

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Now we also have some options over here if we click on the physics tab that's on the left here on our

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toolbar.

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By hitting the tiki you can see that right here we have a calculate mass option right here.

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If we check click this we could have the mass of all kinds of different things.

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How cool is that.

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So we can have the mass of brass bronze copper cork lead etc..

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So if we select one of these such as iron you can see that the mass is changed over here and if we had

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a to play you can see that it has a different sort of mass to it.

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Now of course you could either change it yourself or go over here and calculate the mass of your object.

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All right.

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The next option down here is the shape.

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This is the convex hole it's selected at.

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And this is basically the when your object is animated it actually has an invisible bounding box around

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it and convex hall kind of basically adds a geometry around your object that is pretty much almost the

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same shape as your object and make a contours around there so that it knows where to balance and how

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to balance.

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So this is a different options we have for that.

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The other one that's very good also is mesh because this one actually has the same form as your actual

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mesh.

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It takes longer to render because if you have a more complex shape it will have the same exact kind

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of shape for the interaction.

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But it will give you better results.

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Now over here we have the friction and this if we increase this here all day you can see that it has

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a little bit more friction as it goes on the surface.

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And of course the bounciness factor down here if we increase this it all day let me actually change

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the mass of this.

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Let me put the mass of this too.

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I'm going to put it to rubber.

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If we have that all right rubber right there.

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Now if we hit all day again you can see that not much happens with the bounciness But if we go to our

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plane and our plane our plane floor right here and we increase the bounciness here as well you will

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see that now if I hit all day it will have some bounce to it.

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So how cool is that.

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Pretty interesting bounce right there.

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It's a little bit too much I'm going to go back to the cube.

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Put it down and we could hit Allt a and we get that effect.

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So that's pretty cool.

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Let's go ahead and actually try that with a ball.

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So if I hit shift they add mash U-V sphere scale it up a bit.

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And now instead of trying to copy the same rigid body physics options I have on the cube right here

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and having to add them all over again just select the sphere and then the cube by shift right clicking

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and then select copy from active and it will copy the rigid body options from here to here.

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Now let's go ahead and hit Alt-A to play and you could see that our ball is not bouncing too much so

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grabbing the ball let's increase the bounciness of it go back and hit all day and let's actually increase

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it on the plane as well which already is now a factor that might be playing here is that the ball because

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I scaled it up now it has a different scaling to it which affects the mass.

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So hitting T on the q r and on the keyboard.

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If we go over here you can see that the scale is 1.6 three.

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So let's go ahead and reset the scale to one by applying the scale.

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So if we had control a we could apply the scale and you will see that the scale will go back to 1 while

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still being at this size right here.

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Now let's go ahead and here all day again and see what happens this time.

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You can see that now it's bouncing a little bit more and it's going a little bit all over the place.

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If I hit go over here back to this tab I want to smooth it out go back to my physics and now let me

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move the cube a little bit more.

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Put this higher.

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Let's see how it looks.

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So you can see that now it's bouncing quite high and actually way too much.

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So putting down the bounciness factor of this.

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You could see that you could play around with this and get some pretty cool effect.

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So there's a pretty good ball bounce right there.

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And that is awesome so rigid body physics allows for us to create this kind of cool animations like

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that so those are the different options over here with rigid body physics.

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Let's take a look at the collision groups now the collision groups is basically just like the layers

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tab.

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This is the collision group that your objects are in.

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Also if you have more than one object that is a rigid body object they will actually interact with one

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another.

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If I put this here you can see that they interact with one another.

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If I put this on a different collision group such as two and these ones are still out one you will see

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what happens.

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And it doesn't collide with the other ones are that are on collision group one.

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So we want to make sure that everything we want to interact with one another.

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They have to be in the same collision group.

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All right.

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That's pretty awesome.

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Now let's take a look at damping right here and the damping is basically the it kind of slows down the

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effect of it.

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So you'll see with the ball if I select this hit Alt-A you can see it has that particular animation

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to it.

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If I increase the damping or the translation right here you can see that it slows it down and dampens

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the rigid body physics simulation of the ball.

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Also if I bring it way down so it's not as exaggerated you will see that when it bounces it's not going

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to bounce as much.

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And it's kind of dampened as the name implies.

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Also we can increase the rotation of it.

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Now on the ball you can't really see it because it's when it's rotated it's a sphere.

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But those two options are pretty cool.

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If you want to dampen the the effect of the rigid body and have it more slow motion and not as real

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world.

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All right.

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So that's basically the main settings that you will be using in this tab over here.

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And it's a really cool it's a really cool option.

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Rigid body physics.

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Another thing to keep in mind with these options is if we go to the seam tab we can increase the speed

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of our rigid body physics so Also keep in mind that when I hit Control to reset the scaling of this

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it was for a reason because the size of this affects the rigid body movement of this.

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Now right now these are in Blendr units.

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But if I go to my seam tab which I'm already on and slide metric you can see that now we are in meters

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and if I go over here to my rigid body physics we can actually see the weight of this in tons.

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So this ball right now is twelve point one seven six tons.

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So that would probably not be realistic but this allows for you to be able to get a more real world

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value for your rigid body physics.

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And again when you scale it up it affects the scale of your object.

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So now this ball would be three meters big.

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Meaning if you hit Alt-A to play it though the rigid body physics will interact differently because

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it's a much heavier and larger scaled mesh than it was before.

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So keep that in mind.

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And of course if you want to at this size but you know you want to have this size but you want all these

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values to be one and so that in Blender it's still the size of it is still one.

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You could hit control a and apply the scale and it will actually reset the scale of it to one while

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still having this size right here which will give you a different result because again the scale the

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size of this.

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We have our mesh around it.

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But all of the rigid body physics is controlled and manipulated and effected from the center origin

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point right here.

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So just keep those two in mind that you can actually change it into metric so you get more precise real

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world you know mass to your object and scaling to your object.

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And also that your scale affects how your rigid body will interact with your scene.

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All right so that's the options of rigid bodies physics.

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We also have some over here.

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Let's take a look at these right here in a little bit future.

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Tauriel.

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So for now let's go ahead and go on to the next part of this video.

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All right.

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Check out these rocks.

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Ok.

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More clarity more reality.

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Sometimes we see the world through distortions and blow things way out of proportion.

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We attach meaning to things that don't make sense and live by those at our lifes expense.

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Take a look at the meanings you've given things and change them.

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If they don't make your heart wrong.

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All right ladies and gentlemen take a look at the beliefs you formed around certain things.

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If they don't feel good change up.

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All right cool.

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See you in the next video.

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Appreciate you guys.

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All of you are messy buko.

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There's another word for you in French Matthysse buku chup.

