WEBVTT

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Hello everybody.

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By the end of this lecture we're going to learn how to move rotate and scale any object within blender.

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And it's not just useful for mesh objects like this but we can also have fun with lights in scenes as

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well.

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Of course this will come much later on in the course when we start rendering out our models.

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Let's find out more and hop on over into blender OK.

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So are over in the default blend file at the moment.

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If you're not hearing you've been playing around you can get back to here by going to file new and going

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to general and you'll get a scene very much like this.

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So we're talking about transforms in this lecture and transforms a key.

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They allow us to move things around they allow us to scale things make them bigger and smaller.

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And they also allow us to rotate them and that is really really paramount and useful when you're working

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within the 3D Ed because you need to be able to do these things.

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They also apply elsewhere in Blender as well which can be really useful with the shortcut keys remain

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the same.

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So the first place I want to draw your attention to is the left hand side of the screen.

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We have a toolbar on the left hand side of the screen.

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If you don't see it you can use the shortcut key t to make it appear and there's also little arrow of

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you look there in the top left that you can open up.

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Now the second group of icons relates to transforming.

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You can turn on a couple of widgets that will appear on the screen.

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So we've got move rotate and scale.

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And we've also got a widget that does all three.

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So if we enable that we see that suddenly our cube ends up with these control points around it.

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Now notice that they're color coded as well they're color coded in green blue and red representing X

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Y and Z Y being the green X being the red and Z being the blue and we confirm that as well in the top

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right.

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We've got those colors and letters as well.

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Now if this didn't happen perhaps you'd D selected from the cube because in order to transform something

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you need to tell blender what you want to transform.

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Now if you click anywhere else in the scene it would d select an object.

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If I left click again in this case and I select the cube you see that it now it has the outline around

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it again the orange outline means it's selected and it's also got these tools around it's a scale with

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these blocks to rotates.

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And also just to move really useful being able to just grab those and move them around.

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Now if we had something else selected maybe the camera over here all the lights at the top then the

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tool moves to those places.

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Now the other place that you could manipulate these is over in the properties panel now similar to the

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tools on the left hand side on the right hand side there's a properties panel there's a little arrow

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that you can open it up with and you also have the N key.

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Now the N Key will bring open this properties panel and it will change depending on what you're doing

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and which window.

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Ed you're in but we're in the 3D editor at the moment.

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So what else can we do here.

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Well we can be more precise with where we want this light.

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We can click and drag.

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We can even type in here so if I wanted to set that to one meter in this case I could do so I could

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highlight by clicking and dragging over all of these fields and change them all to the same value that

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can be incredibly useful as well such as if you've rotated something I mean you want to set the rotation

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all back to zero.

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We can highlight it all and press zero and there you go it's cleared the rotation that was once there

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there is another way that we can do it and that's already we can see that in the right hand side the

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far right hand side we have the object properties so we've got the properties of the 3D window and we

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can close that down but we also have the object properties going to make this area here wider by moving

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my cursor between these windows to get that double headed arrow and I can make this wider as I want

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more much much more narrow about there is can be fine for the moment.

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And here is the properties panel.

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This is here by default.

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We hover over this little icon at the very top of this window.

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We can see that the editor type is properties.

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In fact these exist all over the place within blender.

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We go to this one at the top here we've got outline.

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If we go over to the far left we've got a 3D viewport that's the main one we're working in and at the

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very bottom we have one called the timeline and these can be changed out and manipulated.

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We'll learn about that more later on but we can also set the object properties the objects transform

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properties and it's neatly under the transformed dropped down.

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So we've played with these and we can click and drag and move around and that's that's great we can

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set things up.

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But how does this really help us or what we can do is we can start putting things together and rotating

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them and moving them around.

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But for the moment what's I'd like you to do is get the hang of doing this now I'm a big fan of shortcut

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keys but they can be a bit overwhelming from time to time and I don't exclusively use them.

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So I will often use an in to bring open these areas on the left and right.

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I like N.A. simply because it's a pain to click on the little arrows.

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So I go to that and I also use shortcut keys.

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I use the menu options.

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I use the property panels.

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It just depends on what I'm doing if I need something precise.

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I'm not going to do it by hand but what I can do is get rid of all of those.

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And there are three shortcut keys that you can use as well.

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I'm going to open up the tool shelf and just go at the very top again and go to our normal select mode.

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Now if I've done that what I can do is compress the G key the G key is all about moving around pretty

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cool Hey now what was missing when we were moving before is these arrows.

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That's very useful to be able to move something on the x y or z axis.

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So how do we manage that.

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Well what we can very easily do let's make that gizmo disappear again.

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If I press G to move it then I can simply press the letter in the direction I want to lock the movement

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so I can get X and it will lock it in the x axis y in the y axis and Z in the z axis.

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Now if I didn't want to move it up or down and just around the x y plane what I can do is press G to

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say that I want to move it and then say shift and Z to say not on the z axis.

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Now if you were to just go shift and Z you turn on what's called wireframe mode and we can turn that

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off again we shift in Z so if it's going like this that means that you've not pressed G first or perhaps

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you've not pressed one of the other modifier keys s for scaling.

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And again we can lock that on X Y and Z or R for rotation and again X Y and Z.

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Okay.

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So the final thing to touch upon is applying transforms if we open up the properties panel again we

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can see that its location is relative to the world origin which is 0 0 and 0.

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So it's five meters in the x axis point four meters in the y axis and point to six in the z and that's

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to do this orange dots in the middle of our object let's talk about the origin points later on.

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We have a rotation and the scale applied to our model.

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Now there are plenty of operations in Blender where if you do not apply the rotation and scale you can

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end up with some really weird effects going on.

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So it's often a good idea to apply the rotation in scale following doing a transform.

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The location however is often just left as is unless you've got a very specific case.

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So we can do that by going to the very top of the 3D Ed window to the object's menu going to apply and

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we can see the shortcut key there is control an A and if we use control and we'll get the same window

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up let's try that.

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Now control and a.

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There we go.

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And we want to apply the rotation and scale and we find then that the rotation is set to 0 0 0 and the

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scale has been reset to 1.

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Now that's a really useful thing to do and there's something that I'm going to remind you about throughout

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the course as we go.

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And now we've learnt about transforms.

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Well I'd like you to do is reinforce that knowledge with a little challenge okay.

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So your challenge starts a new blend file.

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Once you've done that move the default cube one meter on the z axis.

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So that will be moving it up.

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Then rotate the default cube 45 degrees on the z axis again once you've done that.

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I'd like you to make a diamond shape by scaling it by 2 on the y axis.

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Now you will notice at this point if you scale it by two on either the X or Y axis it's not gonna make

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a diamond shape straight away.

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So what I'd like you to do is play and think about when you might need to apply a transform.

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Here's a clue.

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It's going to be more than once and the other thing that you can play with is save your moving something

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on the z axis by 1.

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You could press G to move Z to lock it to the z axis and immediately press the number one press enter

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and it's moved by one meter on the z axis.

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So it can even be quicker to move things around.

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And let me just show you the end states.

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What we're trying to achieve.

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So this is the final shape that will end up with as you can see here.

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I've applied all of my transforms except the location one so we've got sitting with orange dots one

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meter above the zero points of the world.

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Okay so this is what we're going for.

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Go ahead pause a video now and give that a go

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Okay everybody Welcome back.

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So I'm going to start off by starting a brand new scene so new general Okay so we've got our default

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scene in front of us.

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I'm gonna press G to move it Zed to lock it to the z axis and I'm going to press the number one and

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that's lifted it up one meter and we can confirm that over in the properties panel here we can see that

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it has been shifted on the z axis by one meter and we can also open up a three the editor properties

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window and see exactly the same information I'm gonna leave this open and then rotate it by 45 degrees

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on the z axis.

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I'm then going to scale it on the x axis.

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Now this is where it starts getting a bit weird.

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So if we scale it's in the 3D window itself and on just locking into the access we get it scaling like

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this is pretty cool it's making a flatter square of the height one meter.

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Okay.

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Oh sorry 2 meters there'll be two meters high.

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Okay.

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That's not what we want we can see here it's scaled on the x and y axis.

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Okay so if I set that back to 1.

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Okay.

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So we can set these independently.

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Now you might think Oh okay is that because I didn't apply the the rotation that we have there.

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Well let's try it.

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Let's see what happens.

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And this is what I want to encourage you to do is to play in blender.

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What happens if I apply the rotation first and then try and scale it on the x axis.

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Oh that looks completely different.

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And if I scale on the excesses here it does the same thing.

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So because the rotation wasn't applied it was doing something completely different in the 3D viewport.

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But as soon as that rotation was applied then it starts behaving differently.

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Again pretty cool high but it just shows you the difference that applying or not applying a transform

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can have and that's just at this stage.

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Later on it can really impact your work and even destroy your models.

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If you don't get that right.

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So is worthwhile right from the very beginning even at this stage applying those transform.

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So now I've just scaled it on the scale and make the diamond.

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I'm going to then go out and a and I'm going to apply that scale.

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This is our new object.

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It's really this dimensions is not being transformed into a different shape.

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I'm going to finally save my work with file and save and I'm going to call this transforms Diamond.

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Excellent.

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Okay.

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How did you guys get on.

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I know this is a very straightforward start but these are some key skills that you're going to need

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as we progressed through the course and so we're going to start with these small steps.

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And by the end of this section you'll be amazed at what you can achieve with just these simple tools

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that I'm now giving you.

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That's it for this lecture and I'll see you in the next one.
