WEBVTT

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Welcome to using the array modifier in this video.

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We're going to introduce you to your first modifier.

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And that is the array modifier.

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We're going to let you know that they are non-destructive until you apply to them.

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And finally how to separate your geometry so you can work on the array that you've generated.

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Let's hop over into blender.

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Hello everybody and welcome back.

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So let's get started with the fact that I'm currently on a Windows system.

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This is a Michael from the future.

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Updating this lecture for you.

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So everything should be roughly the same.

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Is a newer version a blender.

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But let's continue with our pyramid.

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Now I'm not sure if you've been you've been making something else in the meantime but we've got our

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pyramid here and we did discuss about the arain modifier.

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Now before we get into modifiers in general what we're going to have to do is go over to the right hand

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side and making sure we've got properties frame open.

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If you close that down then do open up another frame of type properties.

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And I'm also going to extend this out a little so we can see all of the various tabs along the top ranging

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from this camera.

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I can tell what looks like a bouncing ball at the end and we want the one that looks like a spanner

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or a wrench.

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Once we click on that this is our modifiers tab.

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Now modifiers in general are incredibly useful because they allow us to edit our model with out destroying

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it.

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So for example here we going to use the array modify and that's going to produce duplicate copies of

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what we can see in front of us without having to worry about extra mesh data is done automatically which

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means that any edits we do to this pyramid are reflected on every other one.

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It's kind of like a linked duplicate in that respect.

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So let's go ahead and click the ADD modifier that's somewhere in here there is horray and Verity's generate

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array.

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And we can see it creates a duplicate straightaway over here if I was to grab one of these phases and

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lift it up.

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You can see it automatically adjusts accordingly.

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Now the great thing about this is anything that you're doing with repetition like that for maybe the

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stairs intent of what the challenge might be when it comes to repeating we can do it using the array

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modifier.

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It's also useful when it comes to just making multiple copies of something very quickly and perhaps

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spaced out.

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So if you were producing a an array of pyramid's you could do so by just increasing the count number

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here in two you meet the number that you require.

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This is very good for perhaps apartment blocks et cetera et cetera.

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Now what you can also do is change whether we have a constant offset or a relative offset.

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Now our cost constant offset will be just a constant distance between each one in both the x y and z

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directions relative offset takes into account the entire model itself.

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So we can see in this case of air going off in the x direction by one each time and if we zoomed in

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you would see that at the bottom of the steps is where the array stops and starts again who've got one

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here.

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If we go across here we've got another one starting.

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If I increase that number to something else it just simply spaces them out.

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And if it's less than 1 Well they're going to be on top of each other and then I leave that may be one

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point five.

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So there's some space between them.

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Now when it comes to a race you've got an option of whether or not you want to apply that array.

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Now whilst we leave it in this state with this array applied it can be incredibly useful with a non-destructive

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workflow where you don't need to alter the other ones and this is great when you do have an array of

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objects are all linked to this original one and you don't want to change them and you want this to update

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all the others.

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Now if we wanted to make changes to these flaws let's say position them slightly differently or indeed

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separate them out and modify of them completely by themselves would have to apply that array.

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And when we do that's what we'll end up with.

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And here we go this is our first error that I want to show you.

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You cannot apply this particular modifier whilst you're in edit mode.

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We are in edit mode at the moment we're going to hit the tab key to come out into object mode.

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Now when I hit apply we still have one object named pyramid.

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However we seem to have three objects in the scene.

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What's going on there.

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Well this is one mesh object but it has three distinct mesh meshes inside it.

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They are one mesh object so if you were to do any other modifiers to this object with these three pyramids

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in it it will affect them all.

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So how do we go about here separating these out.

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Well the first thing I'm going to do is clear any selections I have by hitting the aiki now with nothing

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selected.

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We could move let's say on top of an object like this hit the b key border select and draw a box around

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our pyramid.

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Now if you've not got the right settings you'll notice that half the pyramid is in fact not selected.

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This is something to watch out for when you're doing that.

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If you want it to go all the way through you can switch it to wireframe mode and do that or indeed you

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can select through the entire object itself.

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And there's an option just along the bottom that the header bar for the 3D window next to our vertices

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edges and face select We have limits.

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To visible give I turn that off and now you'll notice that everything goes slightly translucent but

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it does enable me to select everything regarding our model itself.

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So it's kind of want a half way house between wire frame and solid shaded.

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Now I've done that.

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There were a couple of things that I can do to separate.

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I can go to the mesh menu itself on the 3d header a bar.

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This is a virtex operation so we go to vertices.

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We can see there's an option to separate and then we can see there's a couple of options and we can

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do it by selection and we can see here a short cut for that is p.

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And if you want the shortcut to the vertex menu we can just go controller and V and we can bring this

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menu up.

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That is very useful later on when you're really getting into your shortcuts.

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But for the moment I will hit the peaky and shoe selection.

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And if we have a look at the outliner we see that we've now got pyramid's 0 0 1 and it's a separate

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object to our original mesh object that we had and I can finally do the same to this third pyramid.

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Now in order to select this third pyramid I'm going to use another short cut key which is select linked

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now because all of this mesh data is linked together.

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Nothing is separate from one another.

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The way that we've constructed it if I go ahead and hit the L key.

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We see that they hold all of the pyramid is now selected.

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Now this operation itself is depended on whether you've got virtex Selected edge selected or face selected

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enabled.

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So do bear in mind as you're doing the operation and we see the operator panel says select linked and

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we've got some other options down there we're not going to fiddle with those and we're going to whiz

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round my object to make sure we have selected it all we have and then hit the P key and then do selection.

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So now we've got three pyramids that we can do whatever we like with so we can go ahead grab this pyramid.

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Let's move it's going to hit G and I'm going to constrain it to the x y plane so shift and z is going

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to place it over there and I'm going to scale it but only on the x and y.

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So I'm going to shift Z again and just scale it up like that.

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This one here I'm going to scale but only on the Z to make it really really tall.

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There we go.

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And now we just whiz around to perhaps here we can set ourselves up a nice little scene where we've

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got all of our pyramids in place.

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There we go.

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So there's an example of how you might want to use the array modify how we can go ahead and separate

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out our objects.

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If you have used an array modifier or indeed want to separate any other mesh data from a particular

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mesh object of course the array modifier itself is also incredibly useful for things like stairs.

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Now remember you do not have to apply the modifier now a little hint for the challenge coming up when

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you have let's say stairs and you produce one stare and you repeat it lots using the array modifier

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you end up with a set of stairs.

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Now if you wanted to join that back onto our main pyramid you would have to apply the array modifier.

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The reason for that is because it's on the object itself.

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If you go ahead and join your stairs to the pyramid you will find that if you have not supplied the

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array modifier you'll just end up with one step coming across enough of those hints and tips is time

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to reveal that challenge creates your stairs.

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I bet you guys knew that was coming.

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So the steps themselves should run from the bottom to the top or the wife wants you to create your steps

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using the array modifier and finish with one meche object at the end so there's a clue that you're going

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to have to separate something at some point.

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Pause a video now and go give that a go.

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Welcome back.

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Let's create some stairs for our pyramid's So let's hop straight our Nova in two blender so let's work

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on our pyramid too which is this one at the front.

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I'm going to leave the other ones in the background just for aesthetics and I'm going to hop on over

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into edit mode.

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I'm going to start at the bottom you could start at the top if you want and I'm going to zoom in right

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to this front area here.

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I'm going to go to virtex select and you could do this a number of ways.

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And I'm going to turn off merging vertices for the moment because I do want them to be separate.

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I'm going to click that virtex THERE and extrude.

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So I just created an edge basically another vertex freely floating in space but only on the z axis and

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I don't know how far to do it's perhaps point two yes Point two sounds.

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Nice point two.

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And then I'm going to extrude it in the x axis again by point two.

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So that's going to be the outline of our stair and then a select it's there and here and extrude this

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way and I'm going to snap it over here.

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So in fact in this case I'm going to turn on the snapping edge and move it across until it's on this

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edge here.

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It's going to cause a few issues.

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I only need to lock in the y axis.

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There we go.

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So now that's our step.

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We just need to multiply it several times.

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However it's part of this pyramid at the moment so were going to have to select the geometry we want

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and in this case it's just these two faces that we've created and then we would separate it with the

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P key by selection and it's added it down here so I'm just gonna do that pyramid's to stairs.

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Okay so we've got pyramid 2 and Pyramid two stairs and plus there's a what I want to apply the modifier

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on.

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So we're going to go down to add modifier go to our array.

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And nothing's happened twice nothing happened.

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Well it's probably disappeared inside the model.

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There we go.

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If I turn on a wire frame we can see it's disappeared inside the model.

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So it's actually going in the x axis in the right direction go one step unit there.

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We also want to go one step unit up as well so on Z we want that to go to one.

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And there we go we've got our second step.

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I haven't a clue how many steps we're going to need to fill up our pyramid.

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So I'm just going to increase this number until it looks right.

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And zoom around to the top I think we need to more excellent So in this case with a step height and

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depth of point to 35 tical get to the top of mine.

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Now finally because they don't exist yet only the bottom one does.

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I'm going to apply my modifier now I can go in and if I wanted to edit these ever so slightly so I can

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make one higher one lower cetera et etc..

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If I wanted to I don't.

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But what I do want to do is now merge these two objects back together.

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So I'm going to hop over into object mode selector our stairs and our pyramid and press control and

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J for join the now together.

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And unfortunately it's named pyramid two stairs.

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I don't want that.

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It's just pyramid by itself at the moment.

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And there we go.

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We've got our pyramid with stairs.

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That's great.

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How did you guys get on.

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See you in the next lecture.
