WEBVTT

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Hi and welcome to applying transforms.

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All is not how it seems.

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Intriguing hey.

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Well editing an object and transforming an object can look the same but underneath the properties are

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very very different.

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And we'll see this in action in a few moments.

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Transforms are not applied by default.

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We have to apply the manually and not applying these transforms can impact animation with your armatures

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particle systems physics bevelling and other modifiers as well.

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The list goes on and on.

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And a good rule of thumb is unless you have a very good reason to always apply your transforms.

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So in this video we're going to be looking at the same operations in both edit mode and object mode

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trying to grasp a difference between the two because conceptually it's quite difficult to get your head

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round and show you how to apply and even clear transformations that you've made.

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So let's go hop into a blender and explore transforms.

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Okay welcome back over into blender.

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So let's explore these transforms and what exactly they are you've already use them.

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But you might not have realized it so transforms are broken down into three main categories.

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Now we can actually see them down here on the three be head bar.

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We've got Translation We've got rotation.

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And we've got scale as well.

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Now I'm going to open up the properties panel of the 3D editor by pressing the N key and we can see

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that there's a section at the very top of this property panel we've got transport location rotation

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and scale.

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Now notice also we've got dimensions as well and we'll see how that is affected in a few moments.

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So we can change any of these by typing values into any of these fields but we can also use the modifier

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keys that we're accustomed to.

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S for scaling rotation.

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And of course after rotation n g.

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I like to call that grab to move things around.

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Now notice the little orange dot has moved.

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That's your origin.

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So now the object has a new location.

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It has a new rotation because we've moved it round.

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It also has a scale but wait a minute.

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That scale is negative which means that the object normals will actually be pointing inwards at the

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moment and we've got some dimensions here as well.

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Notice they now say eight point nine five five.

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Okay.

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Now that is purely linked to how it was originally when we scaled it.

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Nothing to do with how it is currently and we can prove that relatively straightforward with a bit of

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Pi faggots.

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So let's just delete our cube.

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And with the three cursor in the centre I'm going to add a new cube.

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That's better than just undoing all of those options.

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So we have our cube in the centre of our scene here.

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Now what happens if we look at it in detail and try and work out the diagonal distances so we can see

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what's happening here the dimensions.

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So as we can see here it's to blend the units across it occupies two of these grid spaces by two by

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two which is why we've got the dimensions two by two by two.

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And in scale we've got a scale of one now in object mode if we stay an object for a moment mode for

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a moment and rotate it around the z axis by 45 degrees so that the two corners are laying along Xome

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wine now.

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And let's also rotate it.

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I don't know by how much I'm going to go in to rotate mode and just move it around until it's roughly

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right it's and we will see we've now got a cube that's on the x direction is going to be a lot more

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than two across yet is still reading to him.

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So what's going on here.

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We can see he's got a rotation applied let's create a new mesh object so you shift and away and add

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in another cube so we can compare.

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Now I'm going to move this one across here so we're going to have a location on there of minus three.

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We will apply that location first of all.

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So we've got zeros throughout.

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So on the object menu we can see we've got apply.

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And then we can go up to location.

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Now notice that has moved the origin back to 0 0 0.

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That may not be ideal because the origin is used for lots of other things as well.

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But we'll play with it for a moment.

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With this new cube I'm going to do exactly the same operation I did with our other cube.

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So let's go into edit mode first of all because now we're editing the mesh data itself.

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Notice that it's location from the origin its average location because everything is selected.

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We can see it's minus three point zero six again in the transformer.

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Pierce there's another transform here.

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But we'll see what actually happens when we get to doing stuff with this cube.

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So let's do the same thing again so we are rotating on the z axis by 45.

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And I think it was a rotation on the wire by 35 or thereabouts gebel tank.

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Now this cueball vs cubes and then go back into object mode.

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Here we can see we've now got an X dimension of three point four six for every Do the maths.

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This cube here is two by two.

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So two squared plus two squared this diagonal across here across this face becomes route 8.

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That's just Pythagoras's.

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So we've got let's go to wireframe mowen with the Z key.

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This corner to this corner is made up of a side that is two in length here.

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And Route 8 here.

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So again that's eight Oh over here so we square roots eight.

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We get eight in every square two we get four.

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So this diagonal here following the z axis should be Route 12.

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And if you do the maths Route 12 is three point four six Okay and then the present to go back into solid

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mode.

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We selects this other cube with the right mouse button.

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See the dimensions haven't changed.

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Okay.

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So this is something to bear in mind that if you've actually played with your cube like this and haven't

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applied your relocation rotations scale you can end up with some very weird artefacts.

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Scaling does impact particle systems and the physics engine.

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And so there's rotation in fact a lot of the time.

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So do bear that in mind if you are operating in object mode doing all your scales and re sizing.

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Now in general I tend to do all of that when I'm editing a mesh object.

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I am in edit mode rather than object mode.

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Now let's go ahead and apply all of the transforms using the shortcut key we just learn which is control

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and a we get the menu up that we have before and when we click any of these let's say location here

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we can apply it's location that's already at 0 0 0 so that's fine.

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But in the operator panel in the lower left we can also apply the rotation and scale straight away and

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have a look that we can toggle these on and off whilst we're here.

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So we toggle the rotation on and off we see that the rotation flicks in the properties panel here from

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0 degrees to where we positioned it.

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But also the dimensions change to something more like it.

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So once we've done that that's it we can clear off and do whatever else we want to do.

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So if you scale something rotate something or indeed just move it.

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Notice here now we're rotating this cube because we moved it and then applied the location earlier.

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It's now rotating around its origin which is smack bang in the middle whereas this one when we rotate

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it is rotating around its origin still but in a completely different way so you can see the impacts

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of applying rotation relocation and scale.

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The final thing here and let's get rid of these two cubes and add a brand new cube a new cube.

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Excellent.

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So now the new cube is here.

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Let's play with doing everything we need to do.

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But this time only in edit mode.

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So we need to scale something by that much.

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Rotate it by this much.

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This is all arbitrary of course and move it over here.

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That's a completely different thing to doing it in object mode.

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It's very important to note those differences.

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Notice that our location our rotations scale are all While one zero and zero respectively but the dimensions

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have changed.

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Getting rid of that cube again if you do decide that your scale in rotation and your moving of an object

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i.e. transforming it if that's not good enough for you you can clear that rotation location and scale

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the short cuts.

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I'll go through in a moment but in the menu we can go to object clear and we can see here location rotation

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scale and we've also got origin as well and Oulton.

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Oh now it's strange that the other shortcut keys aren't actually listed here but we know that moving

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rotation and scale is location is geegaws we're moving it rotation are scale.

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S okay.

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So let's hold down oltz and at the same time press s There we go we've cleared the scale.

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If we go out g it will clear the transform.

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And if you do.

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Oh.

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And ah it will clear the rotation.

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So I said transform and then translate.

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Okay.

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So now we got our cube back in its default position so you can both apply and clear transforms.

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Now this will become very important later on especially in the animated lamp section and also in the

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fluffy bunny section.

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And when we get to physics much much later on in the course.

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So do take note of this.

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This is one of the key things that can go wrong when you're especially when you're animating of that

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early stage in the animated lamp.

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It can be really confusing because your model will blow apart on the fluffy bunny for instance.

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You'll end up with hair not looking right or looking too thin or too thick because it thinks it's a

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much smaller model than it is if we just scale this up blender still sees that as a two by two by two

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cube.

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Despite it being huge at the moment or almost a now almost a 10 by 10 by 10 cube think it's nine across.

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No.

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Yes.

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Yes almost 10 by 10 by 10 cube.

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But blend all see that as a two by two by two cubes so act completely differently.

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Okay so a quick summary before we finish off.

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When you're in object mode you are adjusting the object data itself you can transform it you can rotate

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it you can scale it etc. however you.

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Are not changing the underlying mesh but rather how the mesh is displayed essentially.

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If you are doing exactly the same thing but in edit mode you would actually be moving the mesh data

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around so you would be doing the equivalent of change in the real position of those vertices edges and

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faces.

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Now there are many situations where you don't want to touch the objects scale but rather go into edit

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mode and adjust the mesh data itself.

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A great example of this is physics simulations if you have not applied your transforms.

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Then things can go a bit haywire.

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It also affects things like particle systems and you will see later on.

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Some of you will make a mistake when we get to our fluffy bunny section.

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If you don't apply the scale of an object you will find that your hairs are not distributed how you

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think they would be.

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And you may of course ask why bother making any of these transforms whilst in object mode to begin with.

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Well it certainly speeds up your workflow if you can do that.

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Just remember the end to apply those transforms unless you've got a really good reason not to.

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Excellent well done.

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You've sat through this and hopefully your brain hasn't turned to noodle soup.

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Now there isn't a specific challenge with this particular lecture because this is something that's going

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to be with you through out the rest of your blender usage whether it's on this course or in your personal

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or professional life.

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So do remember if unless you've got a very good reason.

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Always apply your rotation your location and scale.

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Do be careful with the location however because it can move the origin so you may have to move the origin

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back to the object afterwards.

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But that said I will see you guys in the next lecture.
