WEBVTT

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Welcome to Duplication and Merging!

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So in this video we are going to learn about duplication,

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because there are two types of it, and create one mesh

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from multiple objects. So let's hop straight

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over into Blender!

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So here we have our wedge pointing upwards, that we were using before.

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So we want to make a duplicate

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of that wedge. So if we go down to Object

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and about midway up there are two Duplicate

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Options, there's Duplicate Objects and Duplicate Linked.

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They are almost the same but they

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have some radical differences. So we're going to, first of all,

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Duplicate Linked. Now nothing happens immediately

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but if we move the mouse we can see there's another wedge

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right next to it. Now these two are linked and we can

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see, in the Outliner, it's produced another wedge with Wedge

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001. I'm just going to name that

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something more appropriate, straight away, and call that the copy

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just so I know which one's what. So because they're linked,

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they should do similar things to one another.

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However, when you're in Object Mode, if you just say change

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the scale of something it doesn't effect the other object. And

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you may be wondering well they're linked, well why isn't this one

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resizing this one, because they are linked and that's the whole point

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of linking them in the first place. Well if we go to Edit

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Mode and we start playing about with our model, let's say moving that edge

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down, you can see then it does effect the other side!

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And similarly, if we hop over to this wedge,

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our original one, and go into Edit Mode, we can

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see that that also effects it. So that's really cool! See

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you can alter the actual structure of a mesh,

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however you can scale things completely independently of one another.

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So in Object Mode these two are actually an identical mesh, however,

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this one has a different Z scale to it, so it's

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slightly taller. In fact, in this case, oh in this case because

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there it's twice as wide along the bottom. So it's a great

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way of using a base mesh and actually

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using it to create more things, down the line, but also vary them

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so they're not all the same. Now if we switch

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over to Duplicate Objects and I

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place this one over here, it is completely independent.

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It's essentially a complete copy of the wedge.

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In fact, it is a copy of this one, because that's what we've copied

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in every form and face. So if we went into

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Edit Mode on that and moved it about, it is completely independent

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of these two. Right, so I

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want to get rid of that redundant wedge, and I can actually delete it straight

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here. You see I see it's Wedge Copy 001. I can right-click

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there and just Delete. Alternatively, I could go down to

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switch it to Object Mode and go to Object and

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Delete is there, or press the X key and confirm, but I'm just going to do it in the

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Outliner. So we have these two wedges

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here and it's produced two meshes, as we can see, but

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we may want that, eventually, to become one object.

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So how do we do that? Well let's open up our Tool

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Shelf again. Now you can leave these things open, by the way. I

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just put them away when I'm not using them, because I'm running a lower

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resolution than you might be. And we see an option here

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to Join. If we click Join, well it

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doesn't do anything because we've not got two or more meshes selected.

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So if we hold down Shift and select the other mesh, we see

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that one is active, which is orange, and this one has gone a kind of red to

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mean it's included in the selection. If we now go to Join,

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it's actually put them under one mesh. Now

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incidentally, that's also broken the link that they had before.

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So we've got both things selected there, however, if I just select

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this one it now moves independently. So they're no longer

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a duplicate linked object, the moment you join them back

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together, so it's worth bearing that in mind. OK,

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I feel a challenge coming on! Are you guys ready?!

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We're going to create a

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periscope! So I would like you to create a periscope,

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existing of 2 wedges with a cube

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in the middle. And just to make it a bit more challenging, I would like

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the periscope's base to be at (0, 0, 0).

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And just for reference, this is the type of shape

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we are looking for, a very basic periscope,

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or I suppose, looking at it, a 3D parallelogram.

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So pause the video now, go off, and give that a

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go! OK

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welcome back! Let's hop into Blender and see if we can solve

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our periscope issue! So I've been playing lots

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with these wedges. I've been moving them up and down, moving them left and right,

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and so I've got myself in a bit of a pickle. And if you ever

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do this, you may want to consider remaking

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your wedge, because it can sometimes be quicker

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to just start from scratch, rather than trying to repair these wedges

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so they look like the periscope.

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They're a bit hard to work with at the moment. So I'm just going to

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Delete my wedge completely. I'm then going to

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create a cube, I'm going to zoom

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in, and let's see what we can do here. I'm going to go into Edit Mode,

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and with Vertex Select, I'm going to

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remove that vertex there and this one here. You may remember this from the creation

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of our wedge. And I'm just going to Delete the

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Vertices, and then, I'm just going to Join these up, as we've

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done before, and that will

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create our first wedge for our periscope.

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So the next thing we need to do is...

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Well a periscope is that plus another one, so I

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am going to go to Mesh, I'm going to... Ooh, let's switch to

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Object Mode first. I'm going to go to Object and then go to Duplicate.

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In this case, I am going to just duplicate it, I don't need them to be

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linked. And we've got our other one here, so I'm just going to click that,

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and I'm going to place that still at 0, 0 on the X,

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Y. But I'm going to basically

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lift it up, let's say, by 4 for the moment so it's just above

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the other one. OK,

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it looks like our wedge here isn't at 0, 0, because that

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was the position of the 3D cursor, when we started. So now these two

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should be in line with one another. Now this bottom one,

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I want it to be the other way around, so I'm going to rotate it. Let's see,

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skewer through the X axis there. I'm going to rotate that

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by 180, so it becomes upside down. That's great!

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In fact, that's looking good already, however that's not on the

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base, at the moment, however, I'll deal with that, in a moment, once I've joined all

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of these together. The final thing is to put a cube into the middle of

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this mesh, and again, it's produced the cube at the

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3D cursor, rather than anywhere else. So I

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want the X and Y to both be 0, and

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here this just needs to be 1. Nope! Let's try 2!

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Perfect! So there we have our base periscope shape.

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Now what we want to do here is just lift it up, so it's

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base is where the Z basically equals 0.

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So the first thing I'm going to do is highlight all of my

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objects, and I'm going

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to go to Tools, on the side here, and go to

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Join. So there we go, we've got one shape now, one mesh,

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that makes up our periscope and I just need to lift it up.

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And as we can see, the Origin of this shape has been set

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to the bottom. So, in this case, I think we just need to

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lift it up by 1. So if we lift it up by 1, bang! That's

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bang on the surface complete! So there we go,

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there's our periscope! How did you guys get on?! Please

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remember to post your

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periscope in the discussions so we can see how you got on!

