WEBVTT

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Welcome to Extruding to a Normal!

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In this video we are basically going to change the

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axis for extrusion, for finer control.

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So let's hop over into Blender and play with that now!

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obviously deliberate mistake of this extrusion into

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our model. Now fortunately, it looks like it

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has gone down and through the center of our model.

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So how do we make sure that we can pull it back out

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and line it up here? Well there are a couple of ways to that, but one of the easiest

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ways is, once we have these

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six faces selected, they combine all as

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one to generate a normal, a common normal, which is

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actually the same as the vertex normal in the middle here. It'll be pointing

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upwards, so towards us. Now down

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here with the 3D Manipulator Widget, that we've played with in the past,

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you can change that from where it says Global

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to a couple of other things, one of which is Normal.

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Now, if we change that to Normal, and I'm

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surprised we can't see the blue one anymore because it's pointing right at us.

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So the normal coming out of this vertex,

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in the middle, is facing right towards us. So if we rotate around

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we can see, there it is. And what we can do at this point is,

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we can literally pull that back up and that will be perfectly

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in line. So we can move it up or down, as much as

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we want. Now, bowling balls have holes going inwards, so going out is no good,

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but what we can do, [Laughs] at this point, is go ahead

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and select the Snapping Tool, select

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the... I don't really care which one we do it to, we can just

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align it with a Face, and this time, when we move it backwards

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and forwards, we can hover over a particular face we want to align it

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with. And I don't think face is actually going to be the right one in this

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case. I'm pretty sure that is now aligned, but I can't be 100%

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sure, unless it's really to a

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Vertex. Let's do Vertex instead! So again, let's

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move it up and down, and snapping, that is definitely

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the right place now. Now because we've moved it all the way down and brought it back

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again, that would have produced a series of doubles. So before we do

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anything else, I'm going to now push it into our model

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to a certain level

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and that is 1 Blender unit.

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So let's push that in now, by 1 Blender unit, so

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that is -1 in the Z axis. And I'm going to turn Snapping

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off. There we go! So if I type

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-1, have I lost the opportunity to do that? Yes I have!

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So let's grab that and move it in the Z axis.

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And remember, that will now be moving in the Z axis, that

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is normal because that's what we've set.

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In fact, at this point, I'm just going to undo to here.

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So we're going to move that, not extrude in this case. The other

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ones we will extrude, but this has already been extruded and it's just on top of one another

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and in the Z axis by -1. And that should go inside

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our model and it hasn't!

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You see it's moved in the wrong Z axis. So along

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here, have we got the orientation? So in the Operator Panel,

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is Orientation that's currently set to Global. So

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because we used to shortcut keys it's assumed something different

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to what's down here. So if we change orientation back

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to Normal it will go in and, in this case, exactly what

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we want, in towards the center of our

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sphere.

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That

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doesn't look quite the right depth, so I'm just going to

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increase that a little to 1.5, and because I haven't gone

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off of this yet, I can set that Z Constraint there to

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-1.5. I think that will be better!

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So let's go and do a challenge!

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So use the circles that we have created,

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extrude them along the Normal Z Axis,

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and then, set them to a depth

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of 1.5 Blender units. Pause the

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video now and give that a go!

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OK guys, welcome back! Let's hop over into Blender

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and complete our bowling ball!

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OK, so we've successfully done that bowling

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ball there. Let's go up to the top here, and

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I can see straight away we've got one thing to do to our circles.

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We need to inset them a little, before we actually

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do anything else, so let's go ahead and do that

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straight away. We can grab them both, so they're inset by

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the same amount, and inset them, it doesn't have to be much.

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And there we go!

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...Now I'm about to say something isn't possible,

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where is in fact, it IS possible, but not with the knowledge that we've learnt so far

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So, you can extrude both of these faces if you

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change the pivot point to Individual Origins and

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have the Gimbal set to Normal. That would then work

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absolutely fine.  We're going to do it individually since we don't actually possess

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that knowledge just yet!

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 So now we're ready to do this! I know the extrusion

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itself will not work, if we try and do them both at

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once, because it will take a normal that's between these

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two points, instead of the points themselves. So we're going to have to

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select the faces themselves. It's

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selected on Normal,

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and I can just extrude, make

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sure we are extruding and start to push it in. Now I can see that,

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in the lower-left, it says it's

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moving on the Normal. We can see that

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straight away, it's done that by default which is great! And we can

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set that, immediately, to -1.5.

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And there we go, that's inside our pin!

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So let's select these ones here, as well,

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and it was set to Normal here, so if we press E this is also

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going to extrude along a normal. This is brilliant! And let's set that to

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-1.5. Now there is a chance that

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these two will cross one another. So there we go! So a design

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problem with our specs, straight away, is that the holes

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themselves, these two, as they move in are going

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to hit one another. But it doesn't look like the overlap is

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that much, so, in this case, I'm going to simply

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pull one of these back out, until they're not touching anymore.

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So I'm going to grab that bottom, I'm going to move it in the Z axis,

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but not the global Z axis, I don't want that.

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I want to move it on this axis here, so I'm

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just going to grab that instead and just pull it up ever so slightly. I can't see

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what I'm doing.

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We don't want geometry crossing, that's bad

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bad bad. And there we go! So a

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consideration there if someone gives you a spec that has a

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fault in it. Do mention it to the person as quickly as

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possible. I've already mentioned it to myself.

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Let's do the final thing now and hop into

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looks absolutely fine! In fact, that doesn't look too far

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apart now, that's looks absolutely fine!

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Right, so the final thing that we will do on

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this bowling ball is give it some color, it's looking a bit bland at the moment!

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So let's go into our material properties

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and add a new material slot, create a new material,

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and I'm going to call it, very imaginatively, BowlingBall.

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Now, I'm going to scroll down here on Diffuse,

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I'm going to change that. What color should I have it? Why not

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a yellow, a bright yellow color. Great! So there we go, we've got

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our bowling ball all colored in. I'm going to make sure I remember to

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Save that as well, very important. And that's ready to

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use wherever you want to use it! Now, some of you may be thinking, well

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I've seen bowling balls and they're sparkly or they've got textures on them or

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words, etc. Don't worry about that, for the moment, in the next couple of sections,

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we'll be going into much more detail with our models.

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But do remember, the skills that you've learned so far, you can now go back

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and practice, you know, color in the models that you've already made and saved in

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your project folders. So that's great, and I will see you guys again

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soon! Take care!

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