WEBVTT

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Welcome to Importing Blender Files!

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In this video we'll be showing you how to import multiple

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Blender files into a scene. We're going to be learning the difference

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between append and linked and understanding that

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a composited scene can exist with both types in it.

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So appending! So this is great when making a

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scene with multiple models. And note here that you have control

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over the model, it's scale and position,

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and you can edit the model. So it's like taking

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a copy into the current Blender file. So a great

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example of that would be a coffee table plus two cups, which

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are just one .blend file backup, or indeed, you'd never

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guess it, a bowling ball plus multiple pins! So let's have

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a look at linked! Now, we're making an object

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of components, so if it's one object that has multiple

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components in it that make up this overall object.

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So you do have no control over the model's position,

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scale, etc., and you cannot edit

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the model, it's done in the source file. So if you need to

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adjust anything, when you link an object into your scene,

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you have to change the actual .blend file itself and then

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reopen the file and it'll come through. A great example there would be like

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an anatomical model, where you've got a bone layout

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and you want to add muscles on top. Well you can do the muscles in a separate

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Blender file and move them in, etc. etc., into the right

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position.

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Let's explore this now in Blender!

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So here we are with the bowling ball we've created! Now the first

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thing I will want to do is go over into the Outliner here and

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just do a bit of tidying up, because we've still got items in here we don't

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need, and we're working on this Icosphere. Well let's name that, straight away,

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BowlingBall, if you haven't done it already. If you have, well done! Cube,

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well we're not using that anymore, so I'm going to delete that, and the same with Sphere.

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So we've got a much more simplified model here. Now I'm going to go to

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File and Save As, and I'm just going to make sure

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that's saved in the right place for me.

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There we go, so that is saved! Now,

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we're going to open a brand new Blender file,

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and the first thing we're going to do is, we're just going to setup a little stage

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for this to work on. So I'm going to delete the

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Cube that we have there, and then, I'm going to add a

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Mesh and I'm just going to add a Plane. Ah that's quite small, at

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the moment, so I'm just going to boost that up, let's say

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16 on the Radius. So that's a nice floor plane for our stuff to

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work on there, so there we go! Let's now

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import one of those models! So let's import the bowling ball first of all!

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See to do that you'll want to go to File, and we've got our two

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options down here, we've got Link and Append. Now,

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in this case, if we Link all of this stuff in, it will appear at the origin

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in the middle of our screen, because that's where the model was produced and

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it will be of no use to us, so we are going to be using Append.

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So you simply go to File, Append,

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or you can use Shift and F1, and then, go find your file.

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So mine is in my bowling assets folder. Now you

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obviously will have setup a project folder and be working

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from that, so go grab your Bowling Ball from there. Once you've clicked on

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Bowling Ball, it's not opened it up, it's opened up this new

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hierarchy, so a .blend file is a container file of

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lots of other Blender objects, settings, etc. as you can see down there.

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And we want Object, so click on

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Object, and there's our Bowling Ball. And if we hadn't renamed

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it, that would have said Icosphere and there would have Cube and UV

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Sphere or just Sphere down here, as well. So we want Bowling Ball, you can double-click that,

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or just click here and then click Append from Library up here, there's the

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Bowling Ball in our scene! Now it's come in on the origin. I'm just going to

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shift it over now, because the next thing I'm going to ask you to do

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is import the pin. So it's challenge

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time!

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It's time to Import the Bowling Pin! So go ahead now

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and import the pin, and do make sure that your bowling ball

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and pin are the same relative scale.

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So pause the video now and go give that a go!

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OK guys, welcome back! Let's hop straight

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on over into Blender!

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Right, so let's get this pin into our scene! So I'm going to

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go to File, Append. Now, I'm already

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here, I'm just going to click up one, because I know... Ooh, and again

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and there's my Bowling Pin. So now that's in our...

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There Object and Pin. Append from Library.

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So we can see here that the ball and the pin

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are at different scales. In fact, I think the

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bowling ball itself, because of my mistake earlier,

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is just over twice the size. Instead of making it a

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Diameter of 2.16, I made it a

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Radius of 2.6. So my mistake, but we'll go

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ahead and correct that now. Now we have two options, if we knew

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we were going to use this ball over and over and over again, then what

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we'd want to do is edit the initial .blend file

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of the bowling ball itself, otherwise

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we could edit it in the scene as well. So because we've appended it, we can just

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multiply it by a scale factor to bring it back to the right amount.

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I'm going to do things quite properly, because there's a good chance that I'll want

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to use this bowling ball at some other point, in either this course

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or in a game I'm producing or something else. I don't want to have to keep remembering

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to rescale it. So I'm going to Save my file

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now, and I'm going to call this

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Bowling Alley. Why not, it's descriptive of what we're doing.

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And just save that file. Great! I'm now going

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to go back to my original bowling ball.

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There we go! And we're going to have to change the scaling on

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this. Now, I've already done the math and the basic

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scale here, because... Oh, I don't want calendar, I want

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calculator. ...we have a bowling ball that

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is 2.6 in diameter, it should have been in radius. So

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we can already sort of guess we're going to be multiplying it by something like 0.5 to half

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the size, but the proper radius it should have been is...

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Well Diameter was 2.16 and

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this is going to be 1.08.

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So we need to do 1.08, which is

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our size we want it to be, and the size it currently is is

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2.6, so I'm going to divide that by 2.6.

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And we can see there, I need to scale this by a factor

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of 0.415. I'm not going to worry about the other bits

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involved there, so 0.415. OK,

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so scale with the S key. Oh, that's selected first!

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Scale with the S key. Excellent! And

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then, we need to just go 0.415

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Enter, and we're going to

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save that now. So that's over it in the bowling ball, and it's now the right

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relative size to the other model. Now, I'm going to go File,

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definitely saved it, and I'm going to go Open and go to our Bowling

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Alley. And you'll notice that this hasn't changed and that's because it's

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appended and not linked. So I'm just going to Delete that from our

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scene, and I'm going to go File, Append,

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go up up, and go to our Bowling Ball,

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and go to Object, go to Bowling Ball, and Append

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from Library. Now if you got the scaling right the first time,

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unlike me, then you wouldn't have to go though that. But there are

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going to be times when you

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mess up your scale, at some point.

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Don't worry! And in this case, the bowling ball was so simple we could almost go back

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and model it again, but that's not always going to be the case. You're going to come

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across a, you've spent hours and hours doing something and it's one and a

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half times too big or something silly like that. Don't worry, you can always scale it

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back down. This is a 3D Modeling package, you can do anything! OK,

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so that's our scene basically setup there! We need to

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do a few more things, and we'll do that in the next lecture. Now,

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go ahead and share in the discussions how you got on, and I will see

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you in the next lecture! Take care!

