WEBVTT

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Welcome to a 3-d cursor and origins.

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So in this video we're going to take another look at our reference pieces and we're going to look for

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some commonality to save us time with our modelling.

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And finally we're going to use the 3-d cursor and the origin associated with an object to accurately

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control our piece.

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So let's go back to our chosen dimensions that we have a look at earlier and we've already done our

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porn and it's three centimetres.

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The base is a three blender use in this case.

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Now all of the other pieces bava King have a four centimetre base and that's what we've picked.

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And that is a third larger again to 33 percent larger.

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So when we go and scale in a bit we'll need to scale by one point three three three three etc..

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I'm not quite sure how many 3s we have need.

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We can have a look anyway and see as we go.

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So let's start modelling our bishop now and hop on over into a blender.

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Okay so I've gone ahead and I've opened up my low poly pawn because that's what we're going to be basing

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the next few lectures on as we go ahead and create our bishop.

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Now the first thing we're going to need to do here is scale our object now by default.

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It will scale around the origin which can cause a couple of issues especially since we want the bishop

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itself and indeed the porn as it is at the moment.

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We wanted to stay flush with the ground and we can see here if we just scaley forces it underwears Z

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equals zero.

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There are a couple of ways we can go around that.

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So I want to explore moving the origin because that's what is going around at the moment understanding

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what the origin is used for and just in case you end up ruining something else later on.

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And also some other options when it comes to moving our model including the 3D cursor because we can

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use that as what's called a pivot point at the moment our pivot point is set to the origin.

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And that's something we can control on the 3G head bar next object mode edit mode before our shading

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setting for the viewport.

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And next to that we've got pivot points and you can set the active element which in this case would

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be the same as what we've got on the screen because we've only got one object selected if you've got

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multiple objects selected.

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It means that we show everyone is the active one of the light orange border around will be the one then

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it scales around rotates around et cetera et cetera.

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The medium point is an average point between everything the individual origins will if you've got more

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than one object selected it was scaled them around their own origins and nothing else.

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Their 3-d cursor.

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Now that's a very useful one and we'll explore that in a few moments and then we've got a bounding box

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Centre.

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Now this is a weird one it often is very similar to the medium point.

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But if you imagine put in all of your objects in a box where their extremities touch the corners of

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those boxes that L. That box Sorry that is the bounding box itself and there are reasons why you'd want

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to use that.

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I have very rarely use that I often use individual oranges 3D cursor a medium point.

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And again I very rarely use the active elements as those three in the middle that we tend to pick.

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So straightaway here we can do the 3-d cursor and it looks like the 3D cursors roughly on the base.

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Well is it let's make sure that is the case that scroll down on the end panel you mainly depress the

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letter N on your keyboard to bring that up the properties panel.

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We scroll down we can see the literal 3D cursors position in the world.

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0 0 0.

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Now that is brilliant.

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That means that we can now scale with it around the 3D cursor and you can see it stays on the base and

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that is incredibly important.

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And apart from when you go upside down so that is the first step here.

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Now it does look like I'm slightly not looking at it from an angle or.

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Even better than that.

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It looks like our piece itself isn't actually on zet where Z equals zero.

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So we're going to have to do a bit of manipulation here to get it into the right place.

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So how do we do that.

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What do we do in order to move something to a very exact position where it can be complicated or it

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can be easy it depends how you want to approach it and on how complicated your model is.

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Obviously the best thing would be not to put yourself into this position in the first place but hey

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it's happened here obviously.

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So the first thing we can do is note that wherever you click the you left click.

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And the three cursor gets placed it will snap to that particular face.

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So I will look at that that snaps to that face that snaps that face and it snapped to this face or you

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can see that the Z position of the 3D curses North Point North 5 5 2 0.

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So it is indeed not where Z equals zero.

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So we could subtract that number now from the position in the world that this object is.

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That's one possible thing but that's a bit clunky I'd rather be much more precise about that.

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So in order to position this in the world what I first do is make sure that I've got the three.

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In an ideal position and I want the origin at this point at this particular case I want my origin to

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be at the base of the object in the centre of the base of the object.

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So I'm going to need to make sure I've got that face selected on the bottom so I'm going to have to

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go into edit mode go to face select and select that face.

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Now that I've done that I can move the 3D cursor to that face and if I go shift and s we end up with

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a snapping menu with a lot of options one of them is cursor to selected.

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Now what this is actually doing is it's placing the cursor the 3D cursor to the centre of whatever is

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selected.

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Now if we've got a face selected of course it's going to place it smack bang in the middle of the face.

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If we've got an edge selected it's going to place it smack bang in the middle of that edge so we go

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ahead select this edge here and go shift an S cursor to selected who sits in the middle.

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And if we have verte a vertex selected we can also shift an S and add the cursor selected there.

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So we've got lots of control.

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Now of course I'm not going to spend too much time playing with this but now you can see it scales in

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and out from that cursor.

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If we wanted to I'm going to press escapin come out.

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That's what I really want is it to be in the centre of all of these.

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See something to select the edge loop running around.

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You could select the face but selecting all of the edges or vertices that make up a face is the same

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as selecting that face.

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I'm going to go shift an S cursor to selected.

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Okay.

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We'll come back out into object mode.

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Once I'm in object mode I can come round and set the origin in the tool shelf.

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If you haven't got that open you need to open up that up under the Tools tab.

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If we go down set origin in here we go.

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We have origins a 3-d cursor.

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Now if you want the gymnastics with your fingers you can you shift control oltz and see which is quite

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a handful and a mouth full.

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So I often just use this menu on the side and it's obviously very apparent what I'm doing if I am going

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through a menu.

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And once we click on that we see that the objects origin itself has gone to that value.

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The object is now at Z equals zero point zero five five two three.

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So what I'm going to do theirs I'm going to go to that location information in me of the transform this

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object and type in zero there so then I know it's exactly on the base.

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Now one of the things to bear in mind is that the origin is used for many other things in blender including

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the centre of mass when it comes to physics.

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So if you were to apply physics to this chess piece just like we did at the end of the bowling section

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if you apply it to this chess piece it won't behave as you would expect it to because the centre of

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mass of this object is not at the bottom of this object that would be impossible it be somewhere in

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the middle.

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And this is where you can come back after you've moved it to an appropriate location so we've matched

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up where Z equals zero.

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We can go back to set origin and now set it to the centre of mass or even just to the geometry it's

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going to be good enough for what we are intending to do.

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And there we go.

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The objects origin is back up the top there but it's all laid out.

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And now we know that we can scale it according to the 3-d cursor rather than relying on the origin all

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the time.

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We've now got much better control it's in the right position we can scale it up from the base if I go

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back round the side more the front view in this case.

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We noticed that when I go and scale it around the thrilly cursor.

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Bear in mind the three cursor is not zero at the moment so that's make sure it is at zero.

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There we go.

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I can now scale it.

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And the base itself will stay where Z equals zero and that's very important because we don't want to

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have to keep editing our object because of that.

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Okay.

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So with all of that it's time for a challenge.

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Okay see your challenge.

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Well it's going to be to create the bishop base itself.

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And of course we're going to be doing this over a couple of lectures time just to solidify some new

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tools in our mind.

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So scale the bishop's base to four blender units in diameter.

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Now this is going to be I think a 33 percent increase so you might have to just scale by one point three

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three three that might do it or you could do it any other way that you choose remember to set the base

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of Archbishop to Z equals zero.

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Otherwise we'll go to go ahead and have a floating piece and this is not levitating chess.

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Now I would like you to use reference material to make sure the neck of our porn as it comes into a

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bishop is the right height.

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However I do not want you to delete any of your geometry just yet.

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Now it may be tempting to remove the ball from the top of our bit of our bishop which is currently a

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pawn.

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But we'll go through that in a later lecture because there's a couple of things I want to teach to you

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that if you go ahead and delete it you won't be able to follow along.

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And remember I do love seeing your works remember to save it and then share it with us.

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Looking forward to seeing it.

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Pause a video now and give that a go.

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OK everybody welcome back.

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Let's go ahead now and create our bishop base.

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Okay so the first thing I've spotted here is that my low poly porn itself is in the archive and on the

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side here it's still called chest piece base.

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I'm going to call it low poly porn and I'm going to make sure my file is safe before I start modifying

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it and changing it into a bishop.

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And I want to save as a low poly bishop.

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Now what I am going to do later on is just shift those things outside of the archive folder.

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That's just moving things in a hierarchy.

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But I do want you to be aware that if I go ahead and do that or you do that in future when you go to

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open recent these items here if it cannot be found that is you've moved it or even deleted it.

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It'll just remove it from here and give you an error message.

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Okay so we've got low poly Bishop ready to go but we don't have our our actual image on the side so

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let's make sure that's loaded up so I have come back here and are.

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It means that we've got is a pawn.

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Let's go ahead and load in the appropriate image section assets.

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There is the bishop and that will give us an idea of what's going on now.

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The image is at the wrong point here but it's also not wide enough so I'm going to have to change the

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image around to fit a size.

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Now is actually fitting this quite well at the moment.

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And I might just bring the image down ever so slightly so we need to move its vertical location.

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And if you're moving it around and it's just moving a bit too much you can hold down the SHIFT key in

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any of these fields and move it much slower.

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And if there are a down to about there I'm quite happy with that.

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Now the next thing for me to do is scale up this image so it's the right size for Blender units across

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which is two on this side so that's from one side over here to about here.

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Now I'd probably go.

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There we go.

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It's already a size of three if we make it a size for perfect.

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So we are going to have to manipulate that again and the height again sorry and there we go.

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So we've now got a good base to work on.

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Now the first thing I'm going to do is literally scale up my model.

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I'm going to make sure the 3D cursor is in the centre of my scene.

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I can do that in a couple of ways.

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I can go shift and see and that will centre everything but it also changed my view.

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I don't want it doing that so I'm going to go shift an S and cursor to centre it's going to put it where

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X Y and Z for the 3D cursor.

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Equal 0 0 0 and I could have highlighted all of these fields and typed in zero as well.

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Lots of different options with doing the same thing you're getting the hang of this.

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Now I know that there's always more than one way to do something.

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Now the next thing is my bishop.

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I've just glanced over at the outline on the right hand side it's called low poly pawn.

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It now has to be called low poly bishop and I'm going to get into the habit of saving my work quite

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regularly.

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Glenda can be a bit funny when it comes to crashing and certainly if you're hopping in and out of rendered

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mode lots that can happen.

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Now the scaling itself we can see see at the pivot point down here it's set to the 3D cursor.

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That's brilliant that's what we want.

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The next thing is to just scale this up by a factor of one point thirty three and what we can do is

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have a look at the dimensions on the properties panel the end panel and make sure that the x and y values

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are 4 and then we can stretch it up in the z axis later run.

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So let's go ahead and scale.

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And here we're going to scale by one point three.

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So one point three has taken its to three point nine one point three three is taken it's three point

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ninety nine three point nine nine nine if we type in one or three there we go.

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So one point three three three three has a dimension of four.

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So that's a great start and we can see here that's Ares I meant our height.

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Dimension isn't quite on it at the moment.

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I'm going to have to probably later on add in a loop here to make it a bit slender in the middle so

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it comes up.

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But now I can literally I'm going to hold down Shift so it doesn't move too quickly but I'm going to

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alter the dimensions just here and just can scale it up.

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Now it's scaling around the origin so I've got to be careful.

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They're just altering the dimensions won't work so I'm going to undo that.

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And now just scale again but this time lock it to the z axis and then I can lift it to approximately

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the right location so the neck the base of the neck is in the right location.

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Excellent.

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There we go.

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So we've got that ready to go.

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And of course looking at this I think we might be able to modify what's here to create the rest of the

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geometry but we may just go about it a different way.

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I haven't decided yet.

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But there we go.

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That's all ready to go under to make sure my work has been saved.

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There we go.

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And now it's ready to share.

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Excellent.

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How did you guys get on remember.

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Pleased to show your work over in the discussions and I'll see you all in the next lecture.
