Welcome to a 3-d cursor and origins.
So in this video we're going to take another look at our reference pieces and we're going to look for
some commonality to save us time with our modelling.
And finally we're going to use the 3-d cursor and the origin associated with an object to accurately
control our piece.
So let's go back to our chosen dimensions that we have a look at earlier and we've already done our
porn and it's three centimetres.
The base is a three blender use in this case.
Now all of the other pieces bava King have a four centimetre base and that's what we've picked.
And that is a third larger again to 33 percent larger.
So when we go and scale in a bit we'll need to scale by one point three three three three etc..
I'm not quite sure how many 3s we have need.
We can have a look anyway and see as we go.
So let's start modelling our bishop now and hop on over into a blender.
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
the next few lectures on as we go ahead and create our bishop.
Now the first thing we're going to need to do here is scale our object now by default.
It will scale around the origin which can cause a couple of issues especially since we want the bishop
itself and indeed the porn as it is at the moment.
We wanted to stay flush with the ground and we can see here if we just scaley forces it underwears Z
equals zero.
There are a couple of ways we can go around that.
So I want to explore moving the origin because that's what is going around at the moment understanding
what the origin is used for and just in case you end up ruining something else later on.
And also some other options when it comes to moving our model including the 3D cursor because we can
use that as what's called a pivot point at the moment our pivot point is set to the origin.
And that's something we can control on the 3G head bar next object mode edit mode before our shading
setting for the viewport.
And next to that we've got pivot points and you can set the active element which in this case would
be the same as what we've got on the screen because we've only got one object selected if you've got
multiple objects selected.
It means that we show everyone is the active one of the light orange border around will be the one then
it scales around rotates around et cetera et cetera.
The medium point is an average point between everything the individual origins will if you've got more
than one object selected it was scaled them around their own origins and nothing else.
Their 3-d cursor.
Now that's a very useful one and we'll explore that in a few moments and then we've got a bounding box
Centre.
Now this is a weird one it often is very similar to the medium point.
But if you imagine put in all of your objects in a box where their extremities touch the corners of
those boxes that L. That box Sorry that is the bounding box itself and there are reasons why you'd want
to use that.
I have very rarely use that I often use individual oranges 3D cursor a medium point.
And again I very rarely use the active elements as those three in the middle that we tend to pick.
So straightaway here we can do the 3-d cursor and it looks like the 3D cursors roughly on the base.
Well is it let's make sure that is the case that scroll down on the end panel you mainly depress the
letter N on your keyboard to bring that up the properties panel.
We scroll down we can see the literal 3D cursors position in the world.
0 0 0.
Now that is brilliant.
That means that we can now scale with it around the 3D cursor and you can see it stays on the base and
that is incredibly important.
And apart from when you go upside down so that is the first step here.
Now it does look like I'm slightly not looking at it from an angle or.
Even better than that.
It looks like our piece itself isn't actually on zet where Z equals zero.
So we're going to have to do a bit of manipulation here to get it into the right place.
So how do we do that.
What do we do in order to move something to a very exact position where it can be complicated or it
can be easy it depends how you want to approach it and on how complicated your model is.
Obviously the best thing would be not to put yourself into this position in the first place but hey
it's happened here obviously.
So the first thing we can do is note that wherever you click the you left click.
And the three cursor gets placed it will snap to that particular face.
So I will look at that that snaps to that face that snaps that face and it snapped to this face or you
can see that the Z position of the 3D curses North Point North 5 5 2 0.
So it is indeed not where Z equals zero.
So we could subtract that number now from the position in the world that this object is.
That's one possible thing but that's a bit clunky I'd rather be much more precise about that.
So in order to position this in the world what I first do is make sure that I've got the three.
In an ideal position and I want the origin at this point at this particular case I want my origin to
be at the base of the object in the centre of the base of the object.
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
go into edit mode go to face select and select that face.
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
a snapping menu with a lot of options one of them is cursor to selected.
Now what this is actually doing is it's placing the cursor the 3D cursor to the centre of whatever is
selected.
Now if we've got a face selected of course it's going to place it smack bang in the middle of the face.
If we've got an edge selected it's going to place it smack bang in the middle of that edge so we go
ahead select this edge here and go shift an S cursor to selected who sits in the middle.
And if we have verte a vertex selected we can also shift an S and add the cursor selected there.
So we've got lots of control.
Now of course I'm not going to spend too much time playing with this but now you can see it scales in
and out from that cursor.
If we wanted to I'm going to press escapin come out.
That's what I really want is it to be in the centre of all of these.
See something to select the edge loop running around.
You could select the face but selecting all of the edges or vertices that make up a face is the same
as selecting that face.
I'm going to go shift an S cursor to selected.
Okay.
We'll come back out into object mode.
Once I'm in object mode I can come round and set the origin in the tool shelf.
If you haven't got that open you need to open up that up under the Tools tab.
If we go down set origin in here we go.
We have origins a 3-d cursor.
Now if you want the gymnastics with your fingers you can you shift control oltz and see which is quite
a handful and a mouth full.
So I often just use this menu on the side and it's obviously very apparent what I'm doing if I am going
through a menu.
And once we click on that we see that the objects origin itself has gone to that value.
The object is now at Z equals zero point zero five five two three.
So what I'm going to do theirs I'm going to go to that location information in me of the transform this
object and type in zero there so then I know it's exactly on the base.
Now one of the things to bear in mind is that the origin is used for many other things in blender including
the centre of mass when it comes to physics.
So if you were to apply physics to this chess piece just like we did at the end of the bowling section
if you apply it to this chess piece it won't behave as you would expect it to because the centre of
mass of this object is not at the bottom of this object that would be impossible it be somewhere in
the middle.
And this is where you can come back after you've moved it to an appropriate location so we've matched
up where Z equals zero.
We can go back to set origin and now set it to the centre of mass or even just to the geometry it's
going to be good enough for what we are intending to do.
And there we go.
The objects origin is back up the top there but it's all laid out.
And now we know that we can scale it according to the 3-d cursor rather than relying on the origin all
the time.
We've now got much better control it's in the right position we can scale it up from the base if I go
back round the side more the front view in this case.
We noticed that when I go and scale it around the thrilly cursor.
Bear in mind the three cursor is not zero at the moment so that's make sure it is at zero.
There we go.
I can now scale it.
And the base itself will stay where Z equals zero and that's very important because we don't want to
have to keep editing our object because of that.
Okay.
So with all of that it's time for a challenge.
Okay see your challenge.
Well it's going to be to create the bishop base itself.
And of course we're going to be doing this over a couple of lectures time just to solidify some new
tools in our mind.
So scale the bishop's base to four blender units in diameter.
Now this is going to be I think a 33 percent increase so you might have to just scale by one point three
three three that might do it or you could do it any other way that you choose remember to set the base
of Archbishop to Z equals zero.
Otherwise we'll go to go ahead and have a floating piece and this is not levitating chess.
Now I would like you to use reference material to make sure the neck of our porn as it comes into a
bishop is the right height.
However I do not want you to delete any of your geometry just yet.
Now it may be tempting to remove the ball from the top of our bit of our bishop which is currently a
pawn.
But we'll go through that in a later lecture because there's a couple of things I want to teach to you
that if you go ahead and delete it you won't be able to follow along.
And remember I do love seeing your works remember to save it and then share it with us.
Looking forward to seeing it.
Pause a video now and give that a go.
OK everybody welcome back.
Let's go ahead now and create our bishop base.
Okay so the first thing I've spotted here is that my low poly porn itself is in the archive and on the
side here it's still called chest piece base.
I'm going to call it low poly porn and I'm going to make sure my file is safe before I start modifying
it and changing it into a bishop.
And I want to save as a low poly bishop.
Now what I am going to do later on is just shift those things outside of the archive folder.
That's just moving things in a hierarchy.
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
open recent these items here if it cannot be found that is you've moved it or even deleted it.
It'll just remove it from here and give you an error message.
Okay so we've got low poly Bishop ready to go but we don't have our our actual image on the side so
let's make sure that's loaded up so I have come back here and are.
It means that we've got is a pawn.
Let's go ahead and load in the appropriate image section assets.
There is the bishop and that will give us an idea of what's going on now.
The image is at the wrong point here but it's also not wide enough so I'm going to have to change the
image around to fit a size.
Now is actually fitting this quite well at the moment.
And I might just bring the image down ever so slightly so we need to move its vertical location.
And if you're moving it around and it's just moving a bit too much you can hold down the SHIFT key in
any of these fields and move it much slower.
And if there are a down to about there I'm quite happy with that.
Now the next thing for me to do is scale up this image so it's the right size for Blender units across
which is two on this side so that's from one side over here to about here.
Now I'd probably go.
There we go.
It's already a size of three if we make it a size for perfect.
So we are going to have to manipulate that again and the height again sorry and there we go.
So we've now got a good base to work on.
Now the first thing I'm going to do is literally scale up my model.
I'm going to make sure the 3D cursor is in the centre of my scene.
I can do that in a couple of ways.
I can go shift and see and that will centre everything but it also changed my view.
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
X Y and Z for the 3D cursor.
Equal 0 0 0 and I could have highlighted all of these fields and typed in zero as well.
Lots of different options with doing the same thing you're getting the hang of this.
Now I know that there's always more than one way to do something.
Now the next thing is my bishop.
I've just glanced over at the outline on the right hand side it's called low poly pawn.
It now has to be called low poly bishop and I'm going to get into the habit of saving my work quite
regularly.
Glenda can be a bit funny when it comes to crashing and certainly if you're hopping in and out of rendered
mode lots that can happen.
Now the scaling itself we can see see at the pivot point down here it's set to the 3D cursor.
That's brilliant that's what we want.
The next thing is to just scale this up by a factor of one point thirty three and what we can do is
have a look at the dimensions on the properties panel the end panel and make sure that the x and y values
are 4 and then we can stretch it up in the z axis later run.
So let's go ahead and scale.
And here we're going to scale by one point three.
So one point three has taken its to three point nine one point three three is taken it's three point
ninety nine three point nine nine nine if we type in one or three there we go.
So one point three three three three has a dimension of four.
So that's a great start and we can see here that's Ares I meant our height.
Dimension isn't quite on it at the moment.
I'm going to have to probably later on add in a loop here to make it a bit slender in the middle so
it comes up.
But now I can literally I'm going to hold down Shift so it doesn't move too quickly but I'm going to
alter the dimensions just here and just can scale it up.
Now it's scaling around the origin so I've got to be careful.
They're just altering the dimensions won't work so I'm going to undo that.
And now just scale again but this time lock it to the z axis and then I can lift it to approximately
the right location so the neck the base of the neck is in the right location.
Excellent.
There we go.
So we've got that ready to go.
And of course looking at this I think we might be able to modify what's here to create the rest of the
geometry but we may just go about it a different way.
I haven't decided yet.
But there we go.
That's all ready to go under to make sure my work has been saved.
There we go.
And now it's ready to share.
Excellent.
How did you guys get on remember.
Pleased to show your work over in the discussions and I'll see you all in the next lecture.