WEBVTT

00:00.360 --> 00:02.820
Welcome to empties in blender.

00:02.820 --> 00:10.290
In this video we'll be introducing the concept of an NPC essentially an embassy is a null object that

00:10.290 --> 00:12.230
has no geometry.

00:12.390 --> 00:18.710
They can be used as a hand or to control other objects used as a parent object.

00:18.720 --> 00:24.570
For a group of objects who are we dealing with that very shortly they also have many other uses that

00:24.570 --> 00:29.430
we won't dive into right at this moment but will when we need them in the course.

00:29.490 --> 00:31.790
So let's hop over into blender.

00:32.110 --> 00:36.470
So let's open up a new file in blender and we get the default cube in the scene now.

00:36.480 --> 00:40.500
I'm just going to get rid of that because I'm not confused that's so.

00:40.910 --> 00:43.530
And let's create our first empty.

00:43.530 --> 00:50.030
So you add an empty Much like you would do a mesh object so you could use the add menu on the 3d edita

00:50.030 --> 00:55.120
head or just go shift and a and well that's fortunate.

00:55.130 --> 01:00.180
My mouse was direct there it's an empty and you can see there are eight different types of empty.

01:00.630 --> 01:05.220
Now essentially they all do a very similar thing but depending on the application that you're doing

01:05.220 --> 01:08.840
you may want a different shape or a different type of empty.

01:08.860 --> 01:13.110
So it's more descriptive of the type of control you're going to have.

01:13.110 --> 01:20.100
So for instance if you wanted a single arrow if it was a directional control you were using.

01:20.160 --> 01:25.950
You can see here that this single arrow is great and we can scale it up rotate it round and we could

01:25.950 --> 01:31.920
say the object is pointing that way and then when we move the arrow around we can control an object

01:31.920 --> 01:33.700
based upon its direction.

01:33.720 --> 01:35.140
Very very powerful.

01:35.160 --> 01:41.880
So there are lots of different options for your empty but essentially you go into the ADD menu and go

01:41.880 --> 01:43.830
ahead and add an empty.

01:43.920 --> 01:47.320
Now you cannot create any geometry from that.

01:47.330 --> 01:50.800
They there's no editing them in that sense.

01:50.910 --> 01:54.470
But you can use them later on to control lots of different things.

01:54.600 --> 01:57.600
And we'll be doing that very soon with our chess set.

01:57.630 --> 01:57.930
Right.

01:57.930 --> 02:03.690
So in the spirit of keeping it lean we need to do some things now we need to append the bishop into

02:03.690 --> 02:09.810
our chess scene to see what it looks like as a whole check everything is in the right proportion and

02:09.810 --> 02:11.730
then start filling up our board.

02:11.730 --> 02:18.120
We're going to create the white porn's link duplicates our bishops and pause that's important rather

02:18.120 --> 02:24.570
than just duplicating because we want it to apply across any changes we make we wanted them to apply

02:24.570 --> 02:26.670
across the bishops that we made and the porn.

02:26.670 --> 02:31.400
So we don't have to repeat ourselves and then we'll get on to managing our models.

02:31.410 --> 02:34.840
In this scene let's hop over a blender.

02:35.540 --> 02:36.100
Right.

02:36.140 --> 02:43.600
So we're done with this for the moment let's go and open up our chess scene so it should be in my recent.

02:43.870 --> 02:44.760
Chess scene.

02:44.900 --> 02:49.880
And this is where we left it before so go ahead and open up your chest scene.

02:50.180 --> 02:53.490
Now where we brought our primary whites pawn in.

02:53.750 --> 02:57.790
Right let's go and upend our bishop.

02:58.160 --> 03:06.980
So we're going to go file a pend and go find your low poly bishop in an object we want to select the

03:07.040 --> 03:09.020
low poly Bishop.

03:09.380 --> 03:10.030
There we go.

03:10.040 --> 03:10.970
That's in our scene.

03:10.970 --> 03:15.620
Let's just move that's about I'm going to constrain it to the x y axis so it doesn't disappear through

03:15.620 --> 03:20.560
the floor by holding down a shift and said it's going to pop it next to our pawn.

03:20.600 --> 03:23.460
Zoom in a little Have a look at it in context.

03:23.740 --> 03:24.610
Excellent.

03:24.620 --> 03:26.170
That looks really good.

03:26.600 --> 03:27.340
Okay.

03:27.440 --> 03:32.180
So now we've got four in there we need to start where we need a duplicate of this and we need another

03:32.180 --> 03:34.600
seven duplicates of our porn.

03:34.880 --> 03:42.020
Now before we go ahead and start messing around with our porn's and duplicating them lots on show you

03:42.110 --> 03:44.720
a really neat trick was not really trick.

03:44.720 --> 03:51.350
It's an operation that'll save you a shitload of time later on when you're doing very repetitive tasks

03:51.680 --> 03:55.250
where an array modifier might not be of use to you.

03:55.250 --> 04:01.280
So for instance if we wanted to duplicate this porn and it was a linked duplicate of course we'd do

04:01.360 --> 04:05.130
Oulton Dee and we have our porn here.

04:05.280 --> 04:12.920
Now if I just lock that to the x y axis and just place it down there for instance if I was more accurate

04:12.920 --> 04:23.480
it would be better so I can look down here on the vector where it is and probably six and minus 6 there

04:23.540 --> 04:27.010
go smack bang in the middle of that square now.

04:27.200 --> 04:36.050
If I simply hold down Shift at the same time as are it repeats the last operation to shift Anar will

04:36.050 --> 04:43.910
lay down another linked porn and again will do another link to porn and you can do that as many times

04:43.940 --> 04:44.390
as you like.

04:44.390 --> 04:46.730
It's a very powerful operation.

04:48.110 --> 04:50.390
Okay guys it's Challenge time.

04:50.390 --> 04:52.970
I'd like you to fill out the board.

04:52.970 --> 05:00.620
So remember to link duplicate the porn's and to bishops only making the white pieces at the moment will

05:00.650 --> 05:03.380
do something later on to create all of the black ones.

05:03.500 --> 05:06.870
Now place them in the right starting position on the board.

05:06.860 --> 05:12.140
Now you may have to refer to reference material in order to make sure the boards at the right orientation

05:12.140 --> 05:17.670
for us and then finally create an empty called white pieces.

05:18.140 --> 05:20.420
Pause video now and give that a go.

05:22.180 --> 05:22.820
Okay guys.

05:22.840 --> 05:23.630
Welcome back.

05:23.770 --> 05:26.160
Let's hop straight back over into blender.

05:27.930 --> 05:33.360
Right so I've duplicated down here and I don't want to do that in this case so fortunately I've got

05:33.360 --> 05:35.680
some undo buffer I can exploit.

05:35.790 --> 05:40.440
Now I know that this pawn was placed exactly in the right place.

05:40.440 --> 05:41.870
Were mucking about with.

05:41.870 --> 05:44.570
I think this just go up here.

05:44.880 --> 05:52.650
No not quite it's but I can set it back to zero and zero here and then it's right bang in the middle

05:52.650 --> 05:53.490
of the board.

05:53.650 --> 05:58.470
Then I can turn on snappin because we are using whole units and I can move it to the right position

05:58.500 --> 06:04.150
here and down a little around here before I go any further though.

06:04.380 --> 06:10.380
I know that's from reference material that a the whites white side of the board has the black square

06:10.380 --> 06:14.490
in the left corner and the right and a white square in the right corner.

06:14.490 --> 06:18.300
So that would be this way round or that way round.

06:18.300 --> 06:23.110
So at the moment I'm about set up playing across the wrong way on the board.

06:23.160 --> 06:27.310
I'm going to move that down to there and across to here.

06:27.390 --> 06:29.520
And that should be smack bang in the middle.

06:29.520 --> 06:30.410
Whole numbers here.

06:30.410 --> 06:34.230
Exactly what I want to see over in the transform.

06:34.500 --> 06:39.060
Right so the next thing I want to do is duplicate linked this pawn here.

06:39.060 --> 06:40.650
So that's Oulton deep.

06:40.650 --> 06:47.190
And there we go is linked and I can see that the Z is changing down in the lower left so I do want to

06:47.190 --> 06:51.550
lock the z axis that's not moving and I just want to place it there.

06:51.560 --> 06:52.330
Brilliant.

06:52.350 --> 06:59.260
Now to do the next step I'm simply going to repeat that operation by holding down shift an hour ago

06:59.280 --> 07:03.860
one two three four five six perfect.

07:04.270 --> 07:08.600
Of course what we're looking at here is a couple of in the outline here.

07:08.640 --> 07:16.960
There's lots of Corrections to do so perhaps before I do the repeating I should have renamed it so fortunate

07:16.960 --> 07:20.520
they with the UNDO thing we can do that relatively quickly.

07:20.550 --> 07:23.250
I'm just going to name that white pawn for the moment.

07:23.250 --> 07:29.220
Got to rename it then I'm going to duplicate it lock it to the z axis and move it across.

07:29.430 --> 07:36.510
Then I'm going to hold down Shift and after repeat that process that's much better all the way down

07:36.510 --> 07:36.960
to them.

07:36.990 --> 07:37.460
Brilliant.

07:37.470 --> 07:39.910
And then finally we can do the bishop again.

07:39.930 --> 07:44.670
Now I'm not quite sure where the bishop is so again I'm going to scan the locket to whole numbers and

07:44.700 --> 07:48.450
type in 0 0 0 there.

07:49.650 --> 07:52.260
There's that appeared above the border of maoist type nine.

07:52.260 --> 07:54.970
That's not very clever of me it's next to zero of course.

07:55.350 --> 07:56.670
And there we go.

07:56.690 --> 07:57.740
This 007.

07:57.750 --> 08:03.750
Now with snapping turned on in increments we can move that down and all where does it go it goes there

08:03.750 --> 08:06.970
doesn't hit nights rook night Bishop.

08:07.150 --> 08:09.840
That's fine and goes back one.

08:10.290 --> 08:18.090
And then again a linked duplicate locked to the z axis move it across there and perfet so that chessboards

08:18.090 --> 08:20.790
really coming on now with the pieces on it.

08:20.940 --> 08:26.880
And we've got all of our stuff set up now this hierarchy at long here starting to get a bit messy I

08:26.880 --> 08:29.060
wonder if there's something we can do about that.

08:29.490 --> 08:33.750
And speaking about the hierarchy I have noticed that I don't have an empty yet.

08:33.840 --> 08:39.000
I almost forgot that bit of the challenge so of course I need to go and empty.

08:39.000 --> 08:43.020
Now I've got the choice of empties here and I'm not quite sure which one I'm going to pick.

08:43.050 --> 08:48.120
I think for the purpose of this I am simply going to pick a plain axis.

08:48.120 --> 08:49.710
It doesn't really matter.

08:49.710 --> 08:55.610
It's not going to be much in the way of any use to us and where it's positioned we cancel that out later.

08:55.630 --> 09:02.270
How we do need to name it though some going to rename that and I'm going to name it white pieces.

09:02.280 --> 09:03.160
There we go.

09:03.420 --> 09:06.120
So that's all ready for us later on.

09:06.120 --> 09:11.730
Now we will deal with this hierarchy and organize a in the next couple of lectures so don't worry about

09:11.760 --> 09:12.820
that for the moment.

09:12.960 --> 09:15.690
But what I would like to see is how you guys are getting on.

09:15.690 --> 09:21.450
So please share your results so far in the discussions and I will see you in the next lecture.

09:21.450 --> 09:22.200
Take care.
