WEBVTT

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Hello and welcome to measure objects and meshed data.

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In this video we're going to start creating our chess board itself.

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We're going to replace a cube at mesh objects mesh data and you'll see how that can be very useful later

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on.

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And we're going to demonstrate the grid mesh option too.

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So with that in mind as hop straight on over in a blender.

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Okay so here we are over in blender I'm just going to rejigger my screen ever so slightly so we can

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see the outliner because that's where I want to pay attention to first.

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We've got three objects in our scene one of which is a mesh object and we can see that with the icon

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against the cube.

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Now if we click the little plus next to cube we will see that it's got some meshed data and against

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that mesh data.

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There is a material and against that material there is potentially a texture as well.

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And these are all different types of data blocks in a blender and we'll discuss that in much further

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detail later on in the course.

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But suffice to say at the moment we just need to concern ourselves with the fact that when we're in

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object mode we're manipulating the objects themselves and will we're in edit mode.

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We're editing the mesh data of that object.

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So in this particular case I could go ahead and delete that meche data and then you'll have a mesh object

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called cube with mesh data that's completely void It's got nothing in hits associated with that mesh

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object.

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Now incidentally if we are in edit mode of mesh object you can continue adding further meshes so I can

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add a Taurus and put it over there in notice.

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At the moment I can select the individual vertices Well I can add in an ecosphere and pop it over there

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and I can let's just add in one more for the sake of it.

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There we go we've got a normal uep there now as we're adding these things in.

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I would just add another one because I can't demonstrate what I want to demonstrate as I'm adding them

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in if we take a look at the.

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Operator panel down in the lower right we will see that it does give us an opportunity to adjust the

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number of vertices for something all or whatever you happen to be making.

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The options will be there of course what as soon as I moved one of these the operator panel this appeared

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if I wanted to change the number of sides this has this particular cylinder I would have to go ahead

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and either delete it or manually modify it.

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And I'm not going to do that.

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This is just for an example.

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So now when we zoom out a little and come out of edit mode and back into object mode we noticed we still

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got a mesh object called CUPE.

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Well that's no good and all sorted shapes so ungrammatical this shapes for the moment.

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Again good with naming names things as you change them and keep them appropriate.

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Now if we actually go down to the Properties window itself and again I'm going to pull this out ever

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so slightly so we can focus on it a little more.

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You've got a load of different types of options that you can look at the properties for.

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Now there are two in particular.

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There's the object properties and then there's the data properties.

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And we've got the object properties which is just the golden or orange cube there.

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And we can see its name shapes.

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I can edit the Nane there and let's call its shape and you'll notice that the name changes in the hierarch

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in the outline at the top as well.

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They are the same entity.

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Now we've got other options like the object the mesh objects location rotation scale.

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So this is yet another place as well as the end of the properties panel that you can change these settings

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as we see here.

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I'm now moving the object properties in the properties panel and it's updating but it's also Or it also

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can be done down here as well.

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Now the mesh data itself we can see that if we go along just a couple we get that triangle symbol again

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if we click on that we see the mesh data itself.

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Now mesh data can be shared as well.

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And sometimes you will see extra numbers on the end of this name.

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Here obviously we've got it caught.

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Q At the moment so I can change that to shapes and be really detailed in my naming and this shapes is

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all of the mesh information that's part of this mesh object.

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Now you can't have more than one and mesh data against one mesh object at that point you'd have another

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mesh object.

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Now where does this all lead us to.

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I hear you cry.

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Well at this point we can take over that is replace the mesh data of this particular mesh object with

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some new mesh data.

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And we're going to do a grid to do that.

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I know it's going to be a chessboard of course.

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Now I know some of you will be screaming.

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Mike why don't you just add a grid from the beginning.

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Well you can do that but of course we are developing skills here that we can use in multiple situations

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and there will be the time where you want to enter a mesh object and add further mesh data to it or

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even change that mesh data in Founder the name it straightaway because I know what I'm going to do this

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is going to be my chess board says add that in now.

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And the mesh data itself.

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And I can name it here as well as up here is going to be the chess board.

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I know that straight away.

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Now while some in edit mode I'm going to hit the A key once will d select and then once again will select

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everything and to hit the x key and delete everything that's in there.

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Now that I've done that I can go ahead and add a grid.

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If we go up to the top here we see grid and we get a grid appearing.

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Now I can't see what's going on at the moment of zoom in and let's just have a look at the options so

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we've got a grid and we're not going to touch anything else at the moment because we need to look in

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the operator panel.

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We've got x subdivision's and Y subdivisions.

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Well in general you'll find that there is going to be one less than whatever these subdivisions are

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when we come to counting these.

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So we go through year 1 2 3 4 5 6 7 8 9.

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So there are nine squares on the y axis.

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Yet it says 10 if we go down to nine we get eight and so forth and so forth.

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Okay.

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So now we've got essentially what would be the chessboard.

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I hear you ask why do we need to do anything else because we can go through in just colour in the multiple

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squares.

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Well that would be specific to this particular project.

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However I'm going to envisage there being many many more squares the colorin than just the all.

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How many were the big 64 four thirty two it wouldn't take too long to colour in 32 squares.

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Black so that we have our black and white squares.

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I don't want to do that.

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I want to use a combination of a ray modifiers and what we've got in front of us.

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So that's this is mimicking a much more complex project.

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So first of all let's get this divided up as we want.

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So I'm going to go right down to two subdivision's which is the lowest you can go.

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And also thinking about how we've decided to scale our entire project I'm going to set the radius here

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as six.

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And that should zoom all the way out.

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Now let's have a look.

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We should be able to select four individual faces if we've got some subdivisions note that needs to

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be up to the re.

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There we go.

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So we've now got our four faces that we can repeat again and again and again using an array modifier.

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So there we go the basic grid is all made up now in edit mode.

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I can go to face select and select the individual faces there.

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And this is the basis that we can now build up a chequered board of any size.

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The fact that we're going for a chessboard of course is neither here nor there.

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And of course this leads us up to a nice challenge.

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I'd like you to finish the board.

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So first of all create a white material and a black material and apply those materials to the board

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then go ahead to use to array modifiers you can do them together or individually to create the rest

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of the board.

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Now apply those modifiers as you'd go.

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Or a D you can apply them all at the end.

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That's up to you.

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Finally don't worry about the board not being centred.

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We're going to be dealing with that in the next lecture.

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Bulls video now and give that a go.

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Okay guys.

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Welcome back.

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Let's hop over into blender.

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So we have our two by two grid here.

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Let's go ahead and create our two materials.

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First of all so I'm going to go over to this propertys panel over here and go to the middle cereal type.

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So I'm going to create our first mateer In fact there's already one hears I'm going to call this white

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square.

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Excellent.

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And just make sure down here it is set to bright white as white as it can bossily be now going to go

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to face select mode and select these two other faces here and create another material.

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And you've guessed it we're going to call it black square.

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Now that we've got those two made and I've also got to change the albino sign the material and then

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change the diffuse colour here and get a ramp all the way down to complete black.

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Excellent.

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So those are materials made and in fact that's are objects or someone to hop back into object mode because

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we're going to apply a modifier.

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So we've got our starting grid going so we're going to have to create one modifier first of all one

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that's going to be a repeat four times.

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So we're going to create an array modifier and we can have them next to each other so a relative offset

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and force.

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There we go one two three four.

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That's great.

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And I'm going to copy the modify and of course it's going to apply four of those as well.

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We don't want that in this case we want a relative offset.

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The other direction.

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So in Y by one and we can keep it to four as well.

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There we go at Saag grid up really quickly.

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Now the great thing about using this array modifier and we can see there are two here array one and

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array two or array and array not point not one and because it's an array when we go back to our original

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mesh and change anything it will propagate or cross our entire board so we wouldn't have to modify all

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the squares individually.

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Very very powerful.

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Right.

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So the final thing to do here is just apply are array modifiers So I'm going to apply that one.

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And finally apply this one.

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So now we've changed our mesh about that's great so we've made our chess board.

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How did you guys get on.

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Please share in the discussions and I'll see you in the next lecture.
