WEBVTT

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Welcome to using curves to create a geometry.

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So in this video we're going to be using curves and this makes it infinitely editable.

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Now that basically means because a curve is a vector object it's not really it has a beginning point

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an end point but it's an infinitely calculable object.

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In our scene it also means that our mesh when we generate it using this method is infinitely ball too.

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Now this is only going to a tie apply to certain types of modelling but it is incredibly powerful.

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Now we're going to be changing the Bezier handle type as well.

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We haven't done that before but that will allow us to create sharp edges in our models and also generate

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a 3D object.

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By defining these curves.

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So let's hop over into blender.

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Okay.

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So over in blender I've opened up a brand new blend file.

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And I have noticed that for some reason in the past tub's saved my brandley blender file with the 3D

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kerson nowhere near the centre.

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Some are going to sort that out.

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Now I'm going to send to the 3-d cursor.

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There we go.

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And I'm just going to go and save my start-up file and go file new reload start off.

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Brilliant.

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That's been causing me a few headaches recently and I didn't realize what I'd done.

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Anyway back to the task at hand so let's get rid of the cube that's there.

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So that's the lead That's And we're going to need to add two curves to our scene.

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So first of all let's add a curve that's a type circle over in the outlying.

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I know it's one in radius but that's fine for this purpose in the radius.

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I'm going to call this a path because that's going to be the path at which our next curve is going to

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follow.

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So let's generate our other curve by adding another car but just the busier curve and that's going to

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add it right on top but that's okay.

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We're just going to shift that out of the way over here.

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Excellent.

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Now the next thing I'm going to do is unschooling to literally rotate it by 90 degrees on the x axis

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so that it rotates by 90 degrees on the x axis as constrained to X and 90.

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And the reason we're doing that would become quite apparent in a moments.

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In fact I've moved it along the wrong axis here.

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I actually just want to move it to one side of the circle.

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Now I'm going to view everything from the front.

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So I want to be in perspective.

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You know I don't I want to be an offer graphic view and looking at it from the front so we could see

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our circles just here and our curve our outline so we would just call that outline now.

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Of course you can choose to group these together if you want.

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So our curve and our outline are there and we're going to flip around again to the front of you because

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I've just moved away from it and zoom in a little.

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I'm going to hide tool shelf and the properties panes I can see what's going on.

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So we're going to introduce a new section now in blender and that's the data properties.

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So we've got all of the options along here in the properties panel and next to the spanner is a what

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looks like a path really and that's the data we hover over it is says object data.

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So we're going to hop into that and have a look at some of the options there.

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Now we're interested in is bevell object.

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So what we're going to do is select the path and select the bevel object as this curve over here the

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outline.

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So if we select that well we've got something straight away.

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And what we've got is this outline going around our circle.

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Now when we're in objet mode it doesn't matter where we put this.

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We can move it and it doesn't adjust our model over here at all.

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What's happening.

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Well if we go and grab in edit mode and start doing the same thing it does make a difference.

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Do bear that in mind when you're editing now because it's following this path around a circle of course

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the distance between the first point and the other point here.

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If we go beyond that it will the model itself will go through itself.

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So we go and extrude this point here you can see it's creating a nice vase like shape.

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But what's happening is the geometry is passing through itself and we don't want that to happen.

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However what we can do is drag this other bit as far out as we want without that being a problem.

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So if we lift this area up here and just do a bit of manipulation on our model we can make sure that

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the model itself is not going through itself.

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So if we move in we can now see because there's a hole in the top.

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We can definitely see that it's starting to work.

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Now I'm going to hop back over to the front view to see how it's looking.

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Well that's rather good.

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In fact that's kind of like a lamp isn't it.

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You could just imagine the bulbs sitting on top there.

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That may be useful later on of course.

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So vector's Now these can be a bit of a tricky one to see sometimes but when you make these handles

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the bit that you move the direction of your curve around with when you move those about They've got

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different properties and over in the tool shelf or when you press the V key.

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So the area down here is under handles or when you press the V key you can actually change the handle

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type and Vector means you get a straight and flat edge.

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Now theres not enough detail basically in the curves so we can see this really working well.

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But if I now go to here you see there theres a sharp edge before it curves back round again.

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We may need a few additional curves to make.

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Thats a really defined flat edge.

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So thats really powerful for making no end of things.

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It now looks like the beginnings of a jetfighter engine or something along those lines.

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I make that really pointy.

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What's it called a MIG or something along those lines and pull this handle here pull it right down.

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It looks like a MIG make me 17 or something along those lines or lightning.

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A British British lightning.

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Yes definitely.

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I'm going to pull up an image of one of those now.

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There you go guys one of those cold war beasts the interceptors there the girls started making the nose

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cone for one of those.

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How does that look.

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Pretty sweet.

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Hey Anyway I've got a challenge for you guys.

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I would like you to create the lamp base.

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So go ahead now and create the lamp base using curves.

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Change the handle time to vector where straight edges are required.

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If you want any straight edges but there is definitely going to be one and that's where the lamp base

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connects to the rest of the lamp so you're going to have a hole at the top of the base where the rest

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of the lamps are going to slot into a circular hole there.

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So make sure that you use vectors around there.

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Everywhere else can just be curves.

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Remember to fill in the bottom of the lamp as well so you are going to have to go across and do some

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measurements.

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Were going to be setting the base as we know to one unit across cross so it's only going to be half

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a blender unit that you're going to be able to work with in.

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Pause video now and give that a go.

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Welcome back.

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Let's go and create the base of our lamp.

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So let's get rid of the lightning nose cone there and head over to our animated lamp.

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Right so we've got our place holder here and I'm going to leave it in our scene for a while simply because

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it's going to act as the base size so I know it's not going too far out.

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I am going to turn this plane off so it's not in the way so if I zoom out I can still see things and

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I'm simply going to hide this cone when it's not needed.

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But first of all I'm going to add a curve that's a circle and I'm going to make it a radius of I don't

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think it really matters one more set it's a point five.

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And I'm going to call that the base.

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I seem to have caps lock on but that's absolutely fine with me.

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And now I'm going to create another curve in object mode of course.

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That's a Bezier curve and I'm going to shift it to the side and rotate it I'm going to do it here.

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The rotation on the x axis by 90 degrees during the creation and I'm just going to shift over to one

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side so I can see what's going on.

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It has also helped there can undo and get back to it that the operator panel note.

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So let's just recreate that really quick curve Bezier.

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I do everything all at once.

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Adam Bezier of a radius of point five I can do that straight away.

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So I don't have to worry about measurements.

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And of course set the rotation on x axis by 90.

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Brilliant.

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We shift over to one side so we can see what's going on.

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Popover into orthographic and front view.

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I'm going to get this Bezier curve here called it outline.

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And I'm just going to place my outline under.

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The base itself so said parent object that's absolutely fine.

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So now those two things are linked together.

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So I've got some control over my hierarchy.

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I might have to start cleaning up all of that in a bit.

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Anyway so let's go into here.

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Let's go over to the data of it.

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And we need to make sure we've got the base selected.

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We're going to set the bevell object to outline.

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Excellent.

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You can already see it's too big.

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So I'm going to go over here to this and simply go into edit mode.

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Now we're in edit mode.

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We can have some control over this.

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And I'm guessing the reason why it's too big is this is between here and here.

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Happens to be one blender unit.

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So I'm going to move it straight away so I've got the right depth.

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I'm going to hop out of it maybe just move it across as a bit more space round to the front.

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In fact what we could do with here is splitting our windows.

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I'm going to split my window and hide the tool shelf hide these properties over here we're not going

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to hide them it's going to push them as far away.

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Again you may not have such a problem if you've got a larger monitor.

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I'm a bit constrained on space so you guys can see and I'm going to hop into this curve into edit mode

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and move this point here in the x-axis by point five.

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Excellent.

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Lift this one up.

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And now I'm inside the cone Seim going to select the cone itself.

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And press the H key to hide it away.

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So there we go we've got our rough base going in as a couple of things that we're going to have to do

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here.

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We're going to have to make sure that it all joins up and there's a slot in the top.

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And of course I'm nowhere near finished yet.

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So let's select these two areas here and add in a subdivide which is going to add another area in the

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middle that allow us to control the shape of the curve that little bit better.

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Not too worried about the shape at the moment.

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This one here I'm going to have to pull back now.

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I'm going to have to think of the size of the slots that the rest of the lamps are going to slot into.

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And whatever it is is going to be doubled because we're working on the radius.

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So I'm going to be moving that one in the minus X axis by let's say point 1 so it's a point two across.

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And let's see how that looks it might not work it might.

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Who knows.

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This is all about experimentation at this point and playing with our model.

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So let's grab that which we have done and move it in minus so x y minus point 1.

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Excellent so if we rotate this round we should end up with one set up dates.

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We should end up with a hole in the top.

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Come back to that in a few moments.

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Now we're going to have to have another point so we're going to let this end one end extrude and pull

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it across.

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We saw there was a problem or a delay in its updating there.

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Don't worry if that happens I don't want to be in front for you just in case if you're not in front

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view when you start doing this you're going to end up potentially with the curve going off in the well

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in the y plane in this case.

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And we don't want that.

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The position of this the we want it at.

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So we're going to have to open up this and make sure the local or the global local.

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That's what we do want in this case the exposition.

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Is point five I believe.

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Soon.

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BECK out.

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Yes.

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That's right.

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I'm going to have to change this one here to a vector that will flatten it out and probably change this

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one here but not both of the handles just the bottom one to vector and that should bring it round.

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So it's got a completely flat base.

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Now the top here we've also got a little bit of fiddling to do.

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It's getting really tight here on my screen.

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It's going to pull that one back across.

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So you guys can see what's going on.

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So down here we've got to move it down and in by once I'm going to move it down probably not move it

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sorry.

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I'm going to extrude from there downwards and I have this horrible curve initially.

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So let's move that one downwards by about there and we can alter the settings in here so the x coordinate

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is the local x that's going to be point four because that's point five minus point one that we did earlier.

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I'm going to go down by at least point two in this case so point two.

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Excellent.

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And then I'm going to hit V and go vector there so that straight I'm going to select this bet select

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just this handle here and change that also to vector.

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And we've got a straight spit going down.

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And then finally we need to go in.

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So I'm going to extrude here and it will remember this time that it is just a affecter which is great

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and we're going to move it in.

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So the X's point five The Y is point two.

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And there we go.

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That's perfect.

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The change is handled type again to vector.

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So it remains straight and let's have a look at our lamp base for the moment.

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I don't want it that tool.

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By the way it looks more like a a hatz at the moment than a base of our lamp.

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So let's hide some stuff so we can see what's going on.

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Right.

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So here we're probably going to have to lift this up but I don't know for the moment let's select all

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of this geometry here all of these curves vertices and just pull them down.

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And that's a bit better.

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And there's another point here this one here.

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Let's move about and see if we can get a slightly different shape going on.

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I quite I would like a little bit of a rich going round.

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I don't know why.

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You know it's just play.

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Oh that's interesting.

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I thought I'd applied them change and I hadn't.

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There we go.

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So let's have a look around our lamp.

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That's looking pretty good.

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I've got a hole in the top for the rest of it.

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Now that might be a bit Big actually for the rest of the lamp.

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That does look rather large so I can go out here and here.

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So let those two out individually that one them that one there and move them in x axis by point one.

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Oh no not.

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Point one I think that we'll see.

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It's up.

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Let's move them back.

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It's going to be half of point one.

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So move it in the x axis by point nor five.

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Looks like I didn't have the right thing select this let's just undo all of that.

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Right.

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That's going to move it.

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In fact I'll do it live here.

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Point five.

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Yeah that does look about right.

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Undo that move it's in the x axis by point 0 5.

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There we go.

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And for some reason it doesn't always update on here and it's worthwhile remembering that as that can

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be incredibly confusing.

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I've made it smaller Why hasn't it gone any smaller.

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It's always a good question but it does seem to catch up the moment you move something else which is

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a bit strange.

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I'm going to undo that change there.

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And there we go is updated now.

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I quite like the base of my lamp there looks pretty sweet.

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And of course we're going to take it through to the final end as we've been doing.

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So I'm just going to hide this oh I've just made another 3D view.

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Lovely.

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So I'm going to hide that away so we've just got one big view again.

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Excellent.

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Let's hop back into perspective.

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We get a better feeling for things.

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And then well let's render it let's see what it looks like when we render our image.

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Why is that going on.

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Of course.

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What you will find is if we change the view to camera it has a different box selected on it.

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And of course when we click render that's what it does so if we go Control out and be clear that we

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see the whole thing will render.

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And if we go to rended image and of course it's rendering our cone now.

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Why is it rendering our cone over in the outline.

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We have our camera here which is what we're looking for.

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And beneath we have our cone now is not visible in the 3D view probably is visible in rendering so if

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we turn that off and go back to rendering the image there we go we can see our model much better.

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Of course this is too far out so we can adjust our camera etc. but we do want to do that at the moment.

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For the moment we literally want to go back to the 3-d view of course we need to turn on our plane so

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we can see some stuff.

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Excellent.

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And then we can move around and this scene because it's now more complex I'm just going to let it run

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out now to see how long it's taking.

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Now we've got some much more geometry in it than just the simple comb we have before.

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It looks like it's going to take around 14 or exactly 14 seconds 15 set 15 and a half seconds it takes

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to do that basic render.

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Of course if we draw that box around it will talk that we were talking about earlier it's going to take

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considerably less time three seconds.

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So there's a great benefit even when you're on a reasonably fast computer to rendering it in that manner.

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Brilliant.

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How did you guys get on.

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I'd love to see your lamp base designs and how you managed to create it with the busy air curves there.

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