WEBVTT

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Welcome to creating geometry from a curve.

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In this video we're going to refresh our knowledge on this we first covered this back in the bowling

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pin when we created the bowling pin from a curve itself.

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So we'll be converting our curve object to a mesh object.

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Once we've done that we can then preformed mesh operations on it and that will become clearer as we

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go forward.

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We will choose whether to delete the original curved data if we want to.

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It's entirely up to you whether you do that or not.

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But in the challenge ahead we'll probably be keeping it just for reference if nothing else.

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It's good to have all the data ready there.

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So let's hop straight on over in Splender.

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Right so.

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Back over in blend.

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I've just reopened my file from working on it earlier and it appears my base has gone missing.

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But Fearne What's the first thing I'm just going to do is get rid of this red border which is a bit

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of a distraction at the moment.

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To get rid of that with control Oulton be and then just move around.

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It looks like we're looking at it from the camera view a moment ago and say well we've got another border

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now that does happen so I'll do Charlton B again to get rid of that so the camera has a separate border

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to your main view port itself.

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So now we're here we still can't see our model and the reason for that is over on the base curve object

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over here.

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The Bezier circle if we click on that it just comes back again.

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So it's definitely there.

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No panics few then one have to recreate that.

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So we just need to convert this now to a mesh object.

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And we've done that before with the pin when we converted it to a mesh object and just to remind you

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we need it because I keep mentioning the word object of course because it's an object operation so we're

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going to have to be in object mode.

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So I'm going to switch over now.

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Click on object mode and immediately I'm going to go to object.

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Towards the top.

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Convert to a mesh to a converting to a mesh from a curve.

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There are other things you can convert to as well but we just want this one here.

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You can also use the shortcut oltz and see.

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Now sometimes you may want to preserve your data.

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And if we go into the tool shelf before doing anything else and ask to keep the original It can cause

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some problems if we do keep original.

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It disappears and we end up with a mesh object here that's just a circle which isn't what we want.

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So if I now go to the undo history and just go back to toggle edit motor just before we did the conversion.

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So we see we've got curved objects again and I do the same thing again I'm sure you're going to use

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the shortcut key this time old and see and create a mesh from it we can see that there and this time

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we actually seem to get our.

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Mesh object.

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That's a little bit of a quirk with a blender.

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But if you don't do it in that order you end up losing your mesh object and just having a circle defined

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which isn't too great.

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So now that we've got that I've got a little challenge for you guys.

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It's a bit of organization.

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I would like you to convert the base into a mesh object.

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Have you been following along you would have already done this hopefully successfully.

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I am going to in the challenge just reset my model itself and go through it again with you as well.

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So convert the base into a mesh object named the new object appropriately and remember to keep the curved

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data and make it a child of the new geometry such just nested underneath there.

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Pause a video now and give that a go.

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Welcome back.

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Let's hop straight back into blender.

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So this is where we got to before and what I want to do is just run through the process once more.

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I'm just going to revert my far back to where it was before.

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I'm going to just hide these two red borders.

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Let's zoom into this area.

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I'm going to go to the Bezier circle.

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Excellent so we've got the objects selected.

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I'm going to hop into objects mode.

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I'm going to go all out and see to convert that to a mesh.

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Now of course we need to operate a panel open and I'm going to click Keep original.

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And of course that means everything disappears which is very very irritating.

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However if we literally go to our undo history and go back one.

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And do exactly the same thing again.

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We managed to keep both sun out and see convert to a mesh.

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We've now got both our base curves.

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The diff did.

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The defining curves themselves.

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And we've also got our base mesh in the outliner.

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So the final thing to do here is just name these things appropriately so I'm going to call this base

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curve.

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And I will call this one here.

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Base out line curve I think that's an appropriate name to call it.

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And finally I'm going to nest this under the mesh object itself.

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Just so it keeps it nice and tidy on our hierarchy here will probably do a bit more tidy later on.

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I'm just going to call this lamp base.

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I think lamp base is a very descriptive name for it.

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And we will hop now into edit mode on the lamp base itself.

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And make sure that we can select edges and faces which we can do.

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Brilliant.

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That's all done.

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Feel free to share your progress thus far in the discussions and I will see you in the next lecture.
