WEBVTT

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Welcome to revisiting the mirror modifier in this video.

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You will learn how to use another object as the point of reflection.

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You going to understand that it is the origin itself that acts as the point of reflection.

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And finally see other objects rotational values change the axis of reflection.

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So let's hop straight on over into a blender.

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Okay so over in blender The first thing I'm just going to do.

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You don't have to follow me about as you're going to maximize the screen just to get a little bit more

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space on the screen for me.

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Okay so the first thing we need to do is show you this pax's of reflection.

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So we need an object to mirror and I'm going to use our scene here.

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I'm going to just hide a couple of things are going to hide the back drop and the camera.

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And the lamp.

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So it's just the basics that are in our scene.

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Okay now we've done that.

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If we go ahead and add a new object doesn't matter.

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Well I want to put it over here so I'm going to click over here.

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I'm going to just those three cursor values.

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So let's find the location of the three recurses scroll down a little location I want X and Y to be

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whatever they are.

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But on our y to be zero along here I want to sit on the x-axis itself.

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And Z.

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So also be 0.

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There we go.

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A balance much better.

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So we're going to create an object over here and let's actually add a mesh object and let's add all

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that's a monkey way that's very very pick and I'm going to scale the monkey right down.

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Okay so we're going to use Suzanne here the monkey as as basically our object that we're going to reflect

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in our mirror.

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So let's go straight and head in the mirror and modify us and then to get to the wrench at a modifier.

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And down here and generate we've got mirror.

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And so currently it's reflecting on the x y and z axis and it's reflecting about itself.

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Now it's actually reflecting about the origin.

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So if we were to sensor the cursor.

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So I'm just going to hide that red box that we place on the screen before we gets out the way.

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And I'm just going to click somewhere else just over here and in object mode.

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I'm going to go hit insets origin to 3D Curson the moment we do that you can see that all of the mirror

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modifiers axis down here.

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It's changed where they were before it was right on top.

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And afterwards it's here so we can use another object as a point of reflection.

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So the last option here on the mirror modifier is a mirror object.

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Now if we have a look at our lamp base its origin is smacked bang in the middle of it.

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And that's absolutely fine.

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That's what we want.

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So I'm going to grab Suzanne here with the mirror modifier and set the mirror objects.

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The lamp base there we go.

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Excellent.

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It's reflected on both sides and that's going to become very handy.

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The last thing to cover is how an object's reflection is also based upon the view.

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This object the mirror object down here based upon its rotation so sometimes you can end up with some

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funny stuff happening.

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So if I just I'm just going to uncouple the lamp base for the moment so we're reflecting around the

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monkey's own origins is there an origin.

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If I now go to the lamp base and just rotate It's 45 degrees on the y axis let's say it's tilted like

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that.

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Now if I go back to Suzanne.

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And.

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Mirror objects set it as the lamp base.

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We end up with a completely different reflection to what it was before.

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So you can see there how the mirror modifier can be very powerful but it can also be confusing at times

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because if you have rotated an object and then you decide to use it as a mirror object you may in fact.

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So if I go and take that all the way round you may find you need another access selected when it would

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have been a different one.

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If you just use the.

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In this case the objects own origin.

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Of course if you wanted a monkey on either side of here what you could always do is clear that I'm going

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to centre our scene with shift and see how the plane still in the scene and we use the number pad full

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stop to come back into our scene.

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Now the curse is in the centre of the set the origin of the monkey which is fine to the 3-d cursor.

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And now it's reflecting around there.

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So if we wanted it on the x-axis we've got that there.

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However with the end we could achieve a very similar thing with the lamp base if we set it to the lamp

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base here.

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Let's go to the lamp base etcetera and rotate it in the y axis by money minus 45.

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There you go your back to the same thing so one way of doing it is moving the origin.

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One is to use the another object's origin essentially.

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And of course they've both got their benefits.

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You don't want to start using a mirror modifier a move in an origin outside if you're also going to

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use that origin for something else.

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So there are a couple of things in blender that do use that origin one of which is pivot point scaling

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proportional editing physics etc. etc. The list goes on.

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So sometimes you will what if all you're doing is mirroring something and it has no other application.

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Fine move the origin quickly you can always move it back again later on.

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Alternatively I would use another object's origin.

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But again if you go and move that object later on say we're looking at this lamp base and it's not symmetrical

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and we go and rotate around the z axis.

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Well look what happens there.

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That could cause some problems.

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If you decide to rotate that round especially if you were moving it or animating other objects based

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upon.

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This may indeed start to go a bit funny.

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Now of course you can create a mirror empty or a plane and hide it.

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It's entirely up to you.

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There is always going to be more than one way of doing something like this.

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Okay guys it's Challenge time.

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I'd like you to build up the lamps them and the first arm.

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So make the joint at the top of the stem.

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I'll be using a boolean modifier and the union setting to make it one piece.

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Then finally use the mirror modifier for generating two arms coming out of our stem.

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These two arms will be a separate object and just to give you an idea of where I'm going of course your

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design might be slightly different so you may have to modify these instructions to your model but these

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are the front view and side view of the lamp for time.

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Going for.

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I'm going to try and go for.

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So you've got the stem on the screen coming up splitting into what you can only call a tuning fork type

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shape and then finally the two arms or actually there's only one object and we've used the mirin modifier

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and I've set the mirror modifier against the base there in order to generate the other arm.

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So pause a video now and give that a go.

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Welcome back.

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Let's hop straight on over in splendour right so I have opened up the file as it was when we started.

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So we just get rid of all the susanne's and any other changes that I've made to us scene.

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So the first thing I'm going to do is just hide a couple of bits and bobs that I don't want on anymore.

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The lamp can go.

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Yeah.

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The lamp base can stay the lamp reeg can go and the plane can go as well because that plane is a light.

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In fact I've still not move.

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I'm going to nest that under lamp so I know it's out of the way now.

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Right.

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And got remember of course to bring that back later anyway to the task at hand.

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First thing I'm going to do is place the 3-d cursor on top of us them and make sure that it's 0 0 on

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x and y coordinates.

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Next I'm going to add a cube to our scene.

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So it is in object mode.

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That's important at this point.

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Cube is far too big so we're going to scale it in.

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I'm just going to do this too.

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I for the moment or by I hand because I do want two bits either side of this.

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So I'm happy with that being the centre gap.

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By the looks of things of hopping to edit mode and just test.

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So I want it face select.

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I'm a bit too close.

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There we go.

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And I'm just going to extrude thinking that this way being forward some can extrude along the x axis

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here and extrude and just see how far that comes out.

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So looking at the lower lower corner they're about point three or so.

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KS So if I type but in point oh three there and here extrude by point not three.

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Excellent.

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Now I can scale the entire model not there.

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So everything on a scale it's on the y axis only.

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And we can see some artefacts happening here.

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And this is what can happen if you're working with a model to see if it was much smaller than this.

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It would be impossible to work with.

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So there we go.

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That's that's there some going to have to find the.

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But it's just going to select the stem match.

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We go to the modifiers air add a modifier a boolean modifier.

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Or when we want a union between that and the cube case something weird has gone on there let's just

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do that again and make sure everything's selective and once selected.

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So let's go in to the lamp reyk which is where that's hidden and the cube is on top.

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That's fine.

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Stem and modify a boolean.

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And we're going to go for a union with the cube.

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Okay.

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Now that's a bit weird something funny's going on here.

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I'm going to pause a video and just see what's going on.

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Okay.

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So something weird is going on here.

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I'm literally going to save my file just in case there's a bug going on.

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And I'm going to shut down blender.

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An hour ago when I re open.

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I animated lamp.

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Excellent.

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And I'm just going to try doing that again.

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So would the cube a union.

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Okay so I'm just going to remove the cube completely from our scene and I'm just going to whack another

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cube on read quickly.

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So in object mode mash cube cube cube scale it in.

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Kate I'm now going to select this one.

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A union with the cube again.

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Press apply.

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OK.

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Very interesting so it seems that something was causing some sort of a geometry screw up basically was

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causing the two things not to be unioned at all.

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Some is going to undo the operation.

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It could have been a bug in the program at some point.

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Crazy stuff going on.

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I'm going to edit this cube before and scale it in on the x axis.

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To about there I think.

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Excellent.

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And then I'm going to extrude out here by 0 point.

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Nought three.

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Your numbers may be different by the way.

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Don't have to copy exactly what I'm typing here some gimmick extrude here by point not three again because

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then these bits here I can extrude up in two hour two hour tuning fork.

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I'm not sure on the size or anything we can always go back and change that later.

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Can I have done that.

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Select the stem out select the stem give to union objects with our cube and click apply.

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So now when we hide our cube.

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Excellent.

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That's exactly what I wanted to do in the first place and it wasn't doing it.

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I honestly do not know why I think there was a complete bug out so I had to restart the whole bit again

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so don't panic if that happens to you.

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And I've finally just deleted that old q from the scene.

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So now we've cracked that we should have been a very straightforward part of the video.

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We're going to add in our arms so I'm going to click on this face here so first of all going to go into

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edit mode on the stem.

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I'm going to go in face select which I'm in.

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I'm going to select this face here.

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I'm going to use Shift an S to move our 3D cursor to the selected and it will automatically go to the

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centre.

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I'm now going to add or come out of edit mode and add.

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LANE.

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So we're going to build this arm from a plane and let's make it a little small Let's make the radius.

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Oh point snorts 3 seems what a lot of the others seem to be at the moment.

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Only a set.

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The.

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Let's just have a look at the axes here on the set the why rotation to 90 degrees.

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And that might have flipped it the wrong way for us and do minus 90.

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So the colour difference there was.

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Basically I'm going to end up having to flip Normal's if I hadn't done that.

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And let's see if I can get away with a 45 degree rotation on the x axis as well.

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No that's not going to do what I want it to so.

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At that plane again.

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I didn't mean to come away from it and it was just 90 degrees minus 90 on the y axis.

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I can get there minus 90.

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Brilliant.

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Then just rotate that around the x axis by 45.

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Perfect then extrude out.

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So let's go to edit mode.

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Strew down by point not three in a hour.

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Don't need extra geometry here so I'm not going to extrude from this point.

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I'm literally just going to move.

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And I think it's the x no it's going to be the y axis but not like that.

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No press on the y.

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Oh no is it Z then.

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No it must be x.

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Great.

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So on the x axis but pressing X Twice means the time going along the local axis.

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So finally I don't know how long maties So with the face still selected I'm going to hop into orthographic

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new mode and move around to the side.

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I figure there can be a little bigger so x x.

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There it go.

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Now of course you can edit this to your heart's content.

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Any point in the future as well.

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And there we go that's arm created.

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Now I know that later on in this scene I'm just going to clear that red border for the moment.

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I know later on in this scene I'm likely to be animating it and I'm going to be moving this base so

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setting the mirror points for the mirror modifier to this base.

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I don't think would be a good idea or any other moving parts.

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In fact in this case I'm going to create an empty and use that as a reference point song going to create

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an empty which I initially choose.

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I'm showing you a plain axis and I'm going to.

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I wanted that to be the 0 0 0 and I can do that here.

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0 0 0 in the.

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Operator panel perfect and ungathered ness.

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They're empty.

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I'm going to call it something first when I call it the mirror axis and I'm going to set that as a child

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of the sort not the stem.

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Sorry this plane's 0 0 1 because that needs to record lower.

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Air ago.

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Of.

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CAPS LOCK ON let me turn that off the lower arm.

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There we go.

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So finally we're going to add a modifier a mirror modifier to that arm being blind.

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There we go.

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Mirror modify and select the mirror objects as the mirror axis.

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Oh and I don't even have to select any other any other things.

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The x axis has already ticked.

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Perfect.

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How did you guys get on.

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