WEBVTT

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Welcome to the solidify modifier in this video you will create a 3D object from just curves.

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Give the new object thickness using the solidify modifier.

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So let's hop over into blender.

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So here we are we're tantalizingly close to having what's almost a complete lamp but it's missing the

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lampshade at the top so we give you some similar skills that we learnt when making the base in order

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to make the lamba of course the lamp is actually whole low because it needs a bulb in the middle of

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it.

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So let's create ourselves a new blender file so let's go ahead and do that now so you can just practice

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these skills that we need to work on.

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Only get rid of the default cube from our scene.

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I'm also going to get rid of the camera and the lamp just to make it simple to follow.

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So the first thing I want to do is add myself to Curves.

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One is going to be a circle.

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So let's add the circle.

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And it doesn't actually it does matter because that's the throws the other curve that matters as well.

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So let's leave it in the middle.

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I'm going to rotate it so it's locked to the x axis and facing down the y axis D.

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There we go.

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That's that's the way the lamps are going to be generated from this circle.

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The next thing we need to do is add a Bezier curve.

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I want to be able to see what I'm doing.

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I'm going to flip around to the left and I need to be in orthographic projection.

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There we go.

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So there's our circle and I want to Bezier curve.

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I can see here.

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So let's add a curve making sure were in object mode Bezier I can't see it at the moment cause it's

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on the x y plane.

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I think I just need to rotate it here.

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And 90 degrees there and on the why is it.

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Oh that's translation.

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Don't make it disappear.

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Let's try 90 on here.

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So that looks good.

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And then 90 on the Y as well.

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X.

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Okay.

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So that that's good.

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And it's actually going the way that I want it to go as well.

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I'm going to I'm happy with that.

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I need to lift it up and buy one on the z axis so look at the the z axis and press 1 so it's on the

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origin itself just as uncreating this case so let's link these two together so we can see it as we build

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it up.

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So we need to go to the curve properties over here and we need the circle to have the bevel object of

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this definition curve that we've got here haven't named any thing at the moment.

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So call this outline.

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Out out link.

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That's not right or doing very well here with my typing right.

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Am.

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And let's set the bevell object to the owner the circle needs the one of the outline.

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There we go.

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So we're starting to get something building up here.

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And what we need to do I'm going to go into edit mode and start moving these points about so that's

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a rough lamp obviously but we can think we're going to need two control points to get a rough shape.

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It's going to extrude out and pop one there rotate the handles around little.

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Here we go and perhaps rotate this one around here and pull that down.

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So it's a bit sharper.

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They only just pull it up actually.

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There you go that gives a better five.

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And you can obviously play about with this to your heart's content to get the shape that you want.

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I'm going to leave it like that for the moment.

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Okay.

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So here we have a basically a two dimensional object now in the curved properties here if we hit two

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two deep on the circle it'll fill it in and become a flat shape and we can have a look at the wire frame

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and see that there's nothing inside it is just a completely solid object.

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Once you've done that now then hop back onto 3D because I want it hollow but that is essentially just

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a skin there's no thickness to it.

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So we need to use what's called a modifier and we need to solidify modify.

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So we're going to go to a modifiers add a modifier and go down to solidify which is under generate.

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Now once we've done that we can see it changes straight away.

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That looks good.

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And if we hop into wireframe mode.

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We can't see anything at the moment that's probably because the thickness is very very low.

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So let's have a thickness of one and all.

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There we go is could say a great thickness there perhaps one was a little too high.

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Let's go.

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Point five.

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And now hop out of wireframe mode and just see what's going on.

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That's absolutely brilliant.

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We actually want a hole in the back here so we can change our curve.

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If we wanted to to make that happen.

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Now the clamp feature is very useful.

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It actually allows us to constrain the amount of thickness we add.

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So if we go here and increase the clamp value it doesn't matter how much you increase or decrease as

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far you've got negative thickness and positive thickness.

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It clamps it to a certain ratio.

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That's that's very helpful to making sure that you don't push geometry through itself.

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So if I turn the clamp completely off and in this wire frame mode just keep increasing the thickness

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essentially the thinnest parts as you can see start passing through one another and that will continue

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happening again and again and again.

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So eventually if you push out you get something wacky like this going on.

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Although to be quite honest that is almost a jet fighter engine again or a Tannoy attention.

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Everybody take this course now.

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Brilliant.

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So we made the tannoy but there's obviously a lot of geometry inside it's a very messy model doing it

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that way.

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You'd be much better at just defining this with curves.

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So let's push that back so sensible and increase the clamp and depending on how high you set that clamp

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it's got a value between nought and two.

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Depends on the amount of clamping that will actually happen so again in wireframe mode it gives us a

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good indication of Wall thickness throughout Germany just need to play with these two figures here.

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The thickness and clamp in order to get yourself a reasonable looking lampshade or bell or anything

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else that has this shape here or anything that follows a thickness pattern so if you've defined anything

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else using curves you can have the thickness here or indeed just a plane.

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You can add thickness using the solidify modify.

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Okay guys it's Challenge time I'd like you to create the lampshade so create the lampshade using curves

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with s solidify modifier.

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Now for ease I do suggest you set a new rest position of the upper arm going along the y axis.

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Just make creating your lampshade and a lot easier.

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Now if you're following along with my exact model then do feel free to add a ball for the joint at the

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top of the lower arm.

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I'm going to make this top section really simple so this head has not 360 degree movement.

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We're going to constrain it later on but do add a ball at the top of the lower arm.

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If you've got a slightly different mechanism then go ahead and create that with the knowledge you've

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now got.

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If you have created a ball joint then set it as the parent of both curves add another bone to your armature

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name that's one appropriately and then parent that bone to the lampshade ball joint.

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Okay one final thing.

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When you're done reset the rest pose.

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So it looks like this in the picture.

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Pause video now and give that a go.

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Welcome back guys.

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Let's hop straight on over into blender and create our lampshade.

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So let's go ahead and make our lampshade.

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So the first thing I want to do is just a line this.

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So basically it's just running flat now because I've already put the constraints on and they're accurate.

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I know that I can literally just grab that and move it down and it will be locked in position.

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If we move to the left view or the right view it doesn't matter.

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You can see that it's running straight along there.

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Finally I want to use control and a and apply the pose as the rest pose Now that then changes the edit

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mode will be now the same.

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Now if we had done it in the edit mode it actually screws up all of the angles and constraints that

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we've put in because it changes the angles so you need to make those sorts of changes impose mode.

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Now that we have that there we need to actually create our circle in our Bezier curve.

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So the first thing I will do is move the cursor to the 3D cursor to the end of this section here.

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So I'm going to come out of edit mode select our upper arm.

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Hop into edit mode again and excellent the top faces selected if it's not I select it.

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I'm going to move the 3D cursor to selection to selected which I'll put it smack bang in the middle

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of that face.

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Right.

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The next thing I would need to do is come out of edit out Sadr and arc herbs to the object and create

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us a circle that's going to be pretty big.

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By default it's going to be one something to do the rotation on the x axis by 90.

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That's fine and I'm going to hear the radius.

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I've been playing with some figures.

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I think it's going to need to be about 0 point nought eight or thereabouts perfect.

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I'm happy with that circle so now we need to add a nother.

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Curve which is going to define the outline of our model essence that's in there will do some tinkering

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with this curve.

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In a moment it doesn't really matter on the size but I'm just going to make it roughly the same size

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as our circle that we have here now that we've got that we need to make sure that the circle uses the

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line here the Bezier curve as it's bevell object.

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And we can do some renaming in a moment.

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So now that we've got there let's let's actually sort of have this curve here so that it actually follows

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the shape that we're making.

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Otherwise it's just a bit confusing if you're moving things one way and they're moving on another axis.

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So the way that I'm going to do that I'm just going to flip round to the top view so I can see this

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curve and I'm going to rotate it's round in the z axis by 90 and let's just move it out as well so we

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can see what's going on.

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Now let's go in and edit that and see what happens when we move this one.

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Okay so when we move left and right the actual curve itself is moving forwards and back.

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So we need a 90 degree rotation somewhere.

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So as hop back into object mode and let's try it rotating it's 90 degrees.

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Well let's counsel the 90 degrees on the z and try that again.

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And that's still moving left and right there so let's do 90 degrees on the X.

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That's where it rotated around so we can't see it from this angle but it looks like from the side that's

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going to make excellent sense.

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So let's go round here and just see what's going on.

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Hop in to the left hand view.

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Now that's starting to look more like our lampshade shape so we hop into edit mode and I pull it forward

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and back.

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It is going forward and back but it looks like the curve itself is the wrong way round.

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So I'm just going to move the curve literally round itself and grab this point over here.

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I can see it anymore.

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There it is.

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And move it this way.

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Perfect.

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So then we've got this bit here we she's going forward and back.

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Still not quite right so we need to rotate it once more on another axis that's cancelled that one there.

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And View it from the top.

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And put a 90 degree rotation in there.

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It is going to need 90 and all of them are going to need a 180 somewhere.

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By the looks of it they're stride 180 x.

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Okay.

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That looks perfect.

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So a bit of playing about there and we got ourselves the right shape.

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So let's go around to the left again and edit that curve and we can see now when we pull it forward

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and back it matches and it's even got the little incorrect inflection going on so we can rotate that

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round.

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So it's not being.

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Fussy and coming in on itself.

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So we can move that back ever so slightly now.

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This one here click the wrong thing and we've got a hole in there that's absolutely fine we can cover

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that up in a moment with a ball joint.

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I'm just going to move this one in a little because that's just a little bit wide and move these controls

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around Okay that's looking good.

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So let's just have a look for scale that might end up being a bit big I'm not sure yet.

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We can always scale up and down or modify these curves later and skin each rude and put another bit

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in here and around there.

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How's that looking.

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That's pretty much in proportion it's looking a bit thick so let's go here and push that in slightly.

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Move that one in again and just make this a bit smaller as well.

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Brilliant.

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I'm happy with that for the moment.

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I could probably spend the next hour or so filling about with it and getting it more perfect.

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But remember don't chase perfection all the time.

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So we need to add ourselves in a come out of edit mode into object mode and add a solidify modifier.

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So in the modifiers making sure that's our busiest circle is select.

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That's the thing we're applying the fickleness to and go to solidify.

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Oh that looks pretty good already.

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Let's just play with a couple of values.

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No actually not points one seems absolutely fine.

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Looks not point not one.

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There we go.

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Right so I'm going to move the cursor to selected again.

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With the right key combo of shift in S.

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Now place it's back there and I'm going to add a mesh object that's a u.b. Sphere classics can be massive.

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I'm simply going to downsize it too.

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It was point eight earlier I think or point nought eight.

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One of the two point forty eight said no point not eight.

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And again you will have to play with some figures that suits your model fine.

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So now that we've got that in place that's created the ball joint there I'm happy with that.

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We will just set it as smooth shading so much as the rest of the model.

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Okay.

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Brilliant.

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That's starting to look much like a lamp.

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The final thing I'm going to do is change it to the rest position is similar to how it was before so

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I'm going to hop over into PPO's mode after selecting the lamp rake.

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Once we've done that I'm going to move this by 90 degrees up here but it's not connected to anything

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yet.

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So let's go ahead and create a nother bone coming out of here.

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Lock it to the y axis.

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So it's coming out of there.

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And then finally we've got a bit of parenting to do here so this.

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Let's have this area here the actual lampshade and the ball almost connected and being as one.

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So we've got our sphere here so I'm going to call that lamp shade at joint because that's essentially

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what it's doing.

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And then we've got our Bezier circles.

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This is the lamp shade profile.

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And then the curve is the lamp shade.

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Outline excellence and now we have those three things named.

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I'm going to basically make the curves I think.

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Children of the joints.

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And then I can select the joints select the arm chair and we do need to be imposed mode for this so

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let's hop back over to the rake.

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Poe's note.

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Excellent Sir select the joints if I can.

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Yep.

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Select the arm chair.

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Or more specifically the bone that's connected and then parent it with control and P to the bone.

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Okay so now we should see that that is constrained there.

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And if we move around should be able to move it to left to the right etc..

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Perfect.

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I'm going to reset the rotation.

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And finally I'm going to lift this up are going to rotate that by 45 degrees.

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And I think this one here rotate it by minus 90 in the in the z y playing which will be shift the expression.

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So that is that set.

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And finally I want to go control an A and apply the pose as the rest pose.

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That's the default state.

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Our lamp is going to be in.

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Okay let's have a look at our lamp and see how it's doing and just going to turn x ray off on the armatures

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around crunches going to hide the rig for the moment that probably be easier post mode and now should

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Bill return that rake off.

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Brilliant.

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So the only thing that I can see here for changing later on is potentially making this ball joints where

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it joins on the upper arm perhaps making the upper arm a bit thinner.

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So it's not.

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Doesn't look so ridiculous at the top there.

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Otherwise we've got ourselves a pretty good looking lamp.

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How are you guys getting on.

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Please share in the discussions.

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I'd love to see how you're getting on.

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And I will see you in the next lecture.
