WEBVTT

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Well come to exporting your model in this video you will learn how to set up the.

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X export and understand why we use it.

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Realize that your model is currently only suitable for Blender.

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The export doesn't fully work in the models current state.

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So let's hop straight on over into blender.

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Even though this and the following lectures are focussed on exporting to other packages your want to

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follow along.

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Even if you don't want to do this at the moment.

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So you gain an understanding of how things need to be set up and also give you a deeper understanding

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into how to set up a rig in a very neat and concise manner.

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Right so over in blender you may be confronted with this.

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If you were to open up your screen afresh now don't worry we're on the image slash euv editor to do

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with Blender.

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Now usually Obviously you'd see something there but because I've quit the program and come back in it's

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opened up how it was last time so it's going to go down here to the.

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What was the 3D Ed header.

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And actually just change it back to 3D view so we can see our lamp now.

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If we export this let's go through the options we've got of exporting.

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Now if we go to file and export it gives a series of options down here.

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Now there are various options down here we're going to be focussing on F X because it is a standard

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father will work across multiple platforms whether you need to import to another 3D package or whether

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you're importing it into a game engine.

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So let's go ahead and click on export.

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Okay so we end up with our file management system here and I've already got a file that I've been testing

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called lamp mesh export FBI so I'm going to click on that and that's the one I'm going to overwrite

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essentially.

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Now down here in the lower left we have a lot of different options.

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I suggest you leave the version alone.

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Now applying units.

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What's going on here now.

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This is the orientation of our model.

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Now I believe I'm not quite sure I might go into let's go and check which way forward is and which way

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up is.

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So just cancel that for the moment and hop around our model.

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Okay so let's make sure it's in it's the fault pose and nothing else.

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As go on the outline here select the rake.

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In post mode which is great.

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It's going to zoom in on a bit of our model.

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I mean orthographic projection at the moment and it's going to toggle out of that right.

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Let's show our rakes I can move it's about.

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Excellent.

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Let's select the entire rack and just make sure that there's no extra rotations applied.

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Brilliant.

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Okay.

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So our model is looking.

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Sashi Looking backwards looking along the x axis so make that clear.

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If I were to look down the axis of x rays you can see the red arrow just here on the screen.

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That would be looking down x.

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That would be looking down why.

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Now of course you're looking backwards.

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So that would be negative y and this would be negative x.

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So in this case the lamp is actually orientated round this way.

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So the.

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Orientation would be as X is forward.

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And of course Z being up.

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So let's go ahead Angola file.

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Export sbx right forward X and up is Z perfect.

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Now a few of the extra ones down here we've got the empties that you've got in the scene the camera

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the lab.

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I'm going to leave all of those selected seal it's you going to export everything.

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This in our scene and we're going to leave all the other ones as they are for the moments.

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So I'm just going to click exports here.

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And that has save for far.

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Now do note and this is quite important.

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If you've already got an export file labelled and you go and export again with the same file name it

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will overwrite it without asking you Are you sure.

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Now these in Asia were so used to the computer asking us Are you sure you want to do that.

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Well in this particular case it's just going to overwrite it.

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So bear that in mind when doing exports.

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So just follow along with me for a moment as we go in have a look at our exports when it's brought in

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to to game engines.

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So I'll be pausing the video whilst these things load up and let's just see how they come in.

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Okay some over in unity here and you have to bear with me because I'm not a unity expert but I know

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I need to import a new assets and I'm going to go ahead and select my sbx file.

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Here we go.

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I found it here and I'm going to bring that into our scene and click in drag and that'll drop it in

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as we can see here something's gone horribly wrong.

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It's not looking at all like it should do.

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A hacker.

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So things are always skew whiff and not where we want them to be.

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In fact this has an animation along with it that if we play that animation and thinks oh something's

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happening.

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Oh that looks horrible.

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The base is moving by itself.

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And as it's on completely the wrong plane and everything else.

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So that's not very good.

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The lamp isn't moving the rigs are not attached to the lamp.

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Lots of mess going on there so that's no good.

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Let's see how it happens in our real.

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In fact when I first tried to import this into the Unity engine there lamp wasn't even attached to the

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lampshade wasn't even attached to the rest of the body.

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So I'm not quite sure why it's actually come across quite as neat as it was but it's still not right.

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Okay so let's go ahead.

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In the unreel engine and just go ahead and import with everything as defaults.

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Import all.

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Got a couple of warnings along the way.

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And also lots of things in here let's go for the lamp if we can find it.

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Lamp mesh.

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That looks like it's arm back drop.

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Lovely.

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Also looks like it's our back drop.

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OK.

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So one of the lessons we can learn here is there's lots of things that can be imported.

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Do you need all of them.

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So the first thing I think we need to go and do is make sure that our model only has the vital bits

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in it.

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In fact looking along here our lamp doesn't even seem to be in the FBI x file.

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When unreal reads it.

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So we need to sort that out.

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It's a bit useless at the moment.

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So over back in blender The first thing we're going to need to do is make everything a little neater.

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So all I want left in my scene is the lamp and it's armature.

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I don't want anything else.

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I also want to make sure that any curve objects that we've created are solidified into a mesh because

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we're going to need it to be a mesh object later on.

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I've got a challenge for you guys.

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Okay I'd like you to simplify the scene save as a new blender file and make sure you include the word

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export in that new blender file to see you know what it's for.

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Make sure that any curve objects are converted into a mesh object and then finally remove everything

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from the scene.

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That isn't part of the lamp or armature.

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Possibly now and give that a go.

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Okay guys.

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Welcome back.

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Let's hop straight on over into blender.

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Right.

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So looking at our lamp.

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Let's go ahead straightaway and remove some of the stuff that's a bit further out so we going to remove

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the back drop.

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It's not part of our lamp.

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Before we do this let's go file safe has almost rushed ahead and I'm going to call it animated lamp

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exports savours blend file animated lambeck sports at the top.

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Brilliant right.

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I'm going to delete this.

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A lighting plane is about now I can't actually select that at the moment.

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I can select the lamp that it's parents to but I can't select it because it is probably.

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Here we go.

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No not that one the plane here are turned off selecting in the outliner.

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That's what their little arrow means.

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Right.

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I can now delete that.

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I'm going to delete the camera as well.

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Now in our model let's have a look.

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Down here we've got a couple of objects that are curved objects the lampshade outline and the lampshade

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profile.

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Well let's.

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The lampshade profiles the one I care about.

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Let's select.

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That's.

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And.

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Object convert to mesh from curve or Oulton see.

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We've got that there in the here we can keep the original.

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But in this case I don't want so.

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So that's absolutely fine.

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Over in the operator panel and I'm going to delete the lampshade outline essence of that's there the

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spot lamp that's in here.

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I'm going to remove that as well.

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That's not part of the lamp.

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The lower arm has an empty associated with it.

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The mirror axis that can go now as well.

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Let's see.

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Any other note that's fine.

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We've got some old archaic stuff here so the base curves can be deleted.

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The base curve outline can be deleted as well.

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The base mesh old can be deleted.

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That leaves us I think pretty much with the only bits we need.

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The lamp break and the meshes themselves.

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Excellent.

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How did you guys do.

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I hope you've ended up with a nice clean model and I will see you in the next lecture.
