WEBVTT

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Welcome to exporting and particle systems.

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In this video you will see how particle systems export from Blender.

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You'll learn how to convert them.

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I understand that this can break your modelling flow and realize that you may be better off using the

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particle system in the other program.

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You are exporting too.

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If it exists.

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

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So to make this nice and straight forward I suggest if you are following along and do make a new save

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So go file save as and save it perhaps as fluffy bunny exports.

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This is very good to be very useful erm.

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Even if you don't have a game engine or something else to import it to as it will increase your understanding

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of how blender and other programs can interact.

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So first of all I'm going to make my scene nice and simple and I'm going to delete everything but the

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rabbit including the eyes.

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In this case.

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So I've already saved my file as fluffy bunny exports and that she going to select everything here.

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And X.

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Delete.

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So we just left with the fluffy bunny in the scene.

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Now if I go ahead and go file exports and export that as an FBI X an I'm going to export this as fluffy

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bunny exports and click the export button.

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Brilliant.

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So that's all done.

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Let's go see how that opens up in two very popular game engines.

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Right so in the unreel four engine we can see that our bunny has some what's missing some fur.

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So that's no good.

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That's nice.

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She come across how we want it to come across.

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Now in this case I would thoroughly recommend using the particle system built into unreel for rather

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than trying to get it across.

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But I'll show you how to get across any way.

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If you wanted a more static appearance or if you were making a more cartoony of hairstyle let's say

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or any other particle system so this will apply to any.

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I repeat again any particle system.

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Obviously if we got rocks or trees or flowers or grass scattered around that's fine.

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We can export those across but here's there's so many of them.

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If it's not being managed in the actual engine itself you're going to have a few problems.

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When I was trying it earlier I ended up with one point six million triangles on our bunny and that was

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just a bit high for my liking.

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Let's see how it looks over in unity.

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So just for confirmation over annuity engine were also missing hair on our bunny so that's no good at

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all.

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So again if you are using unity you'd use the unity Hess system here particle system so that is the

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general rule.

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However if you do if you have kreda hairstyling you wanted to solidify into a into something you can

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import into with these game engines.

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Well go ahead and show you how to do that right now.

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So taking our bunny here to make things simple.

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What I'm gonna do is I'm only going to do one of these hair particle systems that we've got I think

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we've got five intact something to go across to the rabbits itself and under the modifiers tap which

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is currently open which is useful and is going to lift the SO who can see what's going on.

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We've got five particle systems so let's just turn them off.

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They're not named which is not very useful.

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Tut tut.

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So let's keep the particle system one I think up here and we can get rid of all the other.

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So I'm going to keep the body particle system so can we go across here and we can see that I'm literally

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just going to.

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Oh I just deleted the body can I do it.

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Excellent.

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Love being able to undo skerryvore is and get rid of the chest.

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So now we've just got this hair system here.

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The reason one of them is just to emphasize the point that this can be incredibly slow with this many

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hairs that we've got on here.

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So now we've got that there.

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We can go back into the modified tab and there's this convert button and you just click that.

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It's as simple as that.

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We have now converted our heads up particle system to a mesh object.

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But it's not done yet if we try and import that in to any other program or not any other program but

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certain programs I know in real would fall over because it would complain that there's actually no geometry

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here there's no triangles.

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All it is is a series of edges says converted those hairs into a series of edges so we need to make

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them a bit thicker.

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Now a lot of ways of doing that but a really straightforward way would be to hop in over into edit mode

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select all of those hairs and extrude them ever so slightly in any direction.

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Some of them extrude democracies slightly in the said direction by almost to extrude and arm not extruding.

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Let's make sure we have everything selected.

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We're extruding in that direction.

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Silly me I'm trying to extrude a face.

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Okay.

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So selecting edge select and then trying to extrude does result in a lot of geometry trying to be made.

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So we're going to extruding the z direction by nought point nought one something really really small.

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Okay.

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Now if we go and export that's an I'm going to call this exports.

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We body I'm just going to spend it with body so I know there's a different one an export that.

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And then in the game engines we'll see what that looks like.

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Here we are in the unreal four engine and we can see we've got some hare we've got a hairy chest on

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the rabbits but the rest of the hairs haven't really come through quite as intended or that might just

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be how it's drawing it.

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By the looks of things yeah I think it is how it's drawing if I move round here.

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It seems that certainly seems to be more here on this site.

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The dark side of the rabbits there appears to be on here.

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So we need to play about with the particle system to get this actually coming across how we want.

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Let's have a look at the Unity and suspected we'll see exactly the same thing here with more hair on

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the other side.

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Yes so we've got a lot of playing about to get this how we want it.

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It's a good start it's not perfect by any stretch of the imagination.

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Now of course you probably wouldn't want to do this you would probably use the built in hare generators

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on both of these platforms or another application if you had it if you didn't have the option of course

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this is your only option of making sure your model comes out complete.

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Now of course it is very difficult to go ahead and edit this anymore we cant comb it any way we can

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in blender we can comb it move its about the particle systems themselves still exist in there.

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Weve just converted them to a mesh.

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So if we did do that it over in blender mestas go across.

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Now wed have to remember to turn off this mesh object over in blender.

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We'd need to turn it off when rendering and probably in the viewport as well.

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If we come into object mode so that we dont get a double amount of hairs if we turn it back on as you

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can see it somewhat confuses the viewport.

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So theres lots of things to experiment with with that.

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In general as I say I would recommend using built in particle system generators in game engine certainly

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and other 3D applications.

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So other things that use particles and we move on to this later on in the course as well.

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You can use the particle system to just distribute objects around your scene.

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In that case you probably do want to do what weve just done with these hairs and apply it in your scene

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itself.

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However things like hairs smoke fire water etc. trying to move those across is very difficult as weve

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seen here it hasn't come across smoothly.

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And of course if it's moving you it's animated at all.

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It's a real downer because it's just going to be static not gonna look very good at all.

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So there we go.

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Any questions of course ask in the discussions.

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Hope this helps you with moving assets from Blender into game engines and other packages as well.

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And I will see you guys in the next lecture.
