WEBVTT

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Welcome to linking blend files making a proxy in this video you will learn more about linking data blocks.

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Understand what is happening when you leap.

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Realize that when.

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Realizing of course when you need to use a proxy.

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And we already got some issues at the moment that we can't move are linked objects.

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Perhaps that's a clue of what's coming next.

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So about making a proxy.

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What is happening in the background is it creates a new object that is a parent of the linked data and

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what that in turn allows us to do is transformation of an object.

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It allows us to edit the parent the new object that's been created the proxy object that's been created

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and that allows us to do things like scale move rotate etc. and it also allows us to change the object

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properties of the parent which in turn will modify the linked data.

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Otherwise it's exactly the same as the linked file.

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It is identical to the source file that you brought in to Blender the object data blocks is linked to

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the original and any dependent data blocks as well.

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So if you've got you will probably have a mesh data in there but you might have imported lamps that

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won't be there but that will have like properties.

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So in a mesh data when you brought that in so you will have the object data block you'll probably have

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a mesh data block along with that.

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And if you've got materials applied to that those are come across and any textures as well.

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So let's go experience making a proxy over in blender.

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Oh okay of course we're on our way to a blender at the moment and first of all we need to make the commit

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message what we're going to do in this case it's going to be the title of the video that I'm doing of.

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And in your case it's going to be making my Linked objects a proxy or something along those lines or

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of course if you're working on something else in between.

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Remember to give it an appropriate name so you know what you've done right now that that is done.

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We're ready to hop home over in a blender.

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I just want to say at this point this is going to be the last time I'm actively going to be showing

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you source tree working in the background.

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I'll just be doing this as I progress.

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Please do continue making your commits whenever you make major changes to your model because it's going

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to allow you to go back if you have a problem.

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We'll be visiting how to go back in a future lecture.

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So don't worry about that.

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That's still coming.

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But otherwise you won't see much of sourced tree from now onwards right.

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So now we're back over in lendu we've got a series of linked objects and we can see the outline of their

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links because they have this little bits of paper on them with the arrow which means they're link to

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a another blend far.

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We can't see anything at the moment because we shove them all on too late too.

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So let's go over to layer 2 now that's looking pretty good and we need to make these things a proxy

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which will allow us to move them and therefore construct our church from these pieces.

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Or your interior building if you're working on something different.

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So I'm going to select that.

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Now this is an object operation so we can go down to the objects menu and if we go up here we've got

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make proxies about half way down the menu and you can see the shortcuts there are control Oulton.

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P When we do that we get an okay message.

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So we have to click again.

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And now it is a proxy so we can see here that it's ever so slightly different.

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It's been renamed underscore proxy.

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And if we open it up it's got a little bit of a hierarchy.

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We've got a linked church vault mesh down here and the linked object there as well.

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So this is great.

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This is showing us that it is a proxy it's renamed it for us.

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And now of course what we can't do with any of the others is move it about and translate it in our world.

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We can even rotate it and scale it.

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Of course what we do have to be careful with is the whole scaling thing.

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That's one of the reasons why I've made a series of church floors here because later on when I go to

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apply a texture to those floors or walls or wherever if I decide to scale that object.

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So for instance the church floor that's two by two can quite easily be scaled to fit even a two by four

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or four by four.

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However the textures will also stretch.

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So with the church floor four by four what would have to do is remap the textures.

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But if we've got the original object already mapped properly and will go into that soon then we don't

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have to worry about stretching it and re rejigging all of the texture mapping to sort that out so that's

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why I've got a series of objects there with the walls and everything else.

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I think I'm going to be filed the settings that I've got.

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I'm just going to undo the movement that I've done with this particular.

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Church of here.

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And of course I've got a very quick challenge for you guys.

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I would like you to proxy or linked files some make the rest of your linked objects proxy's in your

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scene.

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Balls of video now and give that ago.

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Okay guys.

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Welcome back.

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Let's go make those other linked files proxies.

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I'm going hop into a blender.

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And here we go.

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Now I am just going.

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I've not tried this.

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I'm going to try selecting all of these going to object and make proxy.

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No it's only done the selected one.

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I think you do control all tempy make proxy control or to make proxy select it control orders and make

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proxy make sure your cursor is not over the outline.

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But over the 3-d editing window itself.

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Otherwise you'll shortcut key is not going to work if I trying use it whilst I'm still over the outliner.

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It's not going to do anything.

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So make sure you're over the 3D editor window and there we go.

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All of these have been made proxy's Finally I need to make sure I've saved my blend file and then if

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I hop on over into source tree I can see my uncommitted changes which will be my Gothic church blend

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file which is the scene I'm creating and my read me updating what I've done.

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Perfect.

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So let's stage those files go to commit.

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And of course the name is correct.

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Their hit commit and we're sorted.

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Brilliant.

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How did you guys get on how we're almost ready now to start constructing our church but we've got one

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more thing to learn about when it comes to linking files and that so we can have some more control over

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these files locally within this blend file.

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But I would be discussing that in the next lecture.
