WEBVTT

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Welcome to linking blend files making local in this video you'll learn why you want to make a link they

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to block local understand we are starting to sever links by doing this.

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Learn about the various stages of making it local and decide when would be a good time to localize that

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data block.

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So let's go over a couple of advantages and disadvantages that this does.

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So one of the advantages is you will have more local control you will have to keep opening up a separate

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blender file and modifying it before seen the changes in your scene search can be a bit quicker.

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Working with it on this way.

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External files if they're moved the project can stay together which is very useful especially if you're

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working in a team or you want to deviate from a path and test something out.

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Perhaps now potentially there's a disadvantage there's more work involved.

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And we have to be careful that when we decide to make something local that we do really don't need that

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link anymore.

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Or which links do we need and which ones do we not need.

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Remember that any edits that you make on the original affect all linked data blocks but not the ones

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made local.

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So when do you localize.

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Well when the link is not required I know that's a bit woolly at this point in time.

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How do I know whether the links are not required.

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Well if that's the question you are asking then perhaps you shouldn't be actually making something local.

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So when you want to make the asset unique in this particular file so say you were building up this building

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and that we've generated a textual and material that go along with this but you want to take it off

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on a different direction see what it looks like.

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As with a different material applied to it a chrome finish to the wall says or Mary whatever you want

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to do with it.

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Well this may be a time to make the material date or block unique so you don't have to make everything

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unique you can make individual parts of the linked file unique and local to the blend file that you're

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working on.

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The other thing is when you want to make changes irrelevant to other potential projects.

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So we certainly don't want to change the material of a wall that we create just so effects this one

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because if we're linking that in any other projects that we're working on if we've got a nice assets

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store and we don't want to go ruining every other project we've got with changes that are specifically

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local.

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Hint there to this scene that we're working on.

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So we've got four options.

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Option one selected objects.

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So what that does is it clone's the object data block and anything in the hierarchy beneath it to the

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new blend file all the other data blocks remain linked to the other file.

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And this allows changing of anything in the object data block.

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So now we can scale it rotate it a movie etc. but it does sever that first link.

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Option 2 is a little bit more selected objects and data so this close the object and the data.

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Data block to that a new blender file in this allows editing of the mesh data.

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Breaking that link and making it a local file now is important.

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If that happens any meche data that you update on the original will not come through.

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So that's great if you're trying to make a particular part fit an awkward place in your scene but don't

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want to edit the original the materials and the other data blocks remain linked to the original objects.

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If you go ahead and change or update any of those when you open up your blend file again you will find

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that those come in to this blown thing.

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Option three.

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Well as you can probably guess the selected objects data and materials clone's the object the data and

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the materials data block making all of those available for editing.

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This allows the editing of all of those data blocks and breaks those links making them local to this

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file option for.

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And this is the final one.

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All as it sounds this is exactly the same actually not pretty much the same but exactly the same a pending

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the object into the scene is now entirely local with no links at all to the original file.

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You can do whatever it was it's is if you had made it in this particular blend file.

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So now we've had an overview of all the different ways that low calls can happen.

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Let's go experience this and hop on over in a blender.

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Okay so we are back over in blender and I want to demonstrate this making local.

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So the first thing I'm going to do is actually bring in something else so I can work rivets in a link.

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I'm going to go in two or are meshes.

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I'm going to bring in my mannequins so I can work on that.

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In the scene around object mannequin and link from Library.

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So that's now in here.

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Now I don't have to make it a proxy first.

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I can make some of it local straightaway and we can do that under the object menu just like before.

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And we've got this make local and you can see the shortcut key is the L key and the here are the four

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selected objects.

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And here are the four selections that we've gone through the selected objects the selected objects and

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data which will then enable us to let's say move it rotate it scale it and then we've got enable us

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to edit it enables us to change the materials and just the same as a pending and instead of clicking

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one of these at the moment we're going to have another look because we know we can do these but these

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don't give us full control or we can make a decision about each one of these items completely individually.

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So let's make sure the mannequin or whatever you've brought in is selected.

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And then we are going to first of all take a look at the major ones here.

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So this mannequin I know has object data and we can see it's greyed out at the moment.

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We have meshed data just here and moving forward.

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We have material data now the mesh and material data are part of the object data so there's no making

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that local just at the moment.

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What we'd need to do first is work down that hierarchy.

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So in this case and here's the material laid out here we can see they're all links the mesh data is

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linked.

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The material is linked and the object data is linked.

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So let's go to the object data first and there's a little button on the end of the name the object data

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itself and that will click to make it local.

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Perfect.

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That's the same as pressing L over here and doing selected objects.

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The moment we've done that what clicked on this button here we can see that this is no longer greyed

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out and is enabled for editing.

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That's now local to this file any object data that we change in the source file will not be updated.

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Now that does allow us to move it about.

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So it's very similar to making that proxy.

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However it has now broken the object data link so have we changed any of these other items in the object

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data block.

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It would not transpire it will not come across to this blend file anymore.

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If we go down to the next area which is the mesh data itself that is greyed out and we can click here

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and make it local of who we want and that will enable editing.

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So now when we hit tab it actually goes into edit mode and we can go about editing this little mannikin.

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Perfect.

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Well so we have we have the material the materials are still linked as well.

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So at any point we can bring in the material that says materials 001 Here's a not very well named.

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We can see that is a linked material which means if we change that in the source file even though the

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mash data and the object data are now local to this file if we go ahead and change that it will update

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here.

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I'm going to go demonstrate that right away.

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So what I would do is I will make sure I save the file I'm working on hop over to this other file and

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just play with it for a moment.

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First of all I'm going to change the material how I'm going to rename it.

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I'm going to call it manequin rough material.

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So I know what it is now that I've renamed That's what I will need to do to make sure it's absolutely

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clear.

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Is go ahead and change the colour.

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I'm going to change it to a bright yellow and hop into material mode to make sure that's happened it

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has perfect save the file.

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Again this is a rough file so I don't mind playing with it.

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And let's say on here we want to give them a pened nokio knows sons are going to select a couple of

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faces here and pull it out.

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It's going to grab that and proportional editing down a little.

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There we go we've got a nose coming out I'm going to lock it to the y axis completely.

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So our mannequin now has a nose and a save the file.

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And when I go and open up the Gothic church that I'm putting together we will see that the linked data

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has been severed.

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This mesh isn't updating and because we changed the name of that material that has also disappeared

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and we can't even see that in the materials list anymore because we've severed the object data which

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itself contained the mesh data and the material data along with it.

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Now that's not a big deal we can go and link that bit back in straightaway we can go file out we can't

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do it in edit mode so let's hop into object mode and go to link we've got the mannequin here.

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I'm going to go up a level go to material and here we go because we've removed the other material it's

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just disappeared it's as if we've deleted it and if we go ahead and open up that material we can then

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assign its note as it had.

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LS 0 initially has now gone because I was very quick and clicked on it and that's now applied to here

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and we've got ourselves a yellow mannequin Okay.

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Let's go in just experiment once more and make sure that wasn't a fluke.

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Let's go and save the file.

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Let's change that mannequin serial colour to something else let's change it to a green or a red.

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I'm gonna change it to a green save the file and now because I've not updated the name.

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We should find that it comes across Green.

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Perfect.

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Okay so a quick challenge for you guys.

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What would you make local think about what's in your scene at the moment.

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If you've already done a range of parts into your interior design and think about do you need to make

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anything local.

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Have you designed your design so that's not applicable that is entirely possible.

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And if you do need to make anything local think about why you would want to make it local and which

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data blocks if any you would make local.

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Now do think carefully about whether you need to do that now or whether you're going to develop your

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model a little and do that later.

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I'm sure at some point you are going to have to make some of your meche or materials local to the particular

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scene especially if you're experimenting with multiple scenes with the same building blocks coming in.

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You might want to make a red building or a yellow building or green building.

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Obviously while it might not be if it is a kid's toy building then you might be making then that bright

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colour.

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But you may be doing subtle shades of sandstone or granite or something along those lines where you

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want to change the material but only locally in this particular file.

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And that's a great way of using the same mesh but actually making it look completely different by changing

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the material applied to that mesh.

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Anyway enough of me rambling I'd like you to go and pause a video and give that ago.

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Okay guys.

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Welcome back.

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Let's go hop back on over in a blender.

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So the first thing that I'm going to do here is just lay out my pieces and see what I've got to work

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with.

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Okay.

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So there we go.

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There's my pieces all laid out ready to start organizing into certain sections and I've just glanced

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at Wikipedia in fact wonderful place for research.

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The parts of a church because I hadn't actually got a clue or clue what they called so I'm going to

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have to make some empties Now just to represent those particular parts of the church so I'll be back

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in a few moments.

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Okay so I've gone ahead and created empties for the five main parts of the church that I'm creating.

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And I need to organize is a bit better at the moment because I've got it in alphabetical order essentially

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which is very difficult when I want to group them by type.

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So we're going to go to the View menu here and sort alphabetically I'm going to turn that off.

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And there we go we've now linked by an empty then meche object down here which is much better for me.

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The next thing for me to do is start organizing these parts.

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Actually in these set scenes so I'm going to start with the nave and the isles which are going to make

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up the main body of the church itself sort out all the ancillary bits afterwards.

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So I'm going to start building this up and I'm going to use Linked duplicates of these particular items

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in order to construct my church so I'll be back with you guys once again in a few moments once I put

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these bits all together.

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Now before I got going to sort these out into their various empties over here the first thing I did

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was make a parts empty and put everything into that.

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Now in order to start using these bits what I'm going to do is I'm going to select them all straight

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away so I can use them in my model and then go object to link duplicate of course the shortcut key is

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Oulton.

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And we've got our duplicate objects there but they're still under the weather still under the parts

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empty as a parents.

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So at this point in time whilst they're still selected what I can do is just hide all of the other empties

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apart from the one that I want to work and I want to work on the naved to begin with.

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So now because all of those are currently selected than the last one I selected that was the archway

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at the top.

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I've already forgotten what that's called but I can now click because the only empty left is this one

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here I kind of clicked in the outline here but I can also now select it in the 3D view as well.

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And then I can press control and pay a parent object and then move those copy linked copies.

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That's very important across.

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That also means that now I can make sure when I select the parts and everything under the parts itself

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that we can move that to layer to in fact all of these other ones need to be on layer 1 that we're working

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on.

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We need to select everything under here and we can do that by control clicking on the nave itself and

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then try moving it to lay a 1.

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Now when we have a look at Layer 1 we should have all of our bits there layer 2 will also have all of

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our parts.

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Brilliant.

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So let's go ahead now and assemble this.

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I am midway through my construction at the moment and I will just say at this point in time that the

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wireframe mode is incredibly useful for lining things up.

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If I didn't have wire framo turned on that's the Z key.

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Just remember all you can do it down here on the 3d editor head a bar switch to wireframe And then when

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I'm looking it's hit from the sides.

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I can actually move things exactly into the position they need to be in in the course if I'm zoomed

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in enough with the increment snap turned on it allows me very fine control.

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Excellent.

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Let's carry on with the building.

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Okay I'm finally at the end of my assembly stage so I've assembled as you can see some corner pieces

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here to make a funky outside.

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Know we're working our interiors but I feel I look pretty cool.

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So I did it is as simple as that from the top.

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Let's zoom round to the top.

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We've got the rough shape that we want going on there.

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I've added a bit of a side door in terms of the organization of this I have in each area so whether

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it's the entrance the Charles or the tower etc..

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I have sub areas so in the entrance I have the entrance way sealing the walls the floor etc. and what

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that enables me to do as was holding down control is I can start to remove bits from the scene very

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quickly.

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By control clicking the little icon there so I can go through here and remove the tower.

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And I go through and it lets say move the aisles ceiling etc. So there's lots of powerful things that

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I can do by going through here and because I built up in such a way I can actually just remove bits

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as and when I want.

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Now a couple of things that I have made local here.

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One of them was this bit at the very end so I have basically made this part to fit in here and I can

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take it out the scene and work on it.

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Otherwise I'm with them and actually turn smooth shading on.

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On this particular part whilst I'm here to remember so that part has now been made and is ready.

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So that's the last last bit at the end of the church there.

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None of these are changed from their standard layout.

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Probably gone to add some sort of funky window in there.

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Again I'll look up reference material to work out there but that's later on it's a bit of detail.

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I've added a doorway down here and let's just turn back on the tower and the entrance way.

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The towers got a unique part at the top as well because that's a slightly smaller one than the main

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roof sections down here but it's a similar style.

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It's just been made to fit this area here so that's also a local part as well as this one.

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On the end here.

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Brilliant.

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How did you guys get on.

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I'd love to see the church design you've come up with.

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Remember to share them in the discussions and I will see you guys in the next lecture.
