WEBVTT

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Welcome to walking and flying around your model in this video.

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You see how our scene looks and feels by walking around it using the fly and walk mode.

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Show you how to see the scene in unity.

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Understand that I am only using unity to keep the iterations quick and simple at this early stage.

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And that unity is optional.

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Anything external to blend that we do.

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You can watch to see how it works and how it is coming across.

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You can see the impact of what's going on.

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You'll gain a better understanding of external programs when doing this and Occasionally you may want

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to work with external programs whether it be art packages or other 3D modelling packages.

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Now join in if you have unity installed and are interested in learning more about this particular prototyping

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method.

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So let's hop straight on over in a blender.

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Right now that we're back in our church in the moment we've been manipulating this by simply using the

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mouse scrolling up and down holding down shift and panning across.

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But that has its limitations.

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For example it's very easy as we've all experienced already to run out as zoom when you can't go any

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further and you have to refocus what you're looking at and we can get around that by hitting shift in

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F that enables flight mode and we can start using the W A S and deed keys.

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If you've ever played any first person shooters to move around our scene so we can strafe like panning

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out with a Andy w moves forward and s moves back.

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Now this looks like a painfully slow speed that we're moving at at the moment.

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But you can speed that up with your scroll wheel or page up page down and we can see that as I am on

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a macheath SOME scrolling down I can pick up speed and whiz around the model.

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Of course we've got my little mannequin Hindi here for scale it helps to really set the scene and I

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can see that walking around I can adjust this so I get a much better feel and well that's looking pretty

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good.

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Okay what else can we do here where we can turn gravity on and off by hitting the tab key which enables

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us to walk on the surface of our model.

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And when you hit the spot.

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Oh there we go.

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I've fallen away so that's why one of the reasons why you wouldn't necessarily want to.

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But gravity.

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I just use the scroll to back up here.

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But wait a minute there's a quicker way of a whizzing about.

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See that little cross hair in the middle.

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Well if I put that on a particular part of my model and then press the space bar we what hop to that

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part of the model so it's very easy to quickly hop around if I target my mannequin and go bang straight

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there.

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Very powerful for skipping around large models and we can see there are further controls on the bottom

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of the screen.

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Now when you come out of our flying mode it with the right mouse button it goes back to the previous.

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Viewpoint before you started flying around.

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Now you may of course want to fly into your model and to a particular place in the model to have a look

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at it and keep that we can do that with the left mouse button enter as well.

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And there we go.

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We've got that viewpoint.

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It's incredibly powerful for moving about a model especially one that's getting quite large and potentially

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quite complex.

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And of course we can hit shift in F again and pressed space to move to the tower and go up to the top

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of a tower and look down a lord over everybody beneath us.

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Brilliant.

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Okay so I don't want this viewpoint so I'm going to right click to go back to my previous one which

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is a much better viewpoint of the rest of the church and the Ancients way over there.

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And let's go have a look at what this looks like in an external package.

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I'm going to be using unity for this example.

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Now a quick side note here.

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Unity does support opening up blend files.

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How ever what it's really doing is in the background it's opening up a blender is exporting the model

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as an F X and then and only then is it opening it up.

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So it's quite a clean way of doing it.

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But if your model starts to get complex that can really bog down unity and I've had it spend at 15 to

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20 minutes trying to open up every time and that's just unmannered manageable.

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We can't wait minutes and minutes and minutes just to open up a program that's there's nothing lean

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about that.

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So what I'm going to do in this case and one of the other things to make sure that we do is if we ever

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export our model at the moment if we just export as an FBI X we'll get all of the parts as well.

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So we turned on the second layer here as well we'll end up with whatever we get these other additional

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parts and the extra manequin they're coming across as well.

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So we need to make sure that we're only exporting the bits that we want to export so we can select individual

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items or the entire lot.

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In this case I'm going to import the entire lot and walk around it.

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Although you may wish to reconstruct this in an external package as well in which case you just export

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the parts and then give full control to the level designer or whoever to put all the parts together

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how they deem fit.

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Because obviously if I give someone a big model like this it can be quite annoying to have to deconstruct

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it first to reconstruct it how you like but this is a great example about how all those pieces fit together

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a bit like when you buy some Lego you get a picture of what you should be making and then a quiz you

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ignore that and go and make some other coarse stuff.

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So now what we can do is just make sure that the things we want selected are the ones that we're going

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to export some of the totally ignore the parts bits but select all of the other empties.

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But going to select these empties whilst holding down control so it selects all of the meshes underneath

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as well.

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So I'm going to want to select that.

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And then I'm going to hold down Shift.

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Add to that selection and select the other bits in our scene some skin to go down here and select those.

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I don't need the lampl camera.

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They are completely irrelevant.

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Whenever I'm exporting cars they are controlled and have settings really only in blender.

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So now that I've done that I can go to file an export and go to FBI X. That's a standard one for most

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packages if you're doing 3D printers then it'll be S T L as a standard one.

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And obviously there are some other ones that you'll notice here if you're working with Sketchup colada

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is the one it supports doesn't support sbx and this of course natively supports 3D.

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S Max as well.

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Someone to click on FP X and it's almost ready to save you can see I've already saved it in the past

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but one of the important things here and pretty much all we need to do at this moment is put a tick

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in the selected objects box and then we know when we export in a few seconds time will only get those

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selected object and not everything that's in our scene.

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Now we're going to go ahead and click on export now a word of warning.

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It doesn't ask you Are you sure if you want to overwrite it will just overwrite the file.

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It's got the same file name or you've accidentally clicked on something else.

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So do bear that in mind.

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There is no going back now.

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I've overwritten that file that was No.

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Are you sure which is odd.

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Was so used to.

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Are you sure as an undoing.

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And the computer guiding us along but it doesn't do that.

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So let's go have a look at how this opens up over in unity.

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Okay so I have set up my scene over in unity of imported the Gothic church and I've imported some standard

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stuff so I can have the first person androzani going to go ahead and hit play and then I should be able

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to walk around my scene.

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So going to make this bigger for your you guys area go and this gives a much better impression of the

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actual scene as we walk around it.

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Hello mannikin.

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Now these yellow patches here don't worry about those are just reflecting the ground man.

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It's directly parallel with the ground it's going to do see is happening there and to some extent under

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the arches.

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I don't have an oar I've actually walked to have a door that was very good.

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I was going to say I dont have any colliders So while I do on the floor so I dont fall through by there

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on the walls or anything like that at the moment so I can go in and out of the model.

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This is really good for seeing how its going to work so I can already see some problems and its good

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that I can see problems at the moment.

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Big cars.

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Well I can fix them sooner rather than later.

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And here we see this one's working and that's because it's a solid model so I've also identified at

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this point that when I moved these into the scene and indeed all of these volts the ceiling pieces the

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modifier the solidify modifier did not link as well so I'll need to set that up again on them all.

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I can also see around here whereas this bit here it looks like there's a piece misaligned idea bad construction

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there.

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Or is it a secret panel to a secret area of the church.

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Who knows but we can start to see here that this this is feeling right it's feeling pretty epic it's

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feeling big is not feeling too big.

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This is a one point six meter mannequin.

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It's actually a very handsome chap it's modelled on myself hergé.

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So this is great because we get to experience how it is looking and how it feels.

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By just walking around it now obviously because these are made out of modular parts.

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The game designer or yourself if you're wearing multiple hats can now start filling about with the layout

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inside the game engine or wherever else you're working with straightaway.

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Okay quick challenge for you guys.

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I'd like you to explore your model move around your model and get fit I have a better feel for the space

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that you are creating.

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Remember to make any alterations immediately working lean and walk around again and test those alterations.

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Now optional for those with unity or another game engine or another external package import your model

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and walk around it or fly around it there too.

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If the airport has problems remember that is a good thing.

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Were being lean about this and taking it to one of the N stages that we want very quickly to make sure

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that there aren't any glaring problems so balls a video now give that a go.

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I've already identified some problems with my model so I'm going to go and fix that.

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But I will see you guys in the next lecture.
