WEBVTT

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Welcome to repetitive tasks in blender.

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In this video you will learn how to manage repetitive tasks.

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There are lots we do over and over again and sometimes we just want to repeat the same action we've

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just done.

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But in a different location now we're going to also understand good uses for appending a blend file

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into our scene.

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So let's go hop straight on over into a blender.

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Okay so we're back over in blender.

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The first thing I'm going to do is just remove everything in the scene to keep it nice and straight

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forward.

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Now when you're spending far into a scene you want to do that whenever you basically want to completely

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forget all the history of that and use it as a base to generate something new from it.

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And so in order to do this we're going to go and use one of the basic objects that we've got so we're

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going to go and spend we can see a short cut there is shift in EF 1.

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I'm going to go to my assets and in meshes and I'm going to use the square the two by two by pointing

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five.

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Now we need to go to the object I want to bring the whole object in in all of its properties and just

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pick up the square.

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And that's a pen that in.

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So there we go we have our new object in the scene and it's not linked at all.

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So I'm now going to first of all change the name before we do anything else.

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And I'm going to call this square the tail.

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I think that would be appropriate if I could spell detail of course.

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There we go.

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Square the tail.

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And I'm going to copy that.

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Go to save make sure I'm in the ascites folder and paste that in.

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So we're working on a brandy blender far based upon the other ones who've appended it in.

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Any changes we make here or to the other blend file.

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I'm not going to impact the that's more important.

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Any changes we've made to the other blend file.

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So with this we can now go ahead and create some detail I'm going to make some very basic detail here.

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I'm going to take this top face and subdivide it.

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So let's go into edit mode and then select face.

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It's going to subdivide that.

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Now lemme have this face here and inset it's by I don't know.

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Point two.

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There we go.

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So that looks good.

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Now I want to do that to the rest of these faces and of course this isn't that trivial doing it to a

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few of these faces here.

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However I can quite easily end up having a very repetitive task going on and the easy way to do that

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is shift and ah.

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So if I select this next phase and go shift and ah it just repeats exactly the task I did moments ago

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and that is incredibly powerful.

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If I can just keep doing it and doing it because it will invert.

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In this case I don't want to go quite that far.

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Of course then I can decide right.

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I've repeated that along there.

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And I want to extrude ever so slightly by point one that's to say.

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And again I can select that one shift shift shift.

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And there we go we've got a a wall with a panelled wall if you will.

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Very very powerful feature.

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Be able to repeat things over and over again.

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Of course I can go ahead and save that file an I've got that ready to use in this scene later Ron.

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Okay guys it's Challenge time.

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I'd like you to add some detail.

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So spend a few of the existing modules into new blender files create some geometric patterns on them

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or add a bit more detail.

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Save them as new individual blend files.

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And of course make a commit.

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So balls are video now and give that a go.

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Okay guys welcome back.

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

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OK so back over in blender.

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I've done my square the tell.

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Let's go ahead and.

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Start a brandley blend far.

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And again I'm going to remove everything from the scene.

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I am tempted to set up my basic scene without anything in it at this point.

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Let's go.

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Pen.

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An I'm going to work on the door.

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I think that I've made early I'm not sure actually at the moment let's go see what I've got as I've

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done my door with Herbert the one with the window on it underneath.

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Add some detail to that.

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So we've got this window in the wall here let's go ahead and edit it.

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Focus on it as well so you can see what's going on.

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And I think it would look quite nice with a couple of detailed edges to it so I'm going to this time

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use a couple of loop cuts to help frame the wall a little.

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Would it help if I knew where that was.

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No I'm going to do that by I.

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I'm going to put a loop cut round the top here.

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GROSS I could be more precise if I wanted to as well but if that looks right by I that's all good for

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me and I'm going to go ahead here and win this case.

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I'm going to select them all individually and move up rather than repeating.

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Although arguably I think it would be just as quick to do both of those.

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And I'm going to pull that out ever so slightly.

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Or are there by how much.

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I'm looking down there.

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Not by much hyped or by about point nor five I think to add a bit more detail around there.

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So that's a new level of detail I suppose with our window that's useful to know.

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And whilst I'm here adding detail that now looks like I can pull this up ever so slightly.

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Not by much just a little bit again by about porton point not 5.

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And pull it out and that will start to give us a bit of a window ledge which is quite nice.

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Again I'm going to extrude that out by about point 1 and I'm going to do it on the other side as well.

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It's always very useful so extrude by about point 1.

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So then I can have an inside of the wall and then outside.

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Really good.

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So I'm going to now save this.

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I'm going to make sure it's named appropriately so.

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Wall window

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underscore the tell.

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Copy that so it's exactly the same over here and save as.

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Place that in and save.

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Okay so the final thing to do is hop over to our repository.

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So just opened up where we are and I've got uncommitted changes going on from our first commit.

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So this allows me of course if I make a complete Booboo and change things up I can always hop back in

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time.

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So I want to make this commit now that I've added two new models I could have done just at every stage

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but I haven't changed any of the other models at the moment.

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So you can consider when you actually change something from how it was previously That would be a good

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time to make.

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Commit Sonor click click here on uncommitted changes.

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I'm going to have a look down here at my unstaged files.

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Now I'm just going to try to find the little widget to pull this window up.

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Okay so now I've done that.

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I've got two files here ready for staging which of the two that I've done I'm going to put a tick in

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the box there which I'm happy with and I'm going to commit those and I'm going to put here.

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I've added detail to window and wall.

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And press commit now I've not got any particular.

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Text File going on in here but of course before doing that comic you could have appended your text file

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as well.

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How did you guys get on.

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What detail did you add to your models.

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Please share in the discussions and I will see you guys in the next lecture.
