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In this lesson we are going to learn how to transform objects
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We already did a transformation which was with the camera when we move the camera
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We are going to see a lot more
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Like rotating and stuff like that
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We have to learn how to transform objects
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Because in the next song we're going to learn how to animate objects and if you want to animate an object you first
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Need to know how to move that up
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More in the next lesson
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Full properties to transfer
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Transform an object you have position
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We already sent that we have a lot more to say about the position
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We have the scale
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Ok we have the rotation
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Ok but we also have the Cortana
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What's
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You probably know what is a positioner scale and rotation but what is a Cortana
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Actually is like a rotation
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More about this
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Later
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All classes that inherit from the
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Subtitled by
-♪ online-courses.club ♪-
We compress knowledge for you!
https://t.me/joinchat/ailxpXoW3JVjYzQ1
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Sorry
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3D process
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Does properties like
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Best way to camera and mash
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What I mean by that is at if you open the perspective camera
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Documentation 14 gone on the link
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Inside the page
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Like this
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Shooting
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Under sink Does it come out
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You can see that in the 3DS documentation
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You can see that plastic is camera in away from the camera
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In the camera in the route from object3d which means that person gives camera in air
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From a drink 3D
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If you test the mesh
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As you can see mesh
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Also Hillary
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From the object 3D
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Every object every class that Henry from object 3D
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Has
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Those property I just show you which are position
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Scale
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Rotation in Catania
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We helps
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To transform objects
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Great so let's use them
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Loose properties will be compiled in Westbury call mattresses
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What is a mattress
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Actually do not worry you don't need to understand mattresses
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To do transformations
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It's just so that you know because maybe our point were going to use mattress
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But when you do a rotation a position stuff like that
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Behind the scene in 3GS you have mattresses that get a dating with complex
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Canadian Dollars mattresses are sent to the GP
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And objects
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Render on the screen just has is it supposed to look like
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Ok so this is
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Very complex but you don't need to understand mattresses
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For now
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You can just write up
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Rotate them
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And should be working
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Alright the Sarah
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As I told you I'm going to help you
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The start
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That you really understand how to use it and how to use this weapon
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Going to be quite fast on priests
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You are on this page looking at this video is called a little to get access to the
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Buttons
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Can you click on starter pack
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The starter should be done within right now
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1
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Once it's download
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You just
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Unzip it because it says you have to answer it
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During the Mac address table
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If you are on PC you have to right click on something like this I don't like that
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Can you
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This folder so as where's it's the name of the return with
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0
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It's the 5th
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Listen ok you can stop from here you will have to open the terminal inside at 4 but when I'm going to
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Do is move
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The Spice
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The more appropriate
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Play switches for me inside this
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Which is France song object because it's how
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I organised my photo
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I have a lot of more fights
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Do as you
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So now that I have my my starter files and zip and Evelyn
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What I need to do is open the terminal
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I'll be using
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Visual Studio code terminal
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Do that I can use the shortcut but if I don't know the socket I have to press
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Click on view and then shoes tell me
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As we saw in the previous lesson
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Ring this with open the terminal so I have some stuff written here but you can clear it
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You should have something like this with the Name of the Father
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If you are not in the right for the
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You have to be in the right for the
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So you have multiple ways of doing it you can do CD
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Space
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Don't forget the space
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And drag and drop digger fight
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And then press enter so right now and inside the right folder
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So you can
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Open this
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Folder inside vehicle
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Good that's you just have to drag and drop it
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Sian dragon dropping
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And I'm dropping it
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Inside Visual Studio code the colour change
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The Vue postcode changes
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Visual Studio code is now open on the right 4 then you can see
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The face inside of photo
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If you open the terminal from this
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Studio.co.uk have open in the right folder
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It will be automatically
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On
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In the right folder
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Another way of doing it
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Nat
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Your terminal is inside the right folder
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You have to run npm
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Install
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You just have to wait for few seconds
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May be few minutes depending on your bandwidth
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Should be fine
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Now that you have your Debenhams so you can see that there is a node modules
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Order inside the project Direct
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Not touch that folder you have all the dependencies needed for that Project
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Do not touch the note modules folder
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What you have to do now
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Is run
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Npm run Dev
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Any truth open in your
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Brother
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If you are
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Any trouble
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You can simply join the Disco
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Making King on the link on the
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Right corner
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Antique members only
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Anyway access to the discord server and we will try to help you as we can
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Rachel in the setup in the starter
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All we have is a project
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How we left it
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In the previous version which mean we have our cube the cameras facing the cube this is why we all we can see it
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Because you can only see
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Only see one face of the cube
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And we can go further
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So you can close the terminal
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Because the server is running if you refresh it will be working
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Let's starts with easy both have
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How to move objects and you probably already know how to do it
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You can append srt script.js 5 because all the colours we were going to
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Today in this lesson is going to be inside at 4
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If you do changes like Alexa do a console.log
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Hello Three Cheers
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Three Fishes it reload automatically and I get my hello 3jc can actually left the door open
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You cannot access the Dave x going to mortals
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Liverpool tools
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And go to the council
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You can see if you're doing carers
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Great hiring with the console and we can go further
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For the first property is position position lets you move objects
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You can do it on the camera as we did in the in one of the previous lessons
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Like this
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But you can obviously doing on a mesh
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Because mesh
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Tenerife
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From object
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3
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If I do something like mesh
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Position that's why
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Equal at SE1
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I see that the Tube is moving
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On the top
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But what about those axis
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Seems like xx
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Is going
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Less than right
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Why
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Is going up and down
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NZ
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It's probably going forward and backward
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Visit
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But it's a tree
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Linda
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Depending on the context depending on the camera orientation
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Can have a very different results
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Give my camera
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Work like I'm the side
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And looking at the centre of the sea
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The xx
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And the z-axis would be
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Actually if you are using other software like and rendering blender stuff like that unity
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The axis my big difference
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Maybe the one going to the top is my default the Z axis instigates for blender
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So you have to adapt
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In 3GS we consider we just consider by default that the y axis
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You're going
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The x-axis is going to your right
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Wishes that we're probably
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Off to work
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And the z-axis is going
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To the back mean
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For the camera
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But this is all
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Default it's a true you can change those you can play with the axis Azuma
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Ok cool
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It's very to visit
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Subtitled by
-♪ online-courses.club ♪-
We compress knowledge for you!
https://t.me/joinchat/ailxpXoW3JVjYzQ1
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What I can do oh yeah another thing is what is 1
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One can be anything one can be 1 m 1 cm 1 cm 1 km
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It's up to you
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What I recommend is to
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Decide
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If you are beautiful likes a house
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You can imagine that one is 1-m because it's going to be easier to imagine
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1 m
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If you want to create a door with a little higher than me so it's going to be like 2 m a video more
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If I'm going to put the roof
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It's 1 flat so it's going to be like something like
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3 m above the ground
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Easier if you decide that one is
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Something like 1 m
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Can you speak can you if you want
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If you're building that's a huge landscape with mountains and stuff like that you will probably decide that one
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1 km
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Just decide and stick to it
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Let's play with it I'm going to set boost coordinates 0.7
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On the way it's going to be
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-0.6
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An undersea is going to be one
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I'm not saving
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Try to guess
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Looking
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Does number
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Where the cube is going to end
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Just try to get
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Pause the video
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Because I'm going to
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Tried on my I might want to guess where the cube is going to be
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Let's see if you are right
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Me I'm looking at this expositivo I think it's going to be to the right before it
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This way
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On your right
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Why is being negative so it's going to go
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Does the floor
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Down and he is being positive so I
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Think it might
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Go for the camera
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I might be wrong on this one
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I say
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It seems to be that
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If I increase the Z
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Closer to the camera which is
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Not very clear right now but that's the 85 quid
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Minor
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00:12:07,295 --> 00:12:07,807
-
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Yates
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Further away from the garage that's it
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Call Sweets working
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It's a good exercise just try to guess
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Put random number maybe maybe not in try to guess where the Cube will
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One more thing about changing those properties you can do it
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Anyway
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Almost any
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Just look at this I'm going to put it
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After adding the mesh to the sea
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I get the same reason
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If I put it
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Even further after creating the camera
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Still working
278
00:12:46,463 --> 00:12:47,231
Any Cyprus
279
00:12:47,487 --> 00:12:49,023
At the end of my god
280
00:12:50,303 --> 00:12:51,839
It's not working anymore
281
00:12:52,351 --> 00:12:53,887
Because I did the Rhondda
282
00:12:54,143 --> 00:12:56,191
Before moving the object
283
00:12:56,447 --> 00:12:58,239
It's like taking a picture
284
00:12:58,495 --> 00:13:00,031
If you say to your friend
285
00:13:00,543 --> 00:13:06,687
Move and then you take the picture you will see that your friend has great if you take the picture
286
00:13:06,943 --> 00:13:10,271
Move any I don't know somewhere else and on the picture
287
00:13:10,527 --> 00:13:13,855
No you didn't even the picture it's obvious because you asked him to me
288
00:13:14,111 --> 00:13:17,183
After taking the picture of a right now we are taking the pictures
289
00:13:17,439 --> 00:13:18,463
The picture
290
00:13:18,719 --> 00:13:24,863
Randa randa and then we are moving our mission it's not logical it's nothing error
291
00:13:25,119 --> 00:13:25,631
Snapchat
292
00:13:26,655 --> 00:13:27,679
It's not logical
293
00:13:28,959 --> 00:13:35,103
Usually I put the position after creating the right after creating the object
294
00:13:35,359 --> 00:13:41,503
Before adding adding it to the same because it's logical but you can do as you want and obviously
295
00:13:41,759 --> 00:13:42,271
Can I do
296
00:13:42,527 --> 00:13:45,087
Before creating the viable because that
297
00:13:45,343 --> 00:13:46,879
Devas Street
298
00:13:48,159 --> 00:13:49,695
They put it there really
299
00:13:51,487 --> 00:13:51,999
Alright
300
00:13:54,303 --> 00:13:55,839
Position is not
301
00:13:56,095 --> 00:13:57,119
Just enough
302
00:13:57,631 --> 00:13:59,423
If you look at the documentation
303
00:13:59,935 --> 00:14:01,471
You will see that position
304
00:14:01,983 --> 00:14:04,287
An object 3D is actually a vector
305
00:14:05,311 --> 00:14:07,359
Victor 3 is a class
306
00:14:07,871 --> 00:14:09,919
That you can use the position things
307
00:14:11,199 --> 00:14:11,967
It's a Victor
308
00:14:12,223 --> 00:14:18,367
Maybe you've heard of Victor you can have victor 234 and probably even more within 3
309
00:14:18,623 --> 00:14:19,391
Jessie
310
00:14:19,647 --> 00:14:20,671
3 and 4
311
00:14:21,695 --> 00:14:23,999
Victor free has more than just
312
00:14:24,255 --> 00:14:24,767
X
313
00:14:25,023 --> 00:14:26,047
Ync
314
00:14:26,559 --> 00:14:27,839
It has a lot of
315
00:14:28,095 --> 00:14:32,447
Methods and you can see those methods in the documentation right here
316
00:14:32,959 --> 00:14:33,727
You have a look
317
00:14:33,983 --> 00:14:35,519
Methods available
318
00:14:35,775 --> 00:14:41,919
A lot of them with it too complicated right now but we are going to use some of them just to discuss
319
00:14:43,967 --> 00:14:45,759
Let's discover one of them
320
00:14:46,271 --> 00:14:48,319
I'm going to put some quotes
321
00:14:48,575 --> 00:14:53,951
After a ding domestic the scene can be right after changing the position that sounds
322
00:14:54,207 --> 00:14:55,487
Make some room
323
00:14:55,743 --> 00:14:57,791
And I'm going to Console log
324
00:14:58,815 --> 00:15:01,631
Mesh that position which is
325
00:15:03,679 --> 00:15:06,495
That's length I'm going to call
326
00:15:07,007 --> 00:15:09,311
So you haven't don't forget to parents
327
00:15:10,591 --> 00:15:11,103
LEGO
328
00:15:11,615 --> 00:15:12,127
I say
329
00:15:12,639 --> 00:15:13,663
And as you can see
330
00:15:13,919 --> 00:15:16,223
The length is 1 point
331
00:15:16,479 --> 00:15:20,319
360 very precise I get the length
332
00:15:20,575 --> 00:15:24,671
Of the Victor witch's kind of the distance between the centre of the scene
333
00:15:24,927 --> 00:15:26,719
An object position
334
00:15:27,487 --> 00:15:28,767
Who can get the
335
00:15:29,023 --> 00:15:29,791
If I am
336
00:15:30,047 --> 00:15:31,071
My object
337
00:15:31,327 --> 00:15:34,143
Ita further and see that the lens
338
00:15:34,655 --> 00:15:36,191
Length is not bigger
339
00:15:36,447 --> 00:15:37,215
What is bigger
340
00:15:37,983 --> 00:15:40,287
I will put it back like this
341
00:15:40,543 --> 00:15:41,055
Yeah
342
00:15:41,567 --> 00:15:44,127
Said the length great let's see
343
00:15:45,663 --> 00:15:47,199
Methods available method
344
00:15:47,711 --> 00:15:48,991
You have distanced
345
00:15:49,247 --> 00:15:55,391
OK Google length give you the distance between the the position and the centre of the same but what if you want to
346
00:15:56,159 --> 00:15:58,207
Distance between that said the camera
347
00:15:58,463 --> 00:15:59,231
Indeed jobs
348
00:15:59,743 --> 00:16:02,047
I don't know why maybe one day you will need this
349
00:16:02,559 --> 00:16:04,351
Very used to work 24/7
350
00:16:05,631 --> 00:16:08,447
Expenses that I got to know the distance to the camera
351
00:16:09,471 --> 00:16:13,055
To get the distance from the camera you can use distance
352
00:16:14,591 --> 00:16:15,103
Magnus
353
00:16:15,359 --> 00:16:19,967
Have you sleep you have to pass the parameter which is another vector3
354
00:16:20,223 --> 00:16:22,783
Who can create one I can do like new
355
00:16:23,295 --> 00:16:24,831
Three dots Victor
356
00:16:26,111 --> 00:16:28,159
But here in our case
357
00:16:28,415 --> 00:16:29,439
We want to know
358
00:16:29,695 --> 00:16:31,999
I can imagine a 0 1 2
359
00:16:32,767 --> 00:16:34,303
Something like this right
360
00:16:34,559 --> 00:16:37,119
But me I want to know the distance between the
361
00:16:37,375 --> 00:16:38,143
And the camera
362
00:16:38,911 --> 00:16:41,471
How do I get the position of the camera
363
00:16:41,727 --> 00:16:44,287
Very simple you just have to write camera on
364
00:16:45,055 --> 00:16:45,823
Position
365
00:16:46,591 --> 00:16:48,383
But within a mistake here
366
00:16:49,151 --> 00:16:50,175
If I say
367
00:16:50,431 --> 00:16:56,575
You will see that there is an error and you can read your cannot access camera before
368
00:16:58,879 --> 00:17:02,975
The problem is very simple the camera
369
00:17:03,231 --> 00:17:03,999
Is the card
370
00:17:04,255 --> 00:17:04,767
After
371
00:17:05,535 --> 00:17:07,839
We have to move this
372
00:17:08,095 --> 00:17:09,119
Cancel
373
00:17:09,375 --> 00:17:10,911
After creating the camera
374
00:17:11,935 --> 00:17:16,543
Refresh I have to do it manually because the crash
375
00:17:17,823 --> 00:17:19,871
I have the distance between the camera
376
00:17:20,383 --> 00:17:20,895
End
377
00:17:22,175 --> 00:17:24,223
If I move the Cube The Cube
378
00:17:25,247 --> 00:17:26,271
For the camera
379
00:17:28,063 --> 00:17:29,087
Consider the value
380
00:17:29,343 --> 00:17:33,183
Smaller because that's the distance between both of both of the object
381
00:17:33,951 --> 00:17:35,743
Cool so this was distance
382
00:17:36,255 --> 00:17:37,279
The next one
383
00:17:38,303 --> 00:17:38,815
Is
384
00:17:39,327 --> 00:17:41,631
Normalise yeah this one is very interesting
385
00:17:42,143 --> 00:17:48,031
We are just going to describe without any real case that you see that this one is very used
386
00:17:48,287 --> 00:17:51,871
It's normally so I can get the controller back
387
00:17:52,383 --> 00:17:54,687
Here so just after creating the mess
388
00:17:54,943 --> 00:17:59,295
I can call normalise I don't need to put it inside a console
389
00:17:59,551 --> 00:18:01,599
Dump
390
00:18:01,855 --> 00:18:03,135
Cancel
391
00:18:03,647 --> 00:18:05,439
When doing this
392
00:18:05,951 --> 00:18:10,559
It's going to be nothing so you just called mesh position normal
393
00:18:10,815 --> 00:18:11,583
I say
394
00:18:12,607 --> 00:18:14,399
You can see that the cube move
395
00:18:15,423 --> 00:18:16,959
Normalise with
396
00:18:17,471 --> 00:18:18,239
The Victim
397
00:18:19,263 --> 00:18:21,055
In Regency suite
398
00:18:21,311 --> 00:18:21,823
1
399
00:18:22,335 --> 00:18:25,407
Who's your victorious are not very far over there
400
00:18:26,431 --> 00:18:29,759
Can be x something y something see something
401
00:18:30,015 --> 00:18:35,135
Predict the length of the vector and reduce the vector until the length
402
00:18:35,391 --> 00:18:36,159
Is 1
403
00:18:36,927 --> 00:18:41,023
Please can be very useful but we are not going to talk about those now
404
00:18:41,791 --> 00:18:42,559
If I take
405
00:18:42,815 --> 00:18:46,911
If I get to make console log mesh position
406
00:18:47,167 --> 00:18:49,983
The length of the length is going to be
407
00:18:50,751 --> 00:18:51,263
1
408
00:18:51,519 --> 00:18:52,031
Obvious
409
00:18:53,567 --> 00:18:54,079
Great
410
00:18:55,359 --> 00:18:56,383
Another one
411
00:18:56,639 --> 00:18:57,663
Oh yeah the sea
412
00:18:57,919 --> 00:19:00,735
I'm going to remove those because we don't need them
413
00:19:02,015 --> 00:19:02,527
You have
414
00:19:02,783 --> 00:19:06,623
3 properties x y n z what you can do
415
00:19:06,879 --> 00:19:09,439
Is updates all three at once
416
00:19:09,695 --> 00:19:11,487
You do mesh
417
00:19:11,743 --> 00:19:14,559
Position and forget that position is a vector of 3
418
00:19:14,815 --> 00:19:16,863
You can call the set method
419
00:19:17,375 --> 00:19:18,143
In the sea
420
00:19:18,399 --> 00:19:19,935
Massage you can pass
421
00:19:20,191 --> 00:19:23,519
Three properties in that order x y n z
422
00:19:23,775 --> 00:19:26,079
Is it going to be 0.7
423
00:19:26,591 --> 00:19:29,151
-0.6 and 1
424
00:19:29,407 --> 00:19:30,687
And I can come in
425
00:19:30,943 --> 00:19:31,455
This
426
00:19:32,223 --> 00:19:32,735
Save
427
00:19:33,503 --> 00:19:36,831
And as you can see my queue is at the same place
428
00:19:37,855 --> 00:19:39,135
I can tell them
429
00:19:39,391 --> 00:19:42,207
See I'm using the old version it's the same
430
00:19:42,463 --> 00:19:48,607
It's up to you maybe you want to you prefer to change each axis separately
431
00:19:48,863 --> 00:19:53,983
You will be doing this maybe you you know you're going to change all three of them so you'd be doing this
432
00:19:54,495 --> 00:19:56,031
It's a little
433
00:19:56,287 --> 00:19:57,055
Pasta
434
00:19:58,079 --> 00:19:59,871
Let's Play Store date so it's up to
435
00:20:00,127 --> 00:20:03,967
Do as you want there is no a performance difference
436
00:20:04,223 --> 00:20:06,271
Almost no performance difference
437
00:20:07,551 --> 00:20:08,319
Play Elliott Smith
438
00:20:08,575 --> 00:20:09,087
Further
439
00:20:09,343 --> 00:20:12,671
Positioning object in Sweden Space 3 is
440
00:20:12,927 --> 00:20:13,695
Pretty hard
441
00:20:14,207 --> 00:20:16,255
Maybe you're good I did maybe you're not
442
00:20:16,511 --> 00:20:19,839
Anyway we'll show you a good solution to
443
00:20:20,351 --> 00:20:22,655
It's called the axis helper
444
00:20:23,167 --> 00:20:23,935
It's a class
445
00:20:25,215 --> 00:20:27,263
Inside fridges that with crate
446
00:20:27,519 --> 00:20:28,287
This
447
00:20:29,055 --> 00:20:35,199
As you can see I don't have the example right here in the documentation but hi I have some examples I can
448
00:20:35,455 --> 00:20:36,991
Gone you can Tesco's
449
00:20:37,247 --> 00:20:39,295
No I took on the ceiling one which is
450
00:20:39,551 --> 00:20:41,599
Geometry
451
00:20:42,111 --> 00:20:48,255
And this is just an example about contact geometry but we don't care about this what we care about is the
452
00:20:48,511 --> 00:20:51,839
Witches does strokes you can see right here
453
00:20:52,095 --> 00:20:53,119
Green one
454
00:20:53,375 --> 00:20:54,911
The red one and the blue one
455
00:20:55,423 --> 00:20:57,215
This is just an apple
456
00:20:57,471 --> 00:20:57,983
So you can
457
00:20:58,495 --> 00:21:01,567
Represents the axis
458
00:21:01,823 --> 00:21:03,871
Visually which can help us
459
00:21:04,639 --> 00:21:05,663
It's created
460
00:21:07,455 --> 00:21:08,223
What we get
461
00:21:08,991 --> 00:21:11,551
The crazy axis my putter comments
462
00:21:12,063 --> 00:21:13,343
Axis helper
463
00:21:13,855 --> 00:21:16,928
Recreate health which is fine
464
00:21:17,440 --> 00:21:18,208
Continue
465
00:21:18,464 --> 00:21:20,256
Three dots axes
466
00:21:20,512 --> 00:21:23,328
Careful careful with application for case
467
00:21:23,840 --> 00:21:29,984
You have to do it right I won't put any parameter right now I will show you you can
468
00:21:30,240 --> 00:21:31,776
One can use one parameter
469
00:21:32,288 --> 00:21:33,312
And don't forget
470
00:21:33,568 --> 00:21:34,848
This is another
471
00:21:35,360 --> 00:21:35,872
So you have
472
00:21:36,128 --> 00:21:37,920
Add it to the sea
473
00:21:38,176 --> 00:21:38,944
So we do
474
00:21:39,200 --> 00:21:40,736
Scene.add
475
00:21:41,248 --> 00:21:42,016
Axis
476
00:21:42,528 --> 00:21:43,552
Help her like this
477
00:21:44,064 --> 00:21:44,832
I say
478
00:21:46,112 --> 00:21:48,160
And as you can see that I have
479
00:21:49,440 --> 00:21:50,976
Axis visible here
480
00:21:51,488 --> 00:21:56,352
Wait where is the blue one that's it's very simple the blue one is just a point because it's going
481
00:21:56,864 --> 00:22:01,472
Trade to us we cannot see it because it's too small actually you might see it
482
00:22:01,728 --> 00:22:02,752
But it's very small
483
00:22:03,008 --> 00:22:07,104
We're going to fix this we can simply move the camera to be sure that
484
00:22:07,360 --> 00:22:09,664
This axis the blue one is here
485
00:22:10,176 --> 00:22:12,992
Do that you can simply move the camera
486
00:22:15,296 --> 00:22:19,648
What an under rights is going to be x 1
487
00:22:20,160 --> 00:22:20,928
Y1
488
00:22:21,184 --> 00:22:22,208
Annexe 1
489
00:22:22,720 --> 00:22:26,304
I save and as you can see here is the group
490
00:22:27,584 --> 00:22:30,912
So the red one red orange one is
491
00:22:31,168 --> 00:22:32,448
The xx
492
00:22:32,704 --> 00:22:34,240
Positive x-axis
493
00:22:34,752 --> 00:22:38,080
The green one is positive y-axis
494
00:22:38,592 --> 00:22:40,640
And the blue one is positive
495
00:22:40,896 --> 00:22:41,920
Z axis
496
00:22:42,176 --> 00:22:42,688
Obviously
497
00:22:43,968 --> 00:22:45,504
Which is great you can use this
498
00:22:45,760 --> 00:22:48,320
And the length is actually one you
499
00:22:49,088 --> 00:22:49,856
So we put
500
00:22:50,112 --> 00:22:51,136
The camera bag
501
00:22:52,416 --> 00:22:53,440
Wait what
502
00:22:54,208 --> 00:22:54,976
And you can
503
00:22:55,232 --> 00:22:56,512
Change the length
504
00:22:59,072 --> 00:23:01,632
Putting a number right here
505
00:23:01,888 --> 00:23:02,400
3
506
00:23:03,168 --> 00:23:04,704
I see that it's much
507
00:23:04,960 --> 00:23:07,008
Longer fb2
508
00:23:07,264 --> 00:23:09,568
Your original size which is 2
509
00:23:09,824 --> 00:23:10,336
Unit
510
00:23:10,848 --> 00:23:15,712
They can be very useful we are not going to use it inside the following lessons
511
00:23:15,968 --> 00:23:19,808
But it's up to you if you want if you prefer because you're having a bad time
512
00:23:20,064 --> 00:23:21,856
Position in
513
00:23:22,112 --> 00:23:23,904
Space you can use it
514
00:23:24,160 --> 00:23:27,488
To be able to see that the x-axis is this one the way
515
00:23:28,256 --> 00:23:29,024
And the rest
516
00:23:29,792 --> 00:23:30,304
Ok
517
00:23:32,608 --> 00:23:33,376
Next
518
00:23:34,400 --> 00:23:35,680
We don't have to
519
00:23:35,936 --> 00:23:41,824
Position of vets that's are the small condenser we can see it more clearly so it was positioning
520
00:23:42,592 --> 00:23:45,408
What I'm going to do is move the scene
521
00:23:45,664 --> 00:23:49,760
Add here so we have position and scale then rotation
522
00:23:50,016 --> 00:23:51,552
Locate me something like this
523
00:23:52,064 --> 00:23:58,208
Let's play with the scale scale is going to be very easy because scale is
524
00:23:58,464 --> 00:23:59,488
All sorted Victor
525
00:24:00,512 --> 00:24:06,656
Meaning that you can change the scale on the y-axis let's use the
526
00:24:06,912 --> 00:24:09,216
X-axis window mesh
527
00:24:09,472 --> 00:24:10,752
That Sky
528
00:24:11,008 --> 00:24:12,544
So we are going to scale
529
00:24:12,800 --> 00:24:15,872
Because it's the x-axis to x
530
00:24:16,640 --> 00:24:17,664
I want something like this
531
00:24:18,432 --> 00:24:19,200
I love you
532
00:24:19,712 --> 00:24:25,344
Switch to post to be the red one and the red one is the X coolswitch
533
00:24:25,600 --> 00:24:27,648
Change its change the x
534
00:24:27,904 --> 00:24:28,672
Something like
535
00:24:30,720 --> 00:24:31,744
Did work
536
00:24:32,256 --> 00:24:37,120
Are we can change over thing like let's reduce on the Y 0.5
537
00:24:37,376 --> 00:24:40,448
And it's also reduced on the Z 0.5
538
00:24:40,704 --> 00:24:45,824
And if you're Milly I like me you would do it in the right order which is x y and z
539
00:24:46,848 --> 00:24:48,128
Something like this
540
00:24:48,384 --> 00:24:50,688
Which is just working as expected
541
00:24:51,968 --> 00:24:55,296
Nothing to see here
542
00:24:55,552 --> 00:24:59,648
The default is obviously one if you put one every where you get something
543
00:25:00,416 --> 00:25:02,720
I guess which is the original cube
544
00:25:02,976 --> 00:25:04,768
And because it's a victim of 3
545
00:25:05,024 --> 00:25:08,608
You can change all properties at once by doing mesh
546
00:25:08,864 --> 00:25:09,632
Scale
547
00:25:10,144 --> 00:25:10,912
Set
548
00:25:11,168 --> 00:25:12,960
And the seats you will put
549
00:25:13,984 --> 00:25:16,544
20.5 0.5
550
00:25:17,312 --> 00:25:20,640
I can come and this one and I get the same result
551
00:25:21,408 --> 00:25:22,688
Look at this
552
00:25:23,712 --> 00:25:25,504
Previous song was giving me this
553
00:25:25,760 --> 00:25:26,784
And using set
554
00:25:27,552 --> 00:25:29,088
I get the same result
555
00:25:33,184 --> 00:25:33,952
Now let's talk
556
00:25:34,720 --> 00:25:36,000
Let's talk about
557
00:25:36,256 --> 00:25:37,024
Rotation
558
00:25:37,536 --> 00:25:38,048
We want
559
00:25:38,304 --> 00:25:39,584
Rotate the object
560
00:25:40,608 --> 00:25:42,144
To do a rotation
561
00:25:42,400 --> 00:25:47,264
Rotation it's a little harder because we have two ways of doing the rotation
562
00:25:47,520 --> 00:25:48,288
You can use
563
00:25:48,544 --> 00:25:50,080
The rotation property
564
00:25:50,592 --> 00:25:52,640
Or you can use the quote an improper
565
00:25:53,152 --> 00:25:55,712
Why do we have two ways of doing it
566
00:25:56,224 --> 00:26:00,064
We're going to start with the rotation and then talk about Cortana
567
00:26:00,320 --> 00:26:02,624
The first thing you need to know is that
568
00:26:02,880 --> 00:26:05,952
Updating one with automatically update the other
569
00:26:06,208 --> 00:26:06,720
Which
570
00:26:07,744 --> 00:26:08,512
So you can use
571
00:26:08,768 --> 00:26:10,304
Any of those two Solutions
572
00:26:10,560 --> 00:26:14,656
You get the same result and then switch to the other solution
573
00:26:15,680 --> 00:26:17,216
Things with keep a date
574
00:26:17,472 --> 00:26:18,496
Which is very useful
575
00:26:20,288 --> 00:26:21,568
Let's start with
576
00:26:21,824 --> 00:26:22,592
Rotation
577
00:26:23,872 --> 00:26:25,920
So we have the property which is rubbish
578
00:26:26,944 --> 00:26:29,760
Who can access it by doing rotation
579
00:26:30,272 --> 00:26:31,808
Rotation also have
580
00:26:32,064 --> 00:26:33,600
X y n z
581
00:26:34,112 --> 00:26:38,976
So you probably think that it's a recovery but no unfortunately it's under
582
00:26:39,232 --> 00:26:41,024
You can see older and title
583
00:26:41,280 --> 00:26:44,096
Documentation that came with the link as a word
584
00:26:44,864 --> 00:26:45,888
And this is
585
00:26:46,144 --> 00:26:47,168
What's a noob
586
00:26:47,680 --> 00:26:49,984
It has much less
587
00:26:50,240 --> 00:26:51,776
Method available
588
00:26:52,032 --> 00:26:52,800
But it's made
589
00:26:53,056 --> 00:26:59,200
To do rotation ok this is why it's not vector3 mean it's something more appropriate to do rotate
590
00:27:00,736 --> 00:27:03,296
Understand how to do a rotation
591
00:27:03,552 --> 00:27:08,160
When you want the rotating object you first have to think
592
00:27:08,672 --> 00:27:12,256
How you what axis you're going to rotate split
593
00:27:13,024 --> 00:27:15,328
Take an object forward this
594
00:27:15,840 --> 00:27:18,656
I don't know what the what is the key
595
00:27:20,704 --> 00:27:22,496
Imagine you want to do this
596
00:27:23,776 --> 00:27:25,056
It's like your boo
597
00:27:28,128 --> 00:27:31,712
Go through your object inside the middle and you rotate
598
00:27:31,968 --> 00:27:32,480
Like this
599
00:27:33,248 --> 00:27:33,760
Sweets
600
00:27:34,016 --> 00:27:35,296
That's axis
601
00:27:35,552 --> 00:27:39,136
It's the one going up one and you know what that is going at work
602
00:27:39,392 --> 00:27:40,416
It's the Wife
603
00:27:41,184 --> 00:27:45,792
If you want you wanted to do something like that so you want to rotate like this I could probably
604
00:27:46,048 --> 00:27:48,352
Like you want to blame you want to repeat the propeller
605
00:27:48,608 --> 00:27:49,376
What's the axe
606
00:27:49,888 --> 00:27:50,912
Imagine
607
00:27:51,168 --> 00:27:51,936
You put a
608
00:27:52,192 --> 00:27:54,496
Through the objects is gonna be that way
609
00:27:55,008 --> 00:27:58,848
You rotate on it so you cannot do this because there is a still going through
610
00:27:59,104 --> 00:28:03,200
And you cannot do a switch not
611
00:28:04,224 --> 00:28:05,760
Rihanna
612
00:28:07,040 --> 00:28:07,552
Street
613
00:28:07,808 --> 00:28:09,088
Naruto like this
614
00:28:09,856 --> 00:28:11,392
Where is the sea
615
00:28:11,904 --> 00:28:18,048
If you want to do something I said the wheels so it's on my side I want to rotate this because it's
616
00:28:18,304 --> 00:28:20,352
Just imagine that you are writing with
617
00:28:20,608 --> 00:28:21,632
What's going to be the
618
00:28:21,888 --> 00:28:22,912
X axis
619
00:28:23,424 --> 00:28:29,568
It's how to measure new you will probably get it wrong at first but don't worry you'll get used to it and you
620
00:28:29,824 --> 00:28:31,360
Taxes you have to choose
621
00:28:31,872 --> 00:28:32,896
Bothering a rotation
622
00:28:34,176 --> 00:28:37,504
Try this we are going to
623
00:28:37,760 --> 00:28:39,296
Increase the wire
624
00:28:40,576 --> 00:28:45,440
Rotation I'm going to do mesh rotation which is an earlier
625
00:28:45,952 --> 00:28:46,464
Why
626
00:28:46,720 --> 00:28:49,280
An animal that stock is he with
627
00:28:49,536 --> 00:28:50,816
0.5
628
00:28:51,328 --> 00:28:52,608
Fire BTS
629
00:28:53,120 --> 00:28:55,680
I get something I put it back to zero
630
00:28:56,192 --> 00:28:57,216
Which is a default value
631
00:28:57,728 --> 00:29:00,800
I get my you're my tube which is more like your box now
632
00:29:01,312 --> 00:29:03,104
If I do 0.5
633
00:29:03,360 --> 00:29:04,640
Start rotating
634
00:29:04,896 --> 00:29:07,456
Fire do a remote E1
635
00:29:08,736 --> 00:29:10,272
I tried eating ok
636
00:29:10,528 --> 00:29:12,064
1.5 maybe
637
00:29:12,832 --> 00:29:14,112
It's going further
638
00:29:15,648 --> 00:29:16,160
Ok
639
00:29:16,416 --> 00:29:18,976
What if I want to do half a rotation
640
00:29:19,232 --> 00:29:21,792
Best go to half rotation I put
641
00:29:22,816 --> 00:29:23,840
It's almost there
642
00:29:24,608 --> 00:29:26,912
Almost maybe 3.1
643
00:29:27,680 --> 00:29:28,704
It's getting close
644
00:29:28,960 --> 00:29:30,752
3.12
645
00:29:31,776 --> 00:29:34,848
It's very close maybe you know where I'm going right now
646
00:29:36,384 --> 00:29:39,968
The good value is something like this
647
00:29:40,992 --> 00:29:44,576
And you probably saw this number already this is pi
648
00:29:45,088 --> 00:29:47,136
You know about pi remember
649
00:29:47,648 --> 00:29:49,440
Basic mathematics
650
00:29:49,696 --> 00:29:54,048
You have to remember that thing don't worry I'm showing them to you so you can remember
651
00:29:54,304 --> 00:29:55,328
This is fire
652
00:29:55,840 --> 00:30:01,984
Why is Havant going to details mathematic details I'm not even good at mathematics
653
00:30:02,240 --> 00:30:08,384
It's by is like a number that helps you to have a rotation if you want to do like full rotation
654
00:30:08,640 --> 00:30:09,152
It's going to be
655
00:30:09,408 --> 00:30:10,688
2 x pi
656
00:30:11,712 --> 00:30:15,552
How do we get by we can read it write it like this
657
00:30:16,576 --> 00:30:20,416
Ok this all I know about the pay your this month's or you can you
658
00:30:20,672 --> 00:30:21,184
Math
659
00:30:21,440 --> 00:30:21,952
That
660
00:30:23,232 --> 00:30:23,744
Which is
661
00:30:24,000 --> 00:30:25,280
Pure dentistry
662
00:30:25,536 --> 00:30:28,608
Can you get an approximate approximation of Pi
663
00:30:28,864 --> 00:30:30,144
Miss you right here
664
00:30:30,400 --> 00:30:32,960
Math.pi inside the council
665
00:30:33,216 --> 00:30:35,520
Cancel that we have a pretty good approximation
666
00:30:37,056 --> 00:30:41,664
Great if I want to do like let's see a quarter of a full Revolution is going to be
667
00:30:42,176 --> 00:30:42,688
Matt
668
00:30:43,200 --> 00:30:44,224
Math pi
669
00:30:44,992 --> 00:30:46,784
30 by 0.5
670
00:30:48,320 --> 00:30:50,112
Or / 2 it's the same
671
00:30:52,160 --> 00:30:53,184
Nice
672
00:30:54,464 --> 00:30:55,744
It was just an exam
673
00:30:56,256 --> 00:30:57,280
So let's play riddle
674
00:30:57,792 --> 00:30:58,560
You can do like
675
00:30:59,072 --> 00:31:00,608
Rotation on the x
676
00:31:01,376 --> 00:31:01,888
Going to be
677
00:31:02,400 --> 00:31:03,680
Find zero point
678
00:31:04,192 --> 00:31:05,216
25
679
00:31:05,472 --> 00:31:06,240
And on the
680
00:31:06,496 --> 00:31:07,008
Why
681
00:31:07,264 --> 00:31:08,800
Days road 125
682
00:31:09,312 --> 00:31:13,920
25 and we get something like this who we are rotating h
683
00:31:15,200 --> 00:31:18,016
We could also move the Z axis
684
00:31:20,576 --> 00:31:21,856
You have to be careful
685
00:31:22,112 --> 00:31:22,624
Rubbish
686
00:31:23,136 --> 00:31:24,672
You might have a pro
687
00:31:25,184 --> 00:31:26,464
The program is
688
00:31:26,720 --> 00:31:28,000
About axis
689
00:31:28,256 --> 00:31:30,048
Rotation axis order
690
00:31:30,560 --> 00:31:31,840
When you are moving
691
00:31:32,352 --> 00:31:34,912
Honour 8X
692
00:31:35,168 --> 00:31:35,680
Like this
693
00:31:36,448 --> 00:31:36,960
The way
694
00:31:37,216 --> 00:31:38,240
What's going on
695
00:31:38,496 --> 00:31:40,288
Ok but if you move
696
00:31:40,544 --> 00:31:41,312
The xx
697
00:31:41,824 --> 00:31:45,920
Change the edition the way is not going a quote like before
698
00:31:46,176 --> 00:31:48,992
Why is going this way she move entirely like this
699
00:31:49,504 --> 00:31:50,272
And you now
700
00:31:50,528 --> 00:31:51,040
Roti
701
00:31:51,296 --> 00:31:51,808
The wife
702
00:31:52,320 --> 00:31:53,600
Not going to do that
703
00:31:54,112 --> 00:31:54,624
It's going to do
704
00:31:55,136 --> 00:31:55,648
Like this
705
00:31:56,160 --> 00:31:57,440
Because you change
706
00:31:57,696 --> 00:31:58,208
The way
707
00:31:58,720 --> 00:32:03,072
We have to be very careful about this and you can have very strange with
708
00:32:03,584 --> 00:32:08,192
One of those strange results is when you get
709
00:32:08,448 --> 00:32:10,240
Mean that you have one axis
710
00:32:10,496 --> 00:32:14,592
The kids just like you cannot change this access this is cool
711
00:32:14,848 --> 00:32:15,616
Gimbal lock
712
00:32:16,128 --> 00:32:22,272
Can happens when you do lots of rotation it's like one is not working anymore
713
00:32:22,528 --> 00:32:24,832
Don't know why it's simply because you stay
714
00:32:25,088 --> 00:32:25,856
MS Access
715
00:32:26,112 --> 00:32:27,648
And it's a gibbon
716
00:32:28,416 --> 00:32:30,208
So how can you do to fix it
717
00:32:30,720 --> 00:32:33,280
First you can change the order
718
00:32:34,048 --> 00:32:40,192
Changing the order meaning that instead of applying the X rotation than the Y rotation
719
00:32:40,448 --> 00:32:41,472
Rotation
720
00:32:41,728 --> 00:32:43,264
You applied the order you want
721
00:32:43,776 --> 00:32:46,336
If you are building let's see an FPS game
722
00:32:46,592 --> 00:32:48,128
You will need to change them
723
00:32:48,384 --> 00:32:54,528
Because you want the rotation to do first like this which is the Y so you won't your player is 2
724
00:32:54,784 --> 00:32:55,808
Play move the Masters
725
00:32:56,320 --> 00:32:57,600
It was something like this
726
00:32:57,856 --> 00:33:00,160
And then if the prey I move the mouse down
727
00:33:00,416 --> 00:33:01,952
You get something like this
728
00:33:02,208 --> 00:33:04,000
Do you apply first the way
729
00:33:04,256 --> 00:33:05,280
And then The xx
730
00:33:05,536 --> 00:33:07,328
If you don't do that you get
731
00:33:07,584 --> 00:33:09,120
X and then y
732
00:33:09,376 --> 00:33:11,424
As you can see my head
733
00:33:12,448 --> 00:33:18,592
Not looking like the Horizon so you will have a problem from to create a happy as game
734
00:33:18,848 --> 00:33:21,152
I have to do to say to fridges to do
735
00:33:21,408 --> 00:33:22,688
Why and then
736
00:33:22,944 --> 00:33:25,760
And then die but we don't care about the receipt because
737
00:33:26,272 --> 00:33:27,296
We can do without
738
00:33:28,064 --> 00:33:29,088
So how to do it
739
00:33:29,600 --> 00:33:32,928
It's pretty simple what you have to do is mesh
740
00:33:33,696 --> 00:33:34,720
Rotation
741
00:33:34,976 --> 00:33:36,768
Encode the reorder
742
00:33:37,280 --> 00:33:37,792
Method
743
00:33:38,048 --> 00:33:39,072
Inhale
744
00:33:39,328 --> 00:33:40,608
Write the axis
745
00:33:40,864 --> 00:33:42,656
Uppercase in a string
746
00:33:43,168 --> 00:33:43,936
Harry Potter
747
00:33:44,448 --> 00:33:44,960
Why
748
00:33:45,472 --> 00:33:45,984
Next
749
00:33:47,264 --> 00:33:48,800
Any face save here
750
00:33:49,056 --> 00:33:49,824
As you can see
751
00:33:50,336 --> 00:33:56,480
My object is not at the same position the rotation change because he did first
752
00:33:56,736 --> 00:33:59,552
Y and then The X which is different
753
00:34:00,320 --> 00:34:02,112
Yeah it's kind of hot
754
00:34:02,624 --> 00:34:03,392
Don't worry
755
00:34:03,648 --> 00:34:07,232
We don't need much of that I just want to warn you about this
756
00:34:07,488 --> 00:34:13,632
If I points you get this problem you will remember this sentence I know it's about ask
757
00:34:13,888 --> 00:34:15,168
This is important
758
00:34:15,936 --> 00:34:16,960
Another things
759
00:34:17,216 --> 00:34:19,264
Doing the reorder after
760
00:34:20,288 --> 00:34:25,664
We just get the previous result so you have to re other engine and then changed it
761
00:34:27,200 --> 00:34:28,992
Calling the X and the Y
762
00:34:29,248 --> 00:34:34,624
Why and the ex doesn't change anything as you can see here here is my cube
763
00:34:35,392 --> 00:34:36,416
Any flight change
764
00:34:36,928 --> 00:34:37,952
The audio between
765
00:34:38,208 --> 00:34:40,256
Why an ex it's the same me
766
00:34:40,512 --> 00:34:43,328
Ok important thing is to do reorder
767
00:34:43,584 --> 00:34:44,864
Before moving
768
00:34:45,120 --> 00:34:47,680
The before changing the rotation
769
00:34:49,216 --> 00:34:49,984
Nice
770
00:34:51,008 --> 00:34:51,520
Further
771
00:34:53,824 --> 00:34:55,104
About jewellery
772
00:34:55,360 --> 00:35:00,224
As you can see this other things problem might be very problem
773
00:35:00,992 --> 00:35:02,272
1 Solutions
774
00:35:02,528 --> 00:35:05,600
One solution mini software or using it
775
00:35:05,856 --> 00:35:06,368
Cortana
776
00:35:06,624 --> 00:35:08,672
And this is why we need Cortana
777
00:35:08,928 --> 00:35:14,560
Call Damian it's like a representation of rotation within the moment mathematical way
778
00:35:15,328 --> 00:35:18,144
You get very you can get there for some reason
779
00:35:18,400 --> 00:35:20,192
But using different formulas
780
00:35:20,448 --> 00:35:26,592
Different axes it's very different calculations but at the end of a lot of problem
781
00:35:26,848 --> 00:35:30,688
The difficulty with Cortana is that it's hard to imagine
782
00:35:31,200 --> 00:35:33,760
When you we had the other it's like putting a star
783
00:35:34,016 --> 00:35:34,784
Through the other
784
00:35:35,040 --> 00:35:36,576
It's ok we can understand
785
00:35:37,344 --> 00:35:39,136
Italian is a lot harder
786
00:35:40,160 --> 00:35:45,536
I won't be able to explain to you how cutting your work because it's a huge huge subject and I'm not
787
00:35:45,792 --> 00:35:47,072
Too much into mathematics
788
00:35:47,328 --> 00:35:51,936
But just remember that when you update rotation it updates Cortana
789
00:35:52,192 --> 00:35:55,776
And your update continence it updates rotation
790
00:35:56,032 --> 00:36:00,128
And sometimes you will get coordinates that are in Cortana
791
00:36:00,384 --> 00:36:02,432
Anyway just apply this coat onion
792
00:36:02,688 --> 00:36:03,712
To the object
793
00:36:03,968 --> 00:36:04,736
Call Tanya
794
00:36:04,992 --> 00:36:08,832
You don't have to understand the exact angle you just take the Cortana
795
00:36:09,088 --> 00:36:15,232
You'll be well provided and apply it to your object Italian and rotation will be updated and
796
00:36:15,488 --> 00:36:17,024
Irritating the right way
797
00:36:17,280 --> 00:36:17,792
Witches
798
00:36:18,048 --> 00:36:18,560
Pretty
799
00:36:20,352 --> 00:36:21,376
Ok mate
800
00:36:21,632 --> 00:36:24,448
Is about looking at something
801
00:36:24,960 --> 00:36:30,848
One very cold feature is that you can tell any object 3D to look at something
802
00:36:31,616 --> 00:36:37,760
Let's see you want your camera to look at the cube so as you can see my camera right now he's looking at the centre of this
803
00:36:38,016 --> 00:36:44,160
Because it's opposition we created the camera off we move the camera back one so now it's just facing the centre
804
00:36:45,440 --> 00:36:46,208
What if I want
805
00:36:46,464 --> 00:36:48,768
Make camera to look at the cube
806
00:36:49,024 --> 00:36:51,072
Exactly at the centre of the queue
807
00:36:51,584 --> 00:36:55,680
Do I need to do like complex calculations with mathematics
808
00:36:55,936 --> 00:36:57,216
Trigonometry stuff like that
809
00:36:57,984 --> 00:37:03,872
As I told you I'm not very good at mathematics maybe I have another solution which is obviously look
810
00:37:04,640 --> 00:37:07,200
The Lucas is very easy to use
811
00:37:08,480 --> 00:37:09,504
I'm going to do it
812
00:37:09,760 --> 00:37:10,784
On the camera
813
00:37:12,064 --> 00:37:14,112
And what I need to do is camera
814
00:37:14,624 --> 00:37:15,392
Look
815
00:37:15,648 --> 00:37:21,280
At least it's not on the rotation or the position of the flight that is directly on the object
816
00:37:21,536 --> 00:37:22,048
3
817
00:37:22,560 --> 00:37:25,632
Switch my camera it works with every objects
818
00:37:25,888 --> 00:37:26,912
Keep it
819
00:37:27,424 --> 00:37:29,984
Orientate the object for that it's
820
00:37:30,240 --> 00:37:31,008
Minute
821
00:37:31,264 --> 00:37:31,776
The
822
00:37:32,032 --> 00:37:34,336
Axis is facing the target
823
00:37:35,616 --> 00:37:37,920
You can just look at the object
824
00:37:38,432 --> 00:37:41,248
And what you need to provide here is a vector3
825
00:37:42,016 --> 00:37:44,320
So you have to give him coordinates
826
00:37:44,576 --> 00:37:48,416
I can create difficult free I can do new 3 that
827
00:37:48,672 --> 00:37:49,440
Victor
828
00:37:49,952 --> 00:37:50,464
Vic
829
00:37:50,720 --> 00:37:51,232
Tour
830
00:37:51,488 --> 00:37:55,072
This 9000 which mean
831
00:37:55,328 --> 00:37:57,120
Looking at the centre of the scene which
832
00:37:58,144 --> 00:38:03,520
Not very useful because it's the centre it's your address but I can change it and do something like
833
00:38:05,056 --> 00:38:06,080
On the Exe
834
00:38:06,336 --> 00:38:12,480
As you can see this is the centre of the scene this is the y-axis and which is at the centre of
835
00:38:12,992 --> 00:38:14,272
Now my camera is
836
00:38:14,528 --> 00:38:15,808
Looking on the right
837
00:38:17,088 --> 00:38:18,368
What I can do
838
00:38:18,624 --> 00:38:21,696
Instead of trying to guess where the object is
839
00:38:21,952 --> 00:38:26,816
Is I can use the position of the object which is a vector free
840
00:38:27,072 --> 00:38:27,840
I can do
841
00:38:28,352 --> 00:38:29,120
Miss
842
00:38:29,376 --> 00:38:31,168
The position Ronaldo
843
00:38:31,424 --> 00:38:32,192
This is
844
00:38:33,216 --> 00:38:33,984
Effect of 3
845
00:38:34,240 --> 00:38:37,312
Which is the position of the team if I save
846
00:38:37,824 --> 00:38:40,896
My camera is looking straight up my
847
00:38:42,176 --> 00:38:46,016
Which is the box and had nothing to do no calculation
848
00:38:46,272 --> 00:38:47,040
Just look
849
00:38:47,296 --> 00:38:50,880
At this position visit recovery and my camera
850
00:38:51,136 --> 00:38:51,648
Rotate
851
00:38:53,184 --> 00:38:54,976
Great well going to this one
852
00:38:55,232 --> 00:38:56,256
This one quite a lot
853
00:39:00,608 --> 00:39:01,376
Finally
854
00:39:03,424 --> 00:39:08,032
Combining transformation transformations is as easy as we did
855
00:39:08,544 --> 00:39:09,312
Until now
856
00:39:09,568 --> 00:39:10,336
You can do
857
00:39:11,616 --> 00:39:15,968
Like in any order just look at this I'm going to take the position and put
858
00:39:16,224 --> 00:39:17,760
After the rotation
859
00:39:18,016 --> 00:39:19,296
And it's the same reason
860
00:39:19,552 --> 00:39:22,112
You just changed with properties
861
00:39:22,368 --> 00:39:23,904
It's like a stay
862
00:39:24,160 --> 00:39:28,512
You say this is your rotation this is your position this is your Sky
863
00:39:28,768 --> 00:39:30,048
In at the moment
864
00:39:30,304 --> 00:39:32,608
Of the render you would be able to see the real
865
00:39:33,120 --> 00:39:35,424
You don't need to care about the order
866
00:39:35,680 --> 00:39:36,960
You can use set
867
00:39:37,216 --> 00:39:39,520
Or you can use the wrong version it's up to
868
00:39:42,080 --> 00:39:42,848
1
869
00:39:43,360 --> 00:39:46,688
Things Radio 1 missing it's about sigrid
870
00:39:47,200 --> 00:39:48,224
Sometimes
871
00:39:48,736 --> 00:39:50,272
You will create complex of
872
00:39:50,528 --> 00:39:53,344
Let's imagine you're creating a house with crates
873
00:39:53,600 --> 00:39:54,112
Wolves
874
00:39:54,368 --> 00:39:55,136
Doors
875
00:39:55,392 --> 00:39:58,208
Windows brushes garden stuff like that
876
00:39:58,464 --> 00:40:02,816
Channel points you realise that I know it's too small or maybe it's not at the right
877
00:40:03,328 --> 00:40:05,888
Where are you going to do you're going to move each element
878
00:40:06,144 --> 00:40:12,288
So the Wolves at the door and it will be a message will take hours
879
00:40:12,544 --> 00:40:13,056
Everything
880
00:40:13,312 --> 00:40:14,336
What you can do
881
00:40:14,592 --> 00:40:16,128
Is create a group
882
00:40:17,408 --> 00:40:18,944
Everything inside out group
883
00:40:19,200 --> 00:40:20,736
And you probably get it
884
00:40:20,992 --> 00:40:21,504
A group
885
00:40:21,760 --> 00:40:23,296
Inherit from object
886
00:40:24,320 --> 00:40:25,088
Which means
887
00:40:25,344 --> 00:40:28,928
You can move the whole group you can scale
888
00:40:29,184 --> 00:40:34,816
You can rotate the group so you're creating it's a spaceship which creates a lot of bath
889
00:40:35,328 --> 00:40:38,400
Put those part inside a spaceship
890
00:40:38,912 --> 00:40:45,056
And then you will just move the whole group and the animation with a Star Wars things to play that so
891
00:40:45,312 --> 00:40:48,128
Very useful by the sun
892
00:40:48,640 --> 00:40:54,272
Is habits of a putting things inside groups that's if you want to move the hole
893
00:40:54,528 --> 00:40:55,040
You can
894
00:40:55,552 --> 00:40:57,088
We are going to do this
895
00:40:57,856 --> 00:40:59,136
We're going to crate
896
00:40:59,648 --> 00:41:01,440
I'm going to remove my cheek
897
00:41:01,952 --> 00:41:02,720
Just like this
898
00:41:02,976 --> 00:41:07,328
Because I remove the tumour in the object that's all I have is a accident
899
00:41:07,584 --> 00:41:13,728
If I said right now I'm going to have an arrow which is because and I'm turning my camera to look at
900
00:41:13,984 --> 00:41:14,496
Look at
901
00:41:14,752 --> 00:41:15,264
The mist
902
00:41:15,520 --> 00:41:17,568
I'm going to remove the route
903
00:41:18,592 --> 00:41:20,128
What's the weather going to
904
00:41:20,384 --> 00:41:22,176
Do is create one group
905
00:41:22,688 --> 00:41:26,784
With 3 cubes inside grouped at different positions and
906
00:41:27,040 --> 00:41:28,320
Rotato hold
907
00:41:28,832 --> 00:41:30,880
You later listen we are going to create a house
908
00:41:31,648 --> 00:41:33,952
I think like this so it's going to be a lot more interesting
909
00:41:34,208 --> 00:41:35,744
That's fine I'm just going to
910
00:41:36,256 --> 00:41:37,024
3 groups
911
00:41:37,536 --> 00:41:38,304
Redstart
912
00:41:38,560 --> 00:41:41,376
Best app to create the group for you do
913
00:41:41,888 --> 00:41:48,032
Obviously you can call it like spaceship or house but he is just a group for the examples
914
00:41:48,288 --> 00:41:49,056
Turn to us
915
00:41:49,568 --> 00:41:51,104
I'm going to do new
916
00:41:51,360 --> 00:41:55,199
3 group because this is the class we need
917
00:41:55,711 --> 00:41:57,247
You can see the documentation
918
00:41:57,503 --> 00:41:58,015
Right
919
00:41:58,783 --> 00:41:59,551
With example
920
00:41:59,807 --> 00:42:01,599
Very similar example actually
921
00:42:02,623 --> 00:42:04,159
Ok so I created the group
922
00:42:04,671 --> 00:42:07,743
Don't forget to add the group to the sea
923
00:42:08,255 --> 00:42:09,791
Ok you do scene
924
00:42:10,047 --> 00:42:10,559
Add
925
00:42:10,815 --> 00:42:11,327
Group
926
00:42:11,583 --> 00:42:14,911
You don't have the group to the seen you won't be able to see any
927
00:42:15,423 --> 00:42:20,799
I refresh I have nothing but my help because my group isn't it
928
00:42:21,055 --> 00:42:21,567
The group
929
00:42:21,823 --> 00:42:24,895
Totally empty unless you add things inside
930
00:42:25,407 --> 00:42:26,687
That's great news
931
00:42:27,967 --> 00:42:28,991
Tubes
932
00:42:30,527 --> 00:42:33,599
We're going to do things a little differently this time
933
00:42:34,111 --> 00:42:38,463
We are going to create the mesh directly going to the tube one
934
00:42:39,231 --> 00:42:40,767
And creates the mesh
935
00:42:41,023 --> 00:42:42,047
Treetop nets
936
00:42:43,327 --> 00:42:46,911
Can a forgetting to create the geometry first and then the material
937
00:42:47,167 --> 00:42:49,215
And dirty creating the mess
938
00:42:49,727 --> 00:42:50,495
What I can do
939
00:42:50,751 --> 00:42:53,311
Is instantiation the geometry
940
00:42:53,823 --> 00:42:59,967
Inside the mesh instance station it's another way of doing the same thing same for the same thing
941
00:43:00,479 --> 00:43:01,503
3
942
00:43:01,759 --> 00:43:02,527
Books
943
00:43:02,783 --> 00:43:03,551
Geometry
944
00:43:04,831 --> 00:43:08,159
And I'm going to use 111 which is the size
945
00:43:08,927 --> 00:43:09,695
Come on
946
00:43:10,463 --> 00:43:10,975
New
947
00:43:11,999 --> 00:43:14,559
Frequency match with all those help us
948
00:43:15,327 --> 00:43:21,215
Mesh material 90s and don't forget we can write like the colour
949
00:43:21,727 --> 00:43:23,007
0 x
950
00:43:23,775 --> 00:43:24,287
F&F
951
00:43:24,799 --> 00:43:27,103
0000 can you get
952
00:43:28,127 --> 00:43:30,687
Your mesh composed of one geometry
953
00:43:30,943 --> 00:43:32,479
And 1 most basic material
954
00:43:37,087 --> 00:43:39,647
Men's basic material like this
955
00:43:43,999 --> 00:43:50,143
We are going to add our queue but we are not going to add the cube to the scene we are going to add it to the
956
00:43:51,679 --> 00:43:52,447
To do that
957
00:43:52,703 --> 00:43:53,727
You do group
958
00:43:55,519 --> 00:43:56,543
Cube one
959
00:43:57,055 --> 00:43:57,567
Enough
960
00:43:58,079 --> 00:43:59,359
We have the same
961
00:43:59,615 --> 00:44:00,383
Medicube
962
00:44:00,639 --> 00:44:01,919
Is not entitled
963
00:44:02,175 --> 00:44:04,223
And group is inside the same
964
00:44:04,991 --> 00:44:07,551
Let's Create tomorrow group
965
00:44:08,319 --> 00:44:14,207
I'm going to create a cube to so I'm going to duplicate this whole part of the instantiation of the mesh
966
00:44:14,463 --> 00:44:15,487
End at
967
00:44:17,023 --> 00:44:17,791
I'm going to curry
968
00:44:18,047 --> 00:44:18,559
Cube
969
00:44:19,583 --> 00:44:21,119
You can change the colour if you want
970
00:44:21,375 --> 00:44:22,655
It's yours another one
971
00:44:23,935 --> 00:44:24,703
This
972
00:44:25,215 --> 00:44:25,983
We have both
973
00:44:26,239 --> 00:44:27,263
Both tubes
974
00:44:27,519 --> 00:44:28,543
At the same place
975
00:44:29,055 --> 00:44:31,359
Try to move the cube to the left
976
00:44:32,127 --> 00:44:33,407
And get back to the video
977
00:44:33,919 --> 00:44:35,455
I'm going to put a solution
978
00:44:35,711 --> 00:44:36,991
Going to be cube
979
00:44:37,247 --> 00:44:37,759
2
980
00:44:38,015 --> 00:44:38,527
That's
981
00:44:38,783 --> 00:44:39,807
Position
982
00:44:40,063 --> 00:44:41,343
That xx
983
00:44:41,599 --> 00:44:42,367
Equal
984
00:44:42,623 --> 00:44:47,999
Positive negative I don't know I think it's negative I'm going to use -2
985
00:44:48,767 --> 00:44:49,791
Any Tumblr
986
00:44:51,839 --> 00:44:52,607
I update
987
00:44:52,863 --> 00:44:53,631
All this part
988
00:44:53,887 --> 00:44:56,191
Due to the position and the ad
989
00:44:56,447 --> 00:44:56,959
Does a group
990
00:44:57,727 --> 00:44:59,263
I'm going to cut it cube
991
00:45:00,287 --> 00:45:01,567
Use another colour
992
00:45:02,079 --> 00:45:02,591
Like this
993
00:45:03,103 --> 00:45:04,639
Just to see the difference
994
00:45:05,151 --> 00:45:07,199
I'm not going to use -2 but
995
00:45:07,967 --> 00:45:08,735
Positive
996
00:45:08,991 --> 00:45:12,319
I can't I don't have to write plus I can just remove the -
997
00:45:12,575 --> 00:45:14,111
I get something like this
998
00:45:16,159 --> 00:45:21,023
And you probably know where this is going we are going to move the whole group
999
00:45:21,791 --> 00:45:22,815
Let's say group
1000
00:45:23,327 --> 00:45:26,655
Position because we have access to those properties
1001
00:45:26,911 --> 00:45:27,423
Why
1002
00:45:27,679 --> 00:45:28,191
Equal
1003
00:45:28,703 --> 00:45:29,215
1
1004
00:45:29,983 --> 00:45:31,007
And the whole group
1005
00:45:31,775 --> 00:45:32,799
Group went
1006
00:45:33,823 --> 00:45:37,407
If I do a Kayla why
1007
00:45:37,663 --> 00:45:39,199
Let's see two
1008
00:45:40,223 --> 00:45:41,759
Stretch the home group
1009
00:45:42,015 --> 00:45:43,551
If I do a rotation
1010
00:45:44,831 --> 00:45:46,879
On the way excess again why not
1011
00:45:47,391 --> 00:45:49,439
I'm going to use another one
1012
00:45:50,463 --> 00:45:56,607
The whole group did a rotation and I can start to be like a full city and then the series starts moving in
1013
00:45:56,863 --> 00:45:58,911
Turn off the flight that very useful
1014
00:46:00,447 --> 00:46:00,959
Great
1015
00:46:02,495 --> 00:46:03,007
Alright
1016
00:46:03,519 --> 00:46:06,079
We now know how to transform
1017
00:46:06,591 --> 00:46:09,663
In the next percent we are going to know how to animate
1018
00:46:10,175 --> 00:46:10,687
Things
67103
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