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Okay.
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So now that we have prepared our project, what we're going to do is we
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are going to get sad and actually make some foliage and we are going
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to get started with some IV.
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Now.
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The IV will come in two different parts.
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One part will be very generic IV, which basically IV that you can use
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multiple times on multiple different places.
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And then, we will also go over how to create very unique IV.
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For example, over here.
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Like the IV that would be very specifically placed on top of these.
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Rocks or rocks on top of these concrete, the rubber pieces.
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So those are the two parts that we are going to work with.
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Now, let's go ahead and Dive Right In to Speed 3 over here.
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Now, one thing I should tell you is I am using speed 39 speed 39, at
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the time of recording.
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This has only come out two days ago.
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So the UI is a little bit different.
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I'm still learning it myself also, but for us it is very
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straightforward compared to like the older versions.
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So to create an IV, this is a workflow that I developed myself.
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So I hope that it is a good work flow.
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But it definitely works.
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Let's go ahead and go to file and new and we are just going to go
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ahead and create a new blank scene over here.
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And then over here.
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We have a scene now.
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You can choose your right Mouse button to of course, rotate around.
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I do expect that, you know, the basics of Speed 3, but just in case
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middle Mouse button is pending right Mouse button is rotating and you
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can use the Z button to zoom in.
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Out.
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Okay.
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So the first thing I need because Ivy is hanging.
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I need something to hang the IV form.
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Now.
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This can be very easy.
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Let's go ahead and go to Maya although you can use whatever program
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you want for the 3D modeling and I'm just going to go ahead in here
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and I'm going to right click and I'm going to create a cube here.
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Let's create like a simple Cube and we just want something to hang the
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IV form.
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And in speedtree, this something is called a force.
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So we want to go ahead and create like a while almost to hang the IV
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from.
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So I'm just going to create like something that's quite High.
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It doesn't need to be specific.
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As I said before.
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This is going to be generic IV.
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So being it with it being generic.
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I just want to have it, nicely hanging from here and just going down.
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So this totally fine.
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Once I have my model over here, let's go ahead and exports and let's
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just go ahead and create a folder called.
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Speedtree underscore forces in our exports.
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There we go, and let's just go file and I'm just going to export
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selection.
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And I want to export it as an fbx and just call this.
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Cube on a score Collision over here and just export.
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There we go.
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Very simple.
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Just a simple Cube now.
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Inside a speeds.
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Ye Speed 3.
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Sorry, what you want to do is you want to go ahead and you want to go
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to file and then you want to import a mesh acid over here?
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Personally.
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I don't really like this view.
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So what I like to do is I like to open up the native dialogue, and
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then I like to Simply paste in my location over here and I can grab my
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Cube Collision.
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Let's open this one up.
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And now we have a cube Collision over here that has been imported.
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So what we're going to do now is we are just going to go ahead and we
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need to activate it by going into forces art.
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Geometry and then grab your Cube Collision over here.
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It's a little bit High, that's interesting.
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I'm not sure why this high but that it or so high up, but that is no
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problem.
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I'm going to probably scale it up a little bit.
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I think that's the first thing I want to do.
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Oh wait, it's because here I said, it's probably like the wrong
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direction, but that's no problem.
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So what you can do is you can press W, and then you have your normal
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movements tools over here now next this so I'm just going to place is
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nicely like down here.
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That's fine.
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Maybe I'm going to go ahead and press my our tool and I'm going to
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scale this stuff up.
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You can scaled up individually, but if you go to this corner over
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here, you can scale It Up All In One go.
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So let's do something like this.
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We basically just want to set this nicely into place if you want to
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make sure that this is not see-through so that you can nicely.
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See it, which I like to do then go to materials down here.
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Let's go ahead and press the + / - and press art new and just call
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this material gray, which I like to do.
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Because then if I just click and drag, I can actually apply this game
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material on here.
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And now you can see that we just have like a simple gray box in here.
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So that's perfect.
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Let's white away.
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Go file.
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And let's do a save as and I will save this as IV on the score genetic
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underscore 01.
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Okay, perfect.
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So, the way that we're going to do this is we are basically going to
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use a combination of branches, along with some Collision modifiers,
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and some forces to give it gravity to basically make it go down.
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So as I did something, I came up with myself.
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So let's just have a look.
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What I like to do is that we have over here our base tree and I like
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to go ahead and create a trunk because we need something to start
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having branches.
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Go out of.
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So we go to Art geometry to select.
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It and add a simple trunk.
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Now, that one is often very large.
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But that's no problem.
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Inside of speedtree.
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You have an overwhelming amount of settings.
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You will get used to this.
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I'm actually more used to using this window.
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However, if you want to minimize things, you can also have all of
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these windows separately.
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I personally like the skull, but let me just see if I can use this
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one, the most because it is easier for tutorials.
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Now.
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The first thing I need to do is I just need to go ahead and I want to
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Basically, let's go down to our size, scale over here and maybe like
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move it down a little bit.
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Actually.
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No, what?
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No?
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What, let's do this a better way.
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Let's go to our laws, its shape.
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No skin over here in a skin and let's get started by first of all,
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setting the length which you can find.
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Well, I hear see, this is why I like to scrolling.
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So there is a length, I think this spline over here and then you have
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over here absolute length.
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So in spline.
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We can set this down.
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As I said, there are so many settings.
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Normally.
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If you do this way, the reason why this is why I find this easier is
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because everything is always in the same location.
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So I know like where the length is over here and I can like move it
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down.
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But okay.
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I will, I will try to use these windows just to make it easier.
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So I'm going to set my legs a little bit lower.
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Then I'm gonna go to my skin.
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And first of all, in my radius, I'm going to click on this little
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button here.
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The reason for this because the radius is always goes from very tick
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to dinner here.
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See, you can see that this controls ill.
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However, in this specific case, I do not want that.
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I want to have it the same thickness and then I want to set the
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general radius down like this.
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Now comes the workaround, so it's kind of funky.
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So what we want to do is you want to press W, and we actually want to
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go ahead and multiply
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Grab this tank and we want to now press e and we want to rotate it
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sideways like this and I want to move this just above over here.
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So that's why it is quite a funny way of doing this because we are
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going to basically grow the branches out of this area, so you can go
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in here.
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And let's rotate this a little bit like this and what you can also
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decide is the length of your IV.
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So let's just keep it probably like this.
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So we will have the ivy like going a little bit like this.
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That should be fine.
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I'm gonna go ahead and right now.
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You are a note.
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So let's go back to generator over here so that we can like set the
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radius a little bit lower.
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Okay, perfect.
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Now that we've done this, what we need to do is we need to add some
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extra branches on top.
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We can do this by right, clicking, add jumps key to select it.
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And then if you go to Branch over here, you want to go ahead and so we
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won't have two types of points.
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We want to have big and small.
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Let's get started with the big.
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And what the big punches will do is they will basically control where
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the main shapes over ivr.
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You will know it soon enough.
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But, so, we have this one.
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If we now go to Jenn, which is generator over here.
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We can set the frequency, and we just want to go out and play with the
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first and the last over here.
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Whoo, it's really, maybe it's it can be because it is to check that
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me.
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Just have a look inside of all.
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Let's do, like, maybe like a classic.
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If you over here, you have different types of generation.
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So if we do a classic, we are often able to more easily out like more
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branches.
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And now, the first I want to have it like the very bottom so that set
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this at zero and the last one I would say is set at 1 so that it is
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evenly spread out like this.
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Okay, so that's fine.
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Now, what I'm going to do is I'm going to go into my lengths.
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Yeah, maybe set the length a little bit higher, but I want to mostly
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go into my skin and I want to set my radius a little bit thinner like
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this that they become quite a bit in our not too thin but we will hide
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these punches later on right now.
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They are just like a guidance.
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Let's go into my tongue.
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Move my tongue down a little bit like this.
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And now what we need to do is we basically need to have these punches
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pushdowns that they are actually attached to this and growing on here.
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We are going to do this in two ways.
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One of the ways is
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Is that if you go, let's go back to generator in our big.
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If we go to our forces over here.
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You have your Cube Collision Force.
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What you can do is as soon as you activate it, it will basically try
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to stay attached to your Cube Collision as you can see here.
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So you can see the more I increase my Force, the more it will try to
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like stick to it.
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So that's one way of doing it.
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Another way is that we have gravity so our gravity.
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Let me just quickly see
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Where this one is always located because it's a little bit tricky to
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find orientation shape.
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It is in here in a spline, I believe.
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But it seems to be quite.
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So there's two ways that we can do this.
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So we can do this via Force, but I was hoping that we can use the
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gravity over here, but I don't think I can find it.
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It would be nice.
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So,
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Yeah, here you go.
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You can't write it.
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Like, type it in.
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Gravity here.
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See, so you are able to type it in and then you can push the gravity
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down basically like this.
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Now, as you can see, what is happening over here is with our gravity.
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We can basically keep it push down.
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So that's good.
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So we want to have it at like, maybe like a 0.05 area.
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And now, for this bunch is these bunches are basically hanging over
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here.
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However, we also have some branches on this site in.
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Basically, the way that I fix, this is, I simply go in and I then
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click on my individual branches, and as soon as you click on your
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individual branches and you press W, you are able to
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Fear of a few settings.
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00:11:24,825 --> 00:11:27,025
So you can control the length over here.
254
00:11:27,125 --> 00:11:27,525
See.
255
00:11:28,125 --> 00:11:32,725
But you can also control the start angle and hijo de Chien.
256
00:11:32,725 --> 00:11:34,025
So I want to have.
257
00:11:34,325 --> 00:11:35,925
Where are you rotation?
258
00:11:35,925 --> 00:11:37,025
Drag move, rotate.
259
00:11:37,025 --> 00:11:37,525
There we go.
260
00:11:38,025 --> 00:11:41,625
So what we can do with this one is we can go ahead and we basically
261
00:11:41,625 --> 00:11:44,425
have full control over where we want to have our branches.
262
00:11:45,325 --> 00:11:48,925
It's sometimes a little bit tricky to properly here, move it.
263
00:11:49,425 --> 00:11:53,025
But as you can imagine, if I now grab for example, these top ones, I
264
00:11:53,025 --> 00:11:53,525
can just go
265
00:11:53,625 --> 00:11:57,625
Go ahead and ago, hotei them carefully like this and I can move them
266
00:11:57,625 --> 00:11:59,925
around and you can also delete them.
267
00:11:59,925 --> 00:12:02,125
If you just press delete, you can also delete by inches.
268
00:12:02,725 --> 00:12:05,225
But what I want to do is I first of all, want to use nicely, rotate
269
00:12:05,225 --> 00:12:05,925
these around.
270
00:12:07,325 --> 00:12:09,525
So it does involve a little bit of custom work.
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00:12:09,525 --> 00:12:11,825
It's not completely generated.
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00:12:14,925 --> 00:12:15,525
Here we go.
273
00:12:15,725 --> 00:12:17,925
So I basically just go ahead and let's see.
274
00:12:17,925 --> 00:12:19,125
This is probably enough.
275
00:12:19,225 --> 00:12:22,725
So all of the other ones over here, I can just press delete to get rid
276
00:12:22,725 --> 00:12:24,425
of them like this.
277
00:12:25,425 --> 00:12:28,925
And now it is pretty much just like a matter of like playing around
278
00:12:28,925 --> 00:12:29,625
with things.
279
00:12:29,825 --> 00:12:31,325
Maybe I was playing around with the lengths.
280
00:12:31,325 --> 00:12:34,925
You get like an interesting IV because right now all of them are
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00:12:34,925 --> 00:12:38,725
pretty much the same length, but what this will do is in your IV, it
282
00:12:38,725 --> 00:12:42,125
will basically give you IV like a very straight cut and we don't want
283
00:12:42,125 --> 00:12:42,525
that.
284
00:12:43,025 --> 00:12:44,525
So you can see over here that I'm
285
00:12:44,725 --> 00:12:47,425
Especially on the outer sides, I'm scaling them in.
286
00:12:47,825 --> 00:12:50,725
And basically the reason I'm doing that is because I like to have the
287
00:12:50,725 --> 00:12:52,125
IV kind like Fade Out.
288
00:12:53,325 --> 00:12:56,925
This one is being bit of a pain to annoy.
289
00:12:57,825 --> 00:12:58,425
Come on.
290
00:12:58,925 --> 00:13:01,025
Over to move.
291
00:13:01,425 --> 00:13:03,025
Don't know why it's being so difficult.
292
00:13:07,025 --> 00:13:12,225
Maybe if I move on with my start angle, well, I'm not able to move
293
00:13:12,225 --> 00:13:13,125
this one at all.
294
00:13:13,725 --> 00:13:15,125
Let's get back to that one.
295
00:13:15,125 --> 00:13:17,725
Let's first or display how to little bit more with my start angles.
296
00:13:18,125 --> 00:13:21,125
And we are also going to add like some noise to this to make it look
297
00:13:21,125 --> 00:13:21,725
more interesting.
298
00:13:21,725 --> 00:13:24,825
But right now, I just want to have them mostly
299
00:13:26,025 --> 00:13:28,825
Focused on having like different lengths.
300
00:13:28,825 --> 00:13:30,125
So, let's have this one.
301
00:13:30,125 --> 00:13:32,525
Like the Classic IV that kind, like, Fades out.
302
00:13:33,025 --> 00:13:34,725
Let's make this one like a little bit less.
303
00:13:36,025 --> 00:13:39,725
Maybe if it's like a little bit more fate or a little bit longer over
304
00:13:39,725 --> 00:13:41,325
here and then it fades out.
305
00:13:43,025 --> 00:13:44,625
Although you know what?
306
00:13:44,625 --> 00:13:45,525
I'm going to delete this.
307
00:13:45,525 --> 00:13:46,425
I don't know what it is.
308
00:13:46,425 --> 00:13:50,525
Sometimes it is a little bit buggy if you are doing manual movements
309
00:13:50,525 --> 00:13:52,325
like this, but there we go.
310
00:13:52,325 --> 00:13:53,325
So that should be fine.
311
00:13:54,425 --> 00:13:55,025
Now, cool thing.
312
00:13:55,025 --> 00:13:58,025
What you can do now is if you just click on the big, again, you go
313
00:13:58,025 --> 00:14:02,725
back into your generator mode and we can go in here and we can go
314
00:14:02,725 --> 00:14:06,625
basically, to, I believe it is in our skin that you can find these
315
00:14:06,625 --> 00:14:07,125
pieces.
316
00:14:08,425 --> 00:14:09,825
Or is it in displacement?
317
00:14:09,825 --> 00:14:11,625
I think it is in displacement.
318
00:14:12,525 --> 00:14:16,025
And now I'm just going to do it this way because else I cannot really
319
00:14:16,025 --> 00:14:16,625
find it.
320
00:14:17,025 --> 00:14:20,725
So in here there are a bunch of segments and here we have a cavity but
321
00:14:20,725 --> 00:14:27,725
here we also have segments to give it noise and I'm not sure.
322
00:14:27,725 --> 00:14:29,625
Where are you noise?
323
00:14:29,625 --> 00:14:30,425
Noise noise.
324
00:14:30,725 --> 00:14:31,825
There's so much stuff in here.
325
00:14:31,825 --> 00:14:33,525
So it's often like
326
00:14:34,425 --> 00:14:36,825
So we have a shape over here, so that's fine.
327
00:14:36,825 --> 00:14:37,225
But
328
00:14:39,525 --> 00:14:40,025
I found it.
329
00:14:40,025 --> 00:14:40,525
I don't know why.
330
00:14:40,525 --> 00:14:42,425
I didn't see it, but it was in the spine.
331
00:14:42,425 --> 00:14:43,725
So I don't know why I didn't see it.
332
00:14:43,925 --> 00:14:46,725
But basically, in here you are able to add noise.
333
00:14:46,725 --> 00:14:50,425
So you have your noise amounts earlier mounts and later mounts.
334
00:14:50,425 --> 00:14:53,925
So the earlier mounts they will abide by the forces.
335
00:14:53,925 --> 00:14:54,725
The late amounts.
336
00:14:54,725 --> 00:14:55,125
They will.
337
00:14:55,125 --> 00:14:59,425
Basically art noise after the forces have already been added.
338
00:15:00,425 --> 00:15:03,525
The late does not seem to work in this case, which can sometimes
339
00:15:03,525 --> 00:15:03,925
happen.
340
00:15:04,325 --> 00:15:05,825
The early amount over here.
341
00:15:05,825 --> 00:15:07,025
That one is a little bit.
342
00:15:08,525 --> 00:15:11,425
He'll serve a player out with, like, our cough.
343
00:15:11,625 --> 00:15:14,425
So what you can do in our car fish, we can move this down but
344
00:15:16,125 --> 00:15:19,625
Or up to basically control the amount of noise in the amount of
345
00:15:19,625 --> 00:15:20,125
turbulence.
346
00:15:20,525 --> 00:15:24,925
However, in this case, it's not doing exactly what I was hoping for.
347
00:15:27,825 --> 00:15:31,525
Hear this quite straight that is no problem that if it is like that,
348
00:15:31,525 --> 00:15:34,425
so I'm not too worried about it.
349
00:15:34,425 --> 00:15:38,325
You can also like, play, how to draw orientation over here, which is
350
00:15:38,325 --> 00:15:40,825
like your start angle, but I'm not going to touch it because I've done
351
00:15:40,825 --> 00:15:45,725
this manually, let's just leave it at this and if needed I can add
352
00:15:45,825 --> 00:15:47,125
some more pieces later on.
353
00:15:47,725 --> 00:15:50,925
So what I want to do now is I want to up my final bit of punches which
354
00:15:50,925 --> 00:15:52,825
are going to be a smaller branches.
355
00:15:53,125 --> 00:15:55,725
And these are going to be the punch that will actually contain all of
356
00:15:55,725 --> 00:15:56,425
our leaves.
357
00:15:56,925 --> 00:16:01,025
So if we right-click add geometry to selected, we want to go in
358
00:16:01,225 --> 00:16:05,625
bunches and little or Twigs.
359
00:16:05,625 --> 00:16:08,525
I think we just want to go for little over here.
360
00:16:10,025 --> 00:16:13,125
And now if we go back to generates, so right now we have them at
361
00:16:13,125 --> 00:16:13,725
interval.
362
00:16:14,625 --> 00:16:16,825
I think proportional is quite nice portion.
363
00:16:16,825 --> 00:16:18,825
Ali does like Steps.
364
00:16:18,925 --> 00:16:21,725
Basically, it just has like a bunch of steps that allows us to add
365
00:16:21,725 --> 00:16:22,425
more branches.
366
00:16:23,025 --> 00:16:23,925
Now for these points.
367
00:16:23,925 --> 00:16:24,825
I think it is easier.
368
00:16:24,825 --> 00:16:26,625
If we first go to forces and the
369
00:16:26,725 --> 00:16:31,225
Wheatley turn on our Cube correlation over here and we want to set
370
00:16:31,225 --> 00:16:31,925
this quite High.
371
00:16:33,425 --> 00:16:37,925
And then there is another force that I sometimes tend to use, and it
372
00:16:37,925 --> 00:16:38,525
is a force.
373
00:16:38,525 --> 00:16:40,825
If we go up here, to force is an art for.
374
00:16:40,825 --> 00:16:42,225
So we have like a few of them.
375
00:16:42,625 --> 00:16:44,025
The planer is pretty cool.
376
00:16:44,725 --> 00:16:47,225
Although I'm not sure if it will do much now because we already have a
377
00:16:47,225 --> 00:16:48,525
cube so we can try.
378
00:16:49,125 --> 00:16:50,325
But you can also get then.
379
00:16:50,325 --> 00:16:52,025
You can also do a directional force.
380
00:16:52,625 --> 00:16:55,125
And with the direction Force, as you can see, it is already activated
381
00:16:55,125 --> 00:16:57,025
automatically over here.
382
00:16:57,025 --> 00:16:59,925
I am able to basically move around the direction.
383
00:16:59,925 --> 00:17:02,325
So I was hoping that I can push it out but
384
00:17:02,425 --> 00:17:04,625
But it seems not to be the case.
385
00:17:04,625 --> 00:17:06,825
So let's have a try.
386
00:17:07,325 --> 00:17:09,525
It's always good to just try like a few different things.
387
00:17:09,525 --> 00:17:11,225
So here we have like the planer noise.
388
00:17:11,825 --> 00:17:14,425
And what you can do with that one, is if you place your player here,
389
00:17:15,025 --> 00:17:17,425
this is also, I want to try them out so that I can showcase all the
390
00:17:17,425 --> 00:17:18,625
forces to you put much.
391
00:17:19,025 --> 00:17:21,025
So the planer is pretty cool.
392
00:17:21,025 --> 00:17:25,325
So you basically have the plane here and then if you click on your
393
00:17:25,325 --> 00:17:29,325
branches, and go to forces, and you turn it on, it will basically do
394
00:17:29,325 --> 00:17:31,025
almost the same as your
395
00:17:32,025 --> 00:17:33,925
Cube, that's it will just try to have your Force here.
396
00:17:33,925 --> 00:17:35,625
If I turn off coupon reaction here.
397
00:17:35,625 --> 00:17:36,725
You can see C.
398
00:17:37,125 --> 00:17:40,025
So you can see that the basically twice to just push out my forces
399
00:17:40,025 --> 00:17:43,125
down, and I feel like that this one is actually working little bit
400
00:17:43,125 --> 00:17:43,625
better.
401
00:17:43,925 --> 00:17:47,325
It might just be that accurate projection was too strong because we do
402
00:17:47,325 --> 00:17:50,525
not want to have these to be as strong, but you can see that they
403
00:17:50,525 --> 00:17:55,825
always try to kind like, have they try to touch your Cube while the
404
00:17:55,825 --> 00:17:58,925
planer it gets attracted to the cube.
405
00:17:58,925 --> 00:18:00,825
So, it is slightly different.
406
00:18:01,325 --> 00:18:04,225
Now, the reason most intimate to do this stuff here.
407
00:18:04,225 --> 00:18:09,725
Let me just leave it like this over here, is because I still want to
408
00:18:09,725 --> 00:18:12,625
give it like this organic field, because these branches, they would
409
00:18:12,625 --> 00:18:14,825
not be sticking to your to decide.
410
00:18:15,325 --> 00:18:19,025
So what we can do is we can go ahead and we can do planer and give it
411
00:18:19,025 --> 00:18:21,825
like a nice strength to here.
412
00:18:21,825 --> 00:18:24,825
Let's move this down, and let's have a look because I don't want to
413
00:18:24,825 --> 00:18:28,225
have them sticking out, but I want to have them close to the end.
414
00:18:28,225 --> 00:18:30,225
This will make everything easier later on.
415
00:18:31,525 --> 00:18:33,725
And now we can go to generate, and let's see.
416
00:18:33,725 --> 00:18:34,825
So we have the number.
417
00:18:35,025 --> 00:18:37,425
Let's get start by setting the first a little bit higher.
418
00:18:38,725 --> 00:18:40,125
And then we have our last over here.
419
00:18:40,725 --> 00:18:42,425
Now, for our angles.
420
00:18:42,425 --> 00:18:43,925
We want to have our angles.
421
00:18:46,325 --> 00:18:48,025
See ya.
422
00:18:48,025 --> 00:18:52,225
So these are really erratic but because this is not like real life.
423
00:18:52,225 --> 00:18:55,425
We can't like need to have like some downwards Force.
424
00:18:55,425 --> 00:18:58,125
I think it is best if we just move them down with a little bit.
425
00:18:58,525 --> 00:19:00,625
And once again, you can also use your direction over here.
426
00:19:00,625 --> 00:19:05,625
I can go to art for sit, like a direction of force like this, and then
427
00:19:05,625 --> 00:19:10,125
if I just see in my just want to make sure that if I go to force,
428
00:19:10,525 --> 00:19:11,525
okay, it's turned off.
429
00:19:11,525 --> 00:19:14,625
And then, here the stern on here, see, I can give it like a little bit
430
00:19:14,625 --> 00:19:15,725
of direction so I can
431
00:19:15,925 --> 00:19:16,925
Should down like this.
432
00:19:17,525 --> 00:19:19,925
And now it's just a matter of basically giving it like a bunch of
433
00:19:19,925 --> 00:19:21,125
different variation.
434
00:19:21,425 --> 00:19:24,725
So what I often like to do is, I like to just go next to every single
435
00:19:24,725 --> 00:19:25,225
window.
436
00:19:25,625 --> 00:19:29,325
So, over here, what you can do is you can sweep basically just like
437
00:19:29,325 --> 00:19:34,325
some random rotations jumbled does like again, some kind of rotation,
438
00:19:34,325 --> 00:19:37,725
but it just kind of like, I don't know how to explain it.
439
00:19:38,325 --> 00:19:40,525
It's just like some general movement.
440
00:19:41,025 --> 00:19:42,725
So over here, we have this one, the hole.
441
00:19:43,725 --> 00:19:45,125
Now I am aware that it will.
442
00:19:45,125 --> 00:19:46,925
Most likely I know here.
443
00:19:46,925 --> 00:19:48,525
Does not push has too many in there.
444
00:19:48,725 --> 00:19:51,625
You can see that a bush like a little bit in here, but that is not too
445
00:19:51,625 --> 00:19:52,525
big of a deal.
446
00:19:52,625 --> 00:19:53,325
In this case.
447
00:19:53,825 --> 00:19:57,125
What you can also do is if you want, you can go up here to your force,
448
00:19:57,125 --> 00:20:03,425
a height and it will hide the force, but it will not actually remove
449
00:20:03,425 --> 00:20:04,825
remove the effect.
450
00:20:04,925 --> 00:20:08,625
We can also go over here to show and turn off our forces over here.
451
00:20:10,125 --> 00:20:13,025
I thought we would be able to do that.
452
00:20:14,925 --> 00:20:15,625
I guess not.
453
00:20:17,125 --> 00:20:19,025
They say maybe they moved it.
454
00:20:19,025 --> 00:20:20,225
That's first hides on this one.
455
00:20:20,225 --> 00:20:20,725
There we go.
456
00:20:20,825 --> 00:20:23,025
So now you can see that this now, Riv branches.
457
00:20:23,025 --> 00:20:26,425
So that makes it may be a little bit easier for us to go ahead and
458
00:20:26,425 --> 00:20:27,425
have a play around.
459
00:20:27,425 --> 00:20:28,325
So we have a spline.
460
00:20:28,925 --> 00:20:30,425
Now, the cool thing about our length.
461
00:20:30,425 --> 00:20:31,225
Is that over here?
462
00:20:31,225 --> 00:20:34,325
We have our length based upon the parents, which yeah, that's fine.
463
00:20:34,625 --> 00:20:37,325
It basically what it does is based upon the length of the branch.
464
00:20:37,325 --> 00:20:38,225
They are attached to.
465
00:20:38,725 --> 00:20:40,425
They will increase their lengths.
466
00:20:40,425 --> 00:20:43,025
You can also do an absolute length, which will just do an overall
467
00:20:43,025 --> 00:20:43,525
increase.
468
00:20:44,125 --> 00:20:45,425
But the cool thing is with this.
469
00:20:45,925 --> 00:20:46,325
If you
470
00:20:46,725 --> 00:20:47,925
Go your graph over here.
471
00:20:47,925 --> 00:20:51,725
You can make your lengths really regular, which I like to do.
472
00:20:51,725 --> 00:20:52,625
So you can go.
473
00:20:53,825 --> 00:20:57,025
What it does is it basically treats the length from the top to the
474
00:20:57,025 --> 00:20:57,525
bottom.
475
00:20:57,825 --> 00:21:00,125
So what I can do is I can say okay at the top.
476
00:21:00,625 --> 00:21:03,125
I want to go ahead and I want to have maybe like my legs a little bit
477
00:21:03,125 --> 00:21:05,425
smaller because these are new branches.
478
00:21:06,125 --> 00:21:07,025
Then at the bottom.
479
00:21:07,025 --> 00:21:11,425
They become like larger and then over here at the very bottom.
480
00:21:11,425 --> 00:21:15,625
They become smaller again so I can just go in here and I can basically
481
00:21:15,625 --> 00:21:18,025
play around with my length and just make them look a little bit
482
00:21:18,025 --> 00:21:18,625
interesting.
483
00:21:19,125 --> 00:21:22,425
So now you can see that at the top, they are not too large.
484
00:21:22,425 --> 00:21:23,225
Then in the center.
485
00:21:23,225 --> 00:21:23,325
They
486
00:21:23,725 --> 00:21:26,025
Quite large and then they become smaller again.
487
00:21:26,425 --> 00:21:27,825
So it's basically stuff like that.
488
00:21:28,625 --> 00:21:31,525
Now that we've done that orientation.
489
00:21:31,625 --> 00:21:33,425
Yes, you can play how to just start angle.
490
00:21:33,425 --> 00:21:35,225
Which kind of does the same as the direction.
491
00:21:35,225 --> 00:21:38,525
In this case gravity.
492
00:21:38,525 --> 00:21:41,725
We already went over but we already have a start angle so we don't
493
00:21:41,725 --> 00:21:42,825
really need to do that.
494
00:21:44,825 --> 00:21:49,025
Noises, we can you see play around with the amount, but it looks like
495
00:21:49,025 --> 00:21:51,925
that's just giving me like a curly effect, which is not the one I
496
00:21:51,925 --> 00:21:52,425
want.
497
00:21:52,625 --> 00:21:54,825
You are late noise over here is looking pretty good.
498
00:21:54,825 --> 00:21:55,425
In this case.
499
00:21:55,625 --> 00:21:58,125
So in the other ones, the late noise, did not really work.
500
00:21:58,125 --> 00:22:01,625
Well, but in this one, it seems to be working quite well.
501
00:22:01,625 --> 00:22:04,925
So I'm going to give it quite a bit of late noise.
502
00:22:04,925 --> 00:22:09,125
Used to make it, give it like an interesting look over here.
503
00:22:10,525 --> 00:22:12,125
You can also play around with your turbulence.
504
00:22:12,325 --> 00:22:15,025
I would recommend just play around with these settings to turbulence.
505
00:22:15,025 --> 00:22:16,525
Basically like the noise amount.
506
00:22:17,025 --> 00:22:19,625
The reason I'm not going to go over these settings because then it
507
00:22:19,625 --> 00:22:22,725
would become like a 10-hour tutorial because they are simply so much
508
00:22:22,725 --> 00:22:25,225
stuff in here to cover.
509
00:22:26,125 --> 00:22:27,725
Brake is also pretty cool.
510
00:22:27,725 --> 00:22:32,125
Is it basically gives you a chance to break off some branches, but we
511
00:22:32,125 --> 00:22:33,525
don't really need it right now.
512
00:22:34,325 --> 00:22:34,825
Forces.
513
00:22:34,825 --> 00:22:38,725
We already went over our skin, so our radius.
514
00:22:39,225 --> 00:22:39,725
All right.
515
00:22:39,925 --> 00:22:45,225
Yes, maybe let's set it a little bit lower but it does not really
516
00:22:45,225 --> 00:22:48,725
matter because what we're going to do later is we are going to
517
00:22:48,725 --> 00:22:52,425
actually replace these branches with planes because the barge right
518
00:22:52,425 --> 00:22:54,125
now, they are 30,000 triangles.
519
00:22:54,125 --> 00:22:55,525
So that would be too much.
520
00:22:55,525 --> 00:22:58,725
But if we replace them with planes, it will be a lot less geometry
521
00:22:58,725 --> 00:22:59,225
heavy.
522
00:22:59,925 --> 00:23:01,825
But I think at this point, is looking pretty cool.
523
00:23:02,225 --> 00:23:05,225
What we would later do is, we would later basically hide our big
524
00:23:05,225 --> 00:23:07,025
punches and over here are smaller ones.
525
00:23:07,225 --> 00:23:09,425
And then all that, we have left this, we have the ivy
526
00:23:09,825 --> 00:23:11,925
and because we, then also have our
527
00:23:13,825 --> 00:23:16,125
We also have our leaves on top of it.
528
00:23:16,325 --> 00:23:19,925
It will be very difficult to actually see like that.
529
00:23:19,925 --> 00:23:23,025
There aren't any point you supporting it, or if you want, you can
530
00:23:23,025 --> 00:23:25,825
still use your big punches and you can like make them very thin.
531
00:23:26,425 --> 00:23:27,725
But okay, so that's pretty good.
532
00:23:28,025 --> 00:23:29,425
Let's go ahead in the next chapter.
533
00:23:29,425 --> 00:23:31,625
We will just go ahead and continue our first ivy.41197
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