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These are the user uploaded subtitles that are being translated: 1 00:00:00,725 --> 00:00:01,325 Okay. 2 00:00:01,325 --> 00:00:05,125 So now that we have prepared our project, what we're going to do is we 3 00:00:05,125 --> 00:00:08,425 are going to get sad and actually make some foliage and we are going 4 00:00:08,425 --> 00:00:10,025 to get started with some IV. 5 00:00:10,325 --> 00:00:10,825 Now. 6 00:00:10,825 --> 00:00:13,125 The IV will come in two different parts. 7 00:00:13,125 --> 00:00:17,525 One part will be very generic IV, which basically IV that you can use 8 00:00:17,525 --> 00:00:20,425 multiple times on multiple different places. 9 00:00:21,025 --> 00:00:23,825 And then, we will also go over how to create very unique IV. 10 00:00:23,825 --> 00:00:25,525 For example, over here. 11 00:00:25,725 --> 00:00:29,825 Like the IV that would be very specifically placed on top of these. 12 00:00:30,025 --> 00:00:34,225 Rocks or rocks on top of these concrete, the rubber pieces. 13 00:00:34,625 --> 00:00:37,225 So those are the two parts that we are going to work with. 14 00:00:37,425 --> 00:00:41,725 Now, let's go ahead and Dive Right In to Speed 3 over here. 15 00:00:42,825 --> 00:00:47,825 Now, one thing I should tell you is I am using speed 39 speed 39, at 16 00:00:47,825 --> 00:00:48,825 the time of recording. 17 00:00:48,825 --> 00:00:50,625 This has only come out two days ago. 18 00:00:50,625 --> 00:00:52,325 So the UI is a little bit different. 19 00:00:52,325 --> 00:00:56,025 I'm still learning it myself also, but for us it is very 20 00:00:56,025 --> 00:00:58,325 straightforward compared to like the older versions. 21 00:00:59,125 --> 00:01:02,725 So to create an IV, this is a workflow that I developed myself. 22 00:01:02,725 --> 00:01:05,125 So I hope that it is a good work flow. 23 00:01:05,225 --> 00:01:06,525 But it definitely works. 24 00:01:06,925 --> 00:01:10,625 Let's go ahead and go to file and new and we are just going to go 25 00:01:10,625 --> 00:01:13,525 ahead and create a new blank scene over here. 26 00:01:13,925 --> 00:01:14,625 And then over here. 27 00:01:14,625 --> 00:01:15,425 We have a scene now. 28 00:01:15,425 --> 00:01:18,825 You can choose your right Mouse button to of course, rotate around. 29 00:01:18,825 --> 00:01:21,725 I do expect that, you know, the basics of Speed 3, but just in case 30 00:01:22,025 --> 00:01:26,325 middle Mouse button is pending right Mouse button is rotating and you 31 00:01:26,325 --> 00:01:28,725 can use the Z button to zoom in. 32 00:01:28,925 --> 00:01:29,525 Out. 33 00:01:30,125 --> 00:01:30,425 Okay. 34 00:01:30,425 --> 00:01:34,025 So the first thing I need because Ivy is hanging. 35 00:01:34,225 --> 00:01:37,025 I need something to hang the IV form. 36 00:01:37,425 --> 00:01:37,625 Now. 37 00:01:37,625 --> 00:01:38,725 This can be very easy. 38 00:01:38,725 --> 00:01:42,225 Let's go ahead and go to Maya although you can use whatever program 39 00:01:42,225 --> 00:01:45,825 you want for the 3D modeling and I'm just going to go ahead in here 40 00:01:45,825 --> 00:01:51,225 and I'm going to right click and I'm going to create a cube here. 41 00:01:51,225 --> 00:01:54,625 Let's create like a simple Cube and we just want something to hang the 42 00:01:54,625 --> 00:01:55,425 IV form. 43 00:01:56,525 --> 00:01:58,925 And in speedtree, this something is called a force. 44 00:01:59,225 --> 00:02:02,925 So we want to go ahead and create like a while almost to hang the IV 45 00:02:02,925 --> 00:02:03,225 from. 46 00:02:03,225 --> 00:02:05,325 So I'm just going to create like something that's quite High. 47 00:02:05,525 --> 00:02:06,925 It doesn't need to be specific. 48 00:02:07,525 --> 00:02:08,225 As I said before. 49 00:02:08,225 --> 00:02:10,025 This is going to be generic IV. 50 00:02:10,325 --> 00:02:12,925 So being it with it being generic. 51 00:02:13,425 --> 00:02:16,625 I just want to have it, nicely hanging from here and just going down. 52 00:02:17,225 --> 00:02:18,525 So this totally fine. 53 00:02:19,125 --> 00:02:22,525 Once I have my model over here, let's go ahead and exports and let's 54 00:02:22,525 --> 00:02:25,325 just go ahead and create a folder called. 55 00:02:26,425 --> 00:02:31,125 Speedtree underscore forces in our exports. 56 00:02:31,225 --> 00:02:34,825 There we go, and let's just go file and I'm just going to export 57 00:02:34,825 --> 00:02:35,325 selection. 58 00:02:36,825 --> 00:02:39,925 And I want to export it as an fbx and just call this. 59 00:02:42,125 --> 00:02:46,825 Cube on a score Collision over here and just export. 60 00:02:47,225 --> 00:02:47,725 There we go. 61 00:02:47,825 --> 00:02:48,625 Very simple. 62 00:02:48,625 --> 00:02:50,425 Just a simple Cube now. 63 00:02:50,425 --> 00:02:51,125 Inside a speeds. 64 00:02:51,125 --> 00:02:52,225 Ye Speed 3. 65 00:02:52,225 --> 00:02:55,125 Sorry, what you want to do is you want to go ahead and you want to go 66 00:02:55,125 --> 00:02:59,625 to file and then you want to import a mesh acid over here? 67 00:03:00,725 --> 00:03:01,225 Personally. 68 00:03:01,225 --> 00:03:02,525 I don't really like this view. 69 00:03:02,525 --> 00:03:06,125 So what I like to do is I like to open up the native dialogue, and 70 00:03:06,125 --> 00:03:10,125 then I like to Simply paste in my location over here and I can grab my 71 00:03:10,125 --> 00:03:11,225 Cube Collision. 72 00:03:11,625 --> 00:03:12,825 Let's open this one up. 73 00:03:13,125 --> 00:03:16,625 And now we have a cube Collision over here that has been imported. 74 00:03:16,825 --> 00:03:19,725 So what we're going to do now is we are just going to go ahead and we 75 00:03:19,725 --> 00:03:24,125 need to activate it by going into forces art. 76 00:03:25,225 --> 00:03:28,025 Geometry and then grab your Cube Collision over here. 77 00:03:29,825 --> 00:03:31,725 It's a little bit High, that's interesting. 78 00:03:32,825 --> 00:03:36,425 I'm not sure why this high but that it or so high up, but that is no 79 00:03:36,425 --> 00:03:36,825 problem. 80 00:03:37,025 --> 00:03:39,825 I'm going to probably scale it up a little bit. 81 00:03:39,825 --> 00:03:41,425 I think that's the first thing I want to do. 82 00:03:41,725 --> 00:03:44,225 Oh wait, it's because here I said, it's probably like the wrong 83 00:03:44,225 --> 00:03:45,625 direction, but that's no problem. 84 00:03:45,625 --> 00:03:48,525 So what you can do is you can press W, and then you have your normal 85 00:03:48,525 --> 00:03:52,925 movements tools over here now next this so I'm just going to place is 86 00:03:52,925 --> 00:03:55,025 nicely like down here. 87 00:03:55,025 --> 00:03:55,625 That's fine. 88 00:03:56,425 --> 00:04:00,525 Maybe I'm going to go ahead and press my our tool and I'm going to 89 00:04:00,625 --> 00:04:01,925 scale this stuff up. 90 00:04:02,925 --> 00:04:05,825 You can scaled up individually, but if you go to this corner over 91 00:04:05,825 --> 00:04:07,725 here, you can scale It Up All In One go. 92 00:04:08,225 --> 00:04:09,825 So let's do something like this. 93 00:04:09,825 --> 00:04:13,625 We basically just want to set this nicely into place if you want to 94 00:04:13,625 --> 00:04:15,925 make sure that this is not see-through so that you can nicely. 95 00:04:15,925 --> 00:04:19,825 See it, which I like to do then go to materials down here. 96 00:04:21,225 --> 00:04:26,325 Let's go ahead and press the + / - and press art new and just call 97 00:04:26,325 --> 00:04:29,525 this material gray, which I like to do. 98 00:04:29,725 --> 00:04:32,325 Because then if I just click and drag, I can actually apply this game 99 00:04:32,325 --> 00:04:33,225 material on here. 100 00:04:33,225 --> 00:04:36,825 And now you can see that we just have like a simple gray box in here. 101 00:04:37,325 --> 00:04:38,325 So that's perfect. 102 00:04:38,525 --> 00:04:39,125 Let's white away. 103 00:04:39,125 --> 00:04:39,725 Go file. 104 00:04:39,725 --> 00:04:46,925 And let's do a save as and I will save this as IV on the score genetic 105 00:04:47,225 --> 00:04:48,725 underscore 01. 106 00:04:49,525 --> 00:04:50,325 Okay, perfect. 107 00:04:50,325 --> 00:04:53,325 So, the way that we're going to do this is we are basically going to 108 00:04:53,325 --> 00:04:58,325 use a combination of branches, along with some Collision modifiers, 109 00:04:58,725 --> 00:05:02,425 and some forces to give it gravity to basically make it go down. 110 00:05:02,925 --> 00:05:04,925 So as I did something, I came up with myself. 111 00:05:04,925 --> 00:05:06,125 So let's just have a look. 112 00:05:06,325 --> 00:05:10,225 What I like to do is that we have over here our base tree and I like 113 00:05:10,225 --> 00:05:13,625 to go ahead and create a trunk because we need something to start 114 00:05:14,725 --> 00:05:15,825 having branches. 115 00:05:15,825 --> 00:05:16,625 Go out of. 116 00:05:17,025 --> 00:05:19,025 So we go to Art geometry to select. 117 00:05:19,125 --> 00:05:20,725 It and add a simple trunk. 118 00:05:21,025 --> 00:05:22,625 Now, that one is often very large. 119 00:05:22,625 --> 00:05:23,525 But that's no problem. 120 00:05:24,425 --> 00:05:26,125 Inside of speedtree. 121 00:05:26,125 --> 00:05:28,425 You have an overwhelming amount of settings. 122 00:05:28,425 --> 00:05:29,825 You will get used to this. 123 00:05:30,025 --> 00:05:32,825 I'm actually more used to using this window. 124 00:05:33,025 --> 00:05:36,425 However, if you want to minimize things, you can also have all of 125 00:05:36,425 --> 00:05:37,925 these windows separately. 126 00:05:38,825 --> 00:05:42,025 I personally like the skull, but let me just see if I can use this 127 00:05:42,025 --> 00:05:44,825 one, the most because it is easier for tutorials. 128 00:05:45,425 --> 00:05:45,725 Now. 129 00:05:45,725 --> 00:05:48,525 The first thing I need to do is I just need to go ahead and I want to 130 00:05:49,125 --> 00:05:55,125 Basically, let's go down to our size, scale over here and maybe like 131 00:05:55,725 --> 00:05:56,825 move it down a little bit. 132 00:05:57,325 --> 00:05:57,625 Actually. 133 00:05:57,625 --> 00:05:57,925 No, what? 134 00:05:57,925 --> 00:05:58,025 No? 135 00:05:58,025 --> 00:05:59,225 What, let's do this a better way. 136 00:05:59,425 --> 00:06:01,825 Let's go to our laws, its shape. 137 00:06:01,825 --> 00:06:06,325 No skin over here in a skin and let's get started by first of all, 138 00:06:06,325 --> 00:06:09,925 setting the length which you can find. 139 00:06:12,525 --> 00:06:14,625 Well, I hear see, this is why I like to scrolling. 140 00:06:14,625 --> 00:06:18,125 So there is a length, I think this spline over here and then you have 141 00:06:18,125 --> 00:06:19,225 over here absolute length. 142 00:06:19,225 --> 00:06:20,025 So in spline. 143 00:06:21,125 --> 00:06:22,125 We can set this down. 144 00:06:22,125 --> 00:06:23,725 As I said, there are so many settings. 145 00:06:24,225 --> 00:06:25,025 Normally. 146 00:06:25,125 --> 00:06:28,025 If you do this way, the reason why this is why I find this easier is 147 00:06:28,025 --> 00:06:30,625 because everything is always in the same location. 148 00:06:30,625 --> 00:06:33,825 So I know like where the length is over here and I can like move it 149 00:06:33,825 --> 00:06:34,225 down. 150 00:06:34,825 --> 00:06:35,625 But okay. 151 00:06:35,625 --> 00:06:38,525 I will, I will try to use these windows just to make it easier. 152 00:06:38,925 --> 00:06:40,925 So I'm going to set my legs a little bit lower. 153 00:06:41,925 --> 00:06:44,425 Then I'm gonna go to my skin. 154 00:06:44,825 --> 00:06:47,725 And first of all, in my radius, I'm going to click on this little 155 00:06:47,725 --> 00:06:48,425 button here. 156 00:06:48,925 --> 00:06:52,525 The reason for this because the radius is always goes from very tick 157 00:06:52,525 --> 00:06:53,625 to dinner here. 158 00:06:53,625 --> 00:06:55,425 See, you can see that this controls ill. 159 00:06:55,725 --> 00:06:57,925 However, in this specific case, I do not want that. 160 00:06:57,925 --> 00:07:00,925 I want to have it the same thickness and then I want to set the 161 00:07:00,925 --> 00:07:03,425 general radius down like this. 162 00:07:04,325 --> 00:07:06,625 Now comes the workaround, so it's kind of funky. 163 00:07:06,625 --> 00:07:10,925 So what we want to do is you want to press W, and we actually want to 164 00:07:10,925 --> 00:07:11,525 go ahead and multiply 165 00:07:11,725 --> 00:07:16,125 Grab this tank and we want to now press e and we want to rotate it 166 00:07:16,125 --> 00:07:21,525 sideways like this and I want to move this just above over here. 167 00:07:21,525 --> 00:07:25,125 So that's why it is quite a funny way of doing this because we are 168 00:07:25,125 --> 00:07:30,625 going to basically grow the branches out of this area, so you can go 169 00:07:30,625 --> 00:07:31,125 in here. 170 00:07:32,525 --> 00:07:36,825 And let's rotate this a little bit like this and what you can also 171 00:07:36,825 --> 00:07:39,325 decide is the length of your IV. 172 00:07:39,325 --> 00:07:41,325 So let's just keep it probably like this. 173 00:07:41,325 --> 00:07:44,725 So we will have the ivy like going a little bit like this. 174 00:07:45,925 --> 00:07:46,725 That should be fine. 175 00:07:47,225 --> 00:07:49,125 I'm gonna go ahead and right now. 176 00:07:49,125 --> 00:07:49,925 You are a note. 177 00:07:49,925 --> 00:07:53,225 So let's go back to generator over here so that we can like set the 178 00:07:53,225 --> 00:07:54,325 radius a little bit lower. 179 00:07:54,625 --> 00:07:56,025 Okay, perfect. 180 00:07:56,325 --> 00:07:59,225 Now that we've done this, what we need to do is we need to add some 181 00:07:59,225 --> 00:08:00,825 extra branches on top. 182 00:08:01,225 --> 00:08:05,225 We can do this by right, clicking, add jumps key to select it. 183 00:08:05,225 --> 00:08:10,725 And then if you go to Branch over here, you want to go ahead and so we 184 00:08:10,725 --> 00:08:11,925 won't have two types of points. 185 00:08:11,925 --> 00:08:13,225 We want to have big and small. 186 00:08:13,225 --> 00:08:14,725 Let's get started with the big. 187 00:08:15,425 --> 00:08:20,325 And what the big punches will do is they will basically control where 188 00:08:20,325 --> 00:08:22,825 the main shapes over ivr. 189 00:08:22,825 --> 00:08:24,425 You will know it soon enough. 190 00:08:24,425 --> 00:08:26,325 But, so, we have this one. 191 00:08:26,325 --> 00:08:29,625 If we now go to Jenn, which is generator over here. 192 00:08:30,425 --> 00:08:34,125 We can set the frequency, and we just want to go out and play with the 193 00:08:34,125 --> 00:08:36,325 first and the last over here. 194 00:08:37,825 --> 00:08:42,725 Whoo, it's really, maybe it's it can be because it is to check that 195 00:08:42,725 --> 00:08:42,825 me. 196 00:08:42,825 --> 00:08:45,425 Just have a look inside of all. 197 00:08:45,425 --> 00:08:47,525 Let's do, like, maybe like a classic. 198 00:08:47,525 --> 00:08:50,025 If you over here, you have different types of generation. 199 00:08:50,025 --> 00:08:54,025 So if we do a classic, we are often able to more easily out like more 200 00:08:54,025 --> 00:08:54,825 branches. 201 00:08:55,425 --> 00:08:58,225 And now, the first I want to have it like the very bottom so that set 202 00:08:58,225 --> 00:09:02,425 this at zero and the last one I would say is set at 1 so that it is 203 00:09:02,425 --> 00:09:03,925 evenly spread out like this. 204 00:09:04,925 --> 00:09:06,025 Okay, so that's fine. 205 00:09:06,425 --> 00:09:11,125 Now, what I'm going to do is I'm going to go into my lengths. 206 00:09:12,225 --> 00:09:15,325 Yeah, maybe set the length a little bit higher, but I want to mostly 207 00:09:15,325 --> 00:09:19,325 go into my skin and I want to set my radius a little bit thinner like 208 00:09:19,325 --> 00:09:23,825 this that they become quite a bit in our not too thin but we will hide 209 00:09:23,825 --> 00:09:25,225 these punches later on right now. 210 00:09:25,225 --> 00:09:26,725 They are just like a guidance. 211 00:09:27,425 --> 00:09:28,925 Let's go into my tongue. 212 00:09:29,125 --> 00:09:31,325 Move my tongue down a little bit like this. 213 00:09:31,925 --> 00:09:34,625 And now what we need to do is we basically need to have these punches 214 00:09:35,125 --> 00:09:38,625 pushdowns that they are actually attached to this and growing on here. 215 00:09:39,125 --> 00:09:40,525 We are going to do this in two ways. 216 00:09:40,525 --> 00:09:41,325 One of the ways is 217 00:09:41,425 --> 00:09:45,425 Is that if you go, let's go back to generator in our big. 218 00:09:45,425 --> 00:09:48,325 If we go to our forces over here. 219 00:09:48,325 --> 00:09:50,125 You have your Cube Collision Force. 220 00:09:50,625 --> 00:09:53,725 What you can do is as soon as you activate it, it will basically try 221 00:09:53,725 --> 00:09:57,825 to stay attached to your Cube Collision as you can see here. 222 00:09:58,425 --> 00:10:02,825 So you can see the more I increase my Force, the more it will try to 223 00:10:02,825 --> 00:10:04,125 like stick to it. 224 00:10:04,725 --> 00:10:05,925 So that's one way of doing it. 225 00:10:06,325 --> 00:10:09,525 Another way is that we have gravity so our gravity. 226 00:10:10,125 --> 00:10:11,325 Let me just quickly see 227 00:10:11,525 --> 00:10:15,625 Where this one is always located because it's a little bit tricky to 228 00:10:15,625 --> 00:10:20,625 find orientation shape. 229 00:10:20,625 --> 00:10:23,025 It is in here in a spline, I believe. 230 00:10:26,425 --> 00:10:28,025 But it seems to be quite. 231 00:10:28,225 --> 00:10:29,725 So there's two ways that we can do this. 232 00:10:29,725 --> 00:10:32,625 So we can do this via Force, but I was hoping that we can use the 233 00:10:32,625 --> 00:10:39,225 gravity over here, but I don't think I can find it. 234 00:10:40,525 --> 00:10:41,525 It would be nice. 235 00:10:41,525 --> 00:10:42,125 So, 236 00:10:43,525 --> 00:10:44,325 Yeah, here you go. 237 00:10:44,525 --> 00:10:45,225 You can't write it. 238 00:10:45,225 --> 00:10:46,025 Like, type it in. 239 00:10:47,525 --> 00:10:48,225 Gravity here. 240 00:10:48,225 --> 00:10:51,425 See, so you are able to type it in and then you can push the gravity 241 00:10:51,425 --> 00:10:52,725 down basically like this. 242 00:10:53,925 --> 00:10:57,825 Now, as you can see, what is happening over here is with our gravity. 243 00:10:57,825 --> 00:10:59,725 We can basically keep it push down. 244 00:10:59,925 --> 00:11:00,525 So that's good. 245 00:11:00,525 --> 00:11:05,125 So we want to have it at like, maybe like a 0.05 area. 246 00:11:05,625 --> 00:11:10,025 And now, for this bunch is these bunches are basically hanging over 247 00:11:10,025 --> 00:11:10,225 here. 248 00:11:10,225 --> 00:11:13,525 However, we also have some branches on this site in. 249 00:11:13,525 --> 00:11:16,625 Basically, the way that I fix, this is, I simply go in and I then 250 00:11:17,225 --> 00:11:19,825 click on my individual branches, and as soon as you click on your 251 00:11:19,825 --> 00:11:23,525 individual branches and you press W, you are able to 252 00:11:23,725 --> 00:11:24,825 Fear of a few settings. 253 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. 271 00:12:09,525 --> 00:12:11,825 It's not completely generated. 272 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 281 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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