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Hello people and welcome
to this new class
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where we're going to see
a new tray called a.
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Since this tray is
here, I will expand.
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It, will find here the
possibility to add
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icing or to delayed our scene.
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So let's wait a little bit
till we create our first.
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Firstly, I would like to
talk about other tools
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related with this
sin tray, like this.
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Three tools that we find here
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at the end of the main toolbar.
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We have position camera.
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We have this tool called
Look around with this.
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And we have these two Cold War,
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the three of them are
related with the TRE, why?
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Because the three of them
are going to help us to
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place the camera in a
very, very good position.
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Once this is done,
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we will record that
position of the camera with
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many more properties
through our essence.
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Let's do an example.
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Here.
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We have a professional project
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in where I'm working right now.
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This is a bit house
and I have to do
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the interior design
of different rooms.
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One of those rooms
is the living room.
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The living room is placed here.
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Then if I go just scrolling in,
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I can get this position
of the camera.
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But if I orbit here
as I am placed in a,
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let's say a small space
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rapidly I can have
travels, right?
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So in this case is when you are
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working in a project like that,
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my first recommendation
is that you
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should create what I
call our work is sin.
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I mean, in this project e.g.
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as I told you, I am in charge
of the Interior Design,
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so I will work a
lot in this space,
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in this living room,
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the ceiling most of the time
is just something annoying.
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Okay, So while you are working,
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we can create attack in
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where we put everything
we don't need, like e.g.
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the ceiling, this is something
that it is already done.
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If I go over tax,
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you will find here this
tag called serine so I can
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hide this tag and then I don't
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have the ceiling
anymore so I can work.
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I can place my
furnitures easily.
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I can have a better view of
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the space all the
time and so on.
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So e.g. if this
position of the camera,
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let's say that it is
correct as a reference,
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then I can go over,
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uh, scenes and say,
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add a sin one click and I
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am recording right
now this position of
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the camera with many
more properties
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as all of this that
we can read here,
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if I scroll down,
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the name is seeing
one we can call
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00:02:53,735 --> 00:02:58,555
this scene work is seen
better at description.
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00:02:58,550 --> 00:03:01,670
And then this is
interesting because we have
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here all the properties
safe with the scene.
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The camera allocation,
which is obvious,
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top level hidden geometry,
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hidden objects receive all
ducks, active section planes,
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style and fog, subtle settings
and access locations.
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All of these things are
safe with this sin,
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which means that if I
continue working, e.g.
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I need the ceiling.
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Right now.
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I am here working
on working again.
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And then I need that
word sin again.
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I just have to hit
on here two clicks,
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the tag goes out.
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If I had a section plane, e.g.
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it comes if I had
some subtotals,
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settings, they would
come as well, etc, etc.
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So this is my first
recommendation.
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Create a word sin.
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Anyways, once you have
finished your project,
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like in this case,
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all the furnitures are
perfectly placed and then you
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00:03:59,510 --> 00:04:03,190
want to create a final note.
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00:04:03,185 --> 00:04:05,035
Work is seen, then it is
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the correct moment for
using these tools.
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00:04:08,075 --> 00:04:10,375
The first one is called
position camera.
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00:04:10,370 --> 00:04:14,620
If I hit on here and
I hover over Miocene,
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SketchUp is asking me where
I want to put this guy,
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let's say here on the
main floor, one-click.
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And then the first
thing that we have
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to check is is the eye.
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Down in the right corner,
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we can read 2.42 m.
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This is the high,
high right now,
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I could say that it is too much,
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00:04:33,935 --> 00:04:38,575
so I can just type in 1.6.
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We can adjust these high,
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00:04:40,490 --> 00:04:43,520
high and then automatically
the other tool
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called Look around,
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which will allow us to pivot
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the camera view around
and a stationary point.
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If I click left
button and I drag,
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I will pivot around
a stationary point.
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It is like I am using
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just my neck if I would
be a human being,
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but my body is completely still.
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I can move my neck looking at
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the upper part of my
room or even my fit.
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This is super useful in
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order to select the
best camera view.
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Imagine that we are happy
with this position.
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We unhide the ceiling, tack,
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one-click here and we can
add a new lesson here.
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We're the third
tool that we have
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available is this
one called Walk.
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It will allow us to adjust
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the camera view because
using this tool,
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we will not lose the eye height.
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That is the point of this tool.
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So once it is selected,
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once you hit it and you
hover over your scene,
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if I click on here, e.g.
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you will see a little gross,
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which is the reference
for our future movements.
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The thing about this tool is
that we will keep the high,
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high all the time.
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We will not lose it as if we
were using the orbit tool.
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I click and drag and I have
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that little cross
as a reference.
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If I go above the little cross,
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I will move forward.
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Below the little cross,
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I will move backwards.
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If I move over the left
of the little cross,
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I will move towards
the left side and the
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same over the right
side of the cross.
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Here, our movements
are a little bit
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complicated because I have
to say that this file,
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it comes from articulate.
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So the movement are a
little bit strange.
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Normally, it is easier
to use this tool.
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Let's jump now here to
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this another project in
where everything, the base,
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not just the furnitures
were made in a sketch,
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then as you can see,
we have this work is
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seen called tobacco in Spanish.
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So I can come to
this meeting point.
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Let's say easily,
I can work here,
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I can put my furnitures.
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And then once that I want
to create a final scene,
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I use the position camera.
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One click on here,
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I check the IHI.
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1.6 could be okay.
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I look around using
the tool call,
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look around and I
am not changing
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my eye, my position neither.
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And in case that I want to move,
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then I can use the warp tool,
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one click and drag,
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and then I move above, behind,
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left or right accordingly
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with this little
cross, this time,
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I can control much more bitter
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the movements because
as I told you,
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we don't have the problem
as with the file before,
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once I am in my
desired position, e.g.
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let's say here
again, look around,
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I can check what is the
best camera view, e.g.
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this one could be nice.
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I would need to unhide
the ceiling and create
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another esteem just by
clicking on Add a scene.
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Take into account that if
I use my work tool and I
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position my feet far
from the glitter cross,
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I will move more rapid than if I
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position the feet close
to the retailer crops.
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Finally, if I find in
my movement of all,
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I stop against the
wall and I find
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this little icon
which says forbidden.
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Unless I hold down Alt key,
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then I can go through the walls.
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Were coming back to
our first project.
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Let's use the luca
round tool in order to
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find Another nice
camera position.
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Imagine that we like e.g.
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this one, and we say that we
want to add a sin, perfect.
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The same number three
will come here it is,
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with all of these
properties, right?
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But the thing here
is that the lines,
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the vertical lines are
a little bit inclined.
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This is because we are using
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this perspective
camera and it will be
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better if we use this
two-point perspective.
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Now, all the vertical lines
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are completely straight because
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we have delighted that third
point of the perspective,
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which is placed the upper part,
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this will be explained
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better in another
class where we will
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see how to export our
sins into IJ back.
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But now the thing is
that we have made
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00:09:27,935 --> 00:09:30,185
some changes in our sin
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00:09:30,185 --> 00:09:32,635
and we want to save
those changes.
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So we should go over
sin number three,
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right bottom update
as soon as SketchUp
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00:09:39,710 --> 00:09:43,730
asks us if we want to save
all of these properties,
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we say yes, update,
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00:09:45,395 --> 00:09:50,135
then this scene comes with
this two-point perspective.
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So if I move the camera and
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00:09:52,190 --> 00:09:54,700
I go back again to
a C Number three,
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we can see two point
perspective here.
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00:09:57,065 --> 00:09:59,155
The same will happen
if we come back
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00:09:59,150 --> 00:10:01,330
to a C number two, let's do it.
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00:10:01,325 --> 00:10:04,375
And we realize that
we haven't used
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00:10:04,370 --> 00:10:08,980
another very useful tool
which is not very well known.
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00:10:08,975 --> 00:10:10,675
It is here if we go over
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00:10:10,670 --> 00:10:13,730
camera field of
view, I will hit it.
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00:10:13,730 --> 00:10:16,250
And then in the measure bar,
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we can read 75 degrees.
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00:10:19,280 --> 00:10:24,370
This is talking about our
visual field as a human being.
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00:10:24,365 --> 00:10:29,705
The normal field of view for
a human being is 60 degrees,
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00:10:29,705 --> 00:10:32,345
but we can play with
it in order to give
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00:10:32,345 --> 00:10:35,095
more information to our project.
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00:10:35,090 --> 00:10:37,070
That is the reason
because here I
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have 75 degrees by default,
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00:10:39,170 --> 00:10:43,820
but we could say 45 Enter and
then everything changed it.
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So I place my guy here again.
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I look around.
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I can use the warp tool.
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00:10:50,060 --> 00:10:52,190
If I want to move a little bit
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00:10:52,190 --> 00:10:55,790
backwards without
losing my eye height,
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00:10:55,790 --> 00:11:00,230
look around again, I check
my better camera view.
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00:11:00,230 --> 00:11:02,950
I can use even the hand tool
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in order to pan a little bit.
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00:11:04,970 --> 00:11:07,550
And then again, look around.
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00:11:07,549 --> 00:11:10,969
I could use the camera
two point perspective.
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00:11:10,970 --> 00:11:14,330
And if I go over
camera field of view,
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00:11:14,330 --> 00:11:16,660
we are using 45
degrees right now.
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00:11:16,655 --> 00:11:19,745
If we don't like
it, we can say 60.
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00:11:19,745 --> 00:11:22,225
And then they fill
of view is wider.
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00:11:22,220 --> 00:11:23,930
Again. I can look
245
00:11:23,930 --> 00:11:26,780
around again if I want
to move backwards,
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00:11:26,780 --> 00:11:29,440
I have to use this fit tool.
247
00:11:29,435 --> 00:11:32,105
If I don't want to
lose my I high.
248
00:11:32,105 --> 00:11:34,135
And once I am here
and I am happy,
249
00:11:34,130 --> 00:11:37,370
then if I have my sin
number to select it,
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00:11:37,370 --> 00:11:40,610
I can say right
button update as sin,
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00:11:40,610 --> 00:11:43,480
and all of these
changes will be saved.
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00:11:43,475 --> 00:11:46,825
This update, the sin of
sin is here as well.
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00:11:46,820 --> 00:11:49,130
And these arrows
will allow us to
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00:11:49,130 --> 00:11:51,680
move this thing down or up.
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00:11:51,680 --> 00:11:55,040
Finally, we have
this Upsilon for in
256
00:11:55,040 --> 00:11:58,390
order to make modifications
in our thumbnails.
257
00:11:58,385 --> 00:12:02,495
And eventually we can hide
details or so details.
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Those details are talking
about those properties we saw
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00:12:06,665 --> 00:12:11,195
here when we scroll down as
it is useful in SketchUp,
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00:12:11,195 --> 00:12:13,105
we have this arrow in
261
00:12:13,100 --> 00:12:16,310
every tray in where
we have more oxygens,
262
00:12:16,310 --> 00:12:18,520
which you can easily check,
263
00:12:18,515 --> 00:12:22,235
but the most important
ones are already seen.
264
00:12:22,235 --> 00:12:26,215
You have to have in mind
that the goal of having seen
265
00:12:26,210 --> 00:12:30,730
is that we can come back to
that as sin whenever we want.
266
00:12:30,725 --> 00:12:33,505
It will allow us
to finally create
267
00:12:33,500 --> 00:12:38,140
a J peg when we export
this as seen as an image.
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00:12:38,135 --> 00:12:42,045
So I encourage you to practice
with your own projects.
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00:12:42,049 --> 00:12:44,899
Create two or three nice scenes,
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00:12:44,900 --> 00:12:49,360
make some modifications on
them and refresh those scenes.
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00:12:49,355 --> 00:12:52,405
Don't forget to use the
two-point perspective,
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00:12:52,400 --> 00:12:55,840
two-point perspective Upsilon,
and the field of view.
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00:12:55,835 --> 00:12:57,865
And in the next episode,
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00:12:57,860 --> 00:13:00,830
we will see another tray
which can be used as
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00:13:00,830 --> 00:13:05,070
well in a scene as it
is, the saddles tray.
19755
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