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Would you like to inspect the original subtitles? These are the user uploaded subtitles that are being translated: 1 00:00:00,160 --> 00:00:04,240 In this video, I will teach you 2 00:00:02,080 --> 00:00:06,400 everything you need to know about making 3 00:00:04,240 --> 00:00:08,960 sweep profiles or wall moldings in 4 00:00:06,400 --> 00:00:12,080 Blender. It's all around basic and easy 5 00:00:08,960 --> 00:00:14,160 stuff. So, I hope you enjoy it cuz let's 6 00:00:12,080 --> 00:00:16,720 say you have a wall or a building, 7 00:00:14,160 --> 00:00:19,039 exterior or interior space and you want 8 00:00:16,720 --> 00:00:20,800 to add a sweep with a shape to it. You 9 00:00:19,039 --> 00:00:23,359 first need to identify the points where 10 00:00:20,800 --> 00:00:25,439 it should go. So, in edit mode, try to 11 00:00:23,359 --> 00:00:28,240 hold shift and pick the vertices along 12 00:00:25,439 --> 00:00:30,880 the wall or do it with edges. Then hit 13 00:00:28,240 --> 00:00:33,200 shift D to copy this line. And let's 14 00:00:30,880 --> 00:00:37,040 move it up just to make it clear and 15 00:00:33,200 --> 00:00:39,760 press P to separate it from the mesh. 16 00:00:37,040 --> 00:00:42,079 With sweeps, we need to work on curves. 17 00:00:39,760 --> 00:00:45,200 So with the line selected, go to the 18 00:00:42,079 --> 00:00:47,200 object menu and convert it to curve. We 19 00:00:45,200 --> 00:00:50,079 have now the curve settings available. 20 00:00:47,200 --> 00:00:52,480 With it, we can add a sweep using any 21 00:00:50,079 --> 00:00:55,840 profile we have like those ones which I 22 00:00:52,480 --> 00:00:58,160 got for free. So pick one, separate it 23 00:00:55,840 --> 00:00:59,920 if it's joined with others and move it 24 00:00:58,160 --> 00:01:01,680 on the side where we need to pay 25 00:00:59,920 --> 00:01:05,040 attention for two things in this 26 00:01:01,680 --> 00:01:07,439 profile. Its pivot or mass point which 27 00:01:05,040 --> 00:01:09,840 is this yellow dot. It's the center of 28 00:01:07,439 --> 00:01:12,240 transformation if we want to scale or 29 00:01:09,840 --> 00:01:14,560 rotate the profile. And with upper 30 00:01:12,240 --> 00:01:17,119 sweep, it should be on the top inner 31 00:01:14,560 --> 00:01:19,280 corner of the profile. If it's a wall 32 00:01:17,119 --> 00:01:21,840 trim on the bottom, you should place it 33 00:01:19,280 --> 00:01:24,400 on the opposite side on the profile. 34 00:01:21,840 --> 00:01:26,240 That way you can edit it easily without 35 00:01:24,400 --> 00:01:29,040 intersecting with the floor or the 36 00:01:26,240 --> 00:01:31,439 ceiling. The second thing we need to 37 00:01:29,040 --> 00:01:33,680 check is the direction of it. But that 38 00:01:31,439 --> 00:01:37,439 can be done after we apply it to the 39 00:01:33,680 --> 00:01:40,799 line. So go back to the line and in its 40 00:01:37,439 --> 00:01:43,920 curve settings go to the geometry tab 41 00:01:40,799 --> 00:01:46,799 and under the bevel go to object and 42 00:01:43,920 --> 00:01:50,079 choose the profile there. This way the 43 00:01:46,799 --> 00:01:52,320 profile shape will sweep alone the line. 44 00:01:50,079 --> 00:01:54,320 Scaling the profile in object mode will 45 00:01:52,320 --> 00:01:56,720 affect the sweep. But to fix its 46 00:01:54,320 --> 00:01:59,680 direction, we need to rotate it inside 47 00:01:56,720 --> 00:02:02,479 edit mode. And fixing this is easy. You 48 00:01:59,680 --> 00:02:04,479 hit tab, select the profile, and mirror 49 00:02:02,479 --> 00:02:07,680 it to make it on the outside rather than 50 00:02:04,479 --> 00:02:09,759 the inside. If this was an interior, you 51 00:02:07,680 --> 00:02:12,319 don't need to do anything yet. Try to 52 00:02:09,759 --> 00:02:14,879 recheck the profile pivot after that to 53 00:02:12,319 --> 00:02:16,720 make sure it align with the wall. You 54 00:02:14,879 --> 00:02:19,120 can use the snap to attach it to a 55 00:02:16,720 --> 00:02:20,959 certain point. And try to hold shift if 56 00:02:19,120 --> 00:02:23,840 you want to pick more than one snap 57 00:02:20,959 --> 00:02:26,000 option. 58 00:02:23,840 --> 00:02:28,560 The resolution on the sweep is set from 59 00:02:26,000 --> 00:02:30,560 the profile and not the line. So don't 60 00:02:28,560 --> 00:02:33,280 mix those. You can go back to the 61 00:02:30,560 --> 00:02:36,560 profile to edit anything in the shape. 62 00:02:33,280 --> 00:02:38,879 The line is a curve of course. So 63 00:02:36,560 --> 00:02:41,840 extending it by extruding the points 64 00:02:38,879 --> 00:02:43,840 along the wall. 65 00:02:41,840 --> 00:02:46,080 If you want to join this corner, since 66 00:02:43,840 --> 00:02:48,959 we have two points here and the line is 67 00:02:46,080 --> 00:02:52,160 not connected, you can select them both. 68 00:02:48,959 --> 00:02:55,680 Then right click to make a segment and 69 00:02:52,160 --> 00:02:59,280 after that choose one point and Ctrl X 70 00:02:55,680 --> 00:03:01,440 to dissolve it. 71 00:02:59,280 --> 00:03:04,080 If you want to make wall frames like for 72 00:03:01,440 --> 00:03:06,319 a library or a window, the process is 73 00:03:04,080 --> 00:03:08,480 the same. You set a shape around the 74 00:03:06,319 --> 00:03:11,920 object you need. Let's say something 75 00:03:08,480 --> 00:03:14,080 like this. Make it a curve. And for the 76 00:03:11,920 --> 00:03:16,720 profile this time, you should pick 77 00:03:14,080 --> 00:03:19,280 something of a symmetry like those two. 78 00:03:16,720 --> 00:03:21,440 The rest are just the same as before. 79 00:03:19,280 --> 00:03:23,440 And you can rotate the profile around to 80 00:03:21,440 --> 00:03:26,599 make it suitable for any area you want 81 00:03:23,440 --> 00:03:26,599 to cover. 82 00:03:30,959 --> 00:03:35,440 Last thing you might need to learn is 83 00:03:32,640 --> 00:03:37,760 how to copy around cornises. Since this 84 00:03:35,440 --> 00:03:40,239 one is a detailed object, you can use 85 00:03:37,760 --> 00:03:42,799 Alt D to instance copy and keep things 86 00:03:40,239 --> 00:03:45,519 light. Yet, once you hit a corner, this 87 00:03:42,799 --> 00:03:48,239 might be weird cuz you need it to sweep. 88 00:03:45,519 --> 00:03:50,159 Now, this one is easy but tricky. See, 89 00:03:48,239 --> 00:03:52,879 what you need to do is start from the 90 00:03:50,159 --> 00:03:55,360 corner, add one cornice, and drop on it 91 00:03:52,879 --> 00:03:58,159 a mirror modifier. 92 00:03:55,360 --> 00:04:01,599 From this options menu, hit affect only 93 00:03:58,159 --> 00:04:04,319 origins. This way if you rotate by 45 94 00:04:01,599 --> 00:04:08,599 and enable the bisect on the same axis 95 00:04:04,319 --> 00:04:08,599 you will get the result you need. 96 00:04:12,799 --> 00:04:18,079 Make sure to disable affect only origin 97 00:04:15,920 --> 00:04:20,880 before moving into the corner and the 98 00:04:18,079 --> 00:04:22,960 rest are just copies along the wall. The 99 00:04:20,880 --> 00:04:25,360 mirror do have a flip option so the 100 00:04:22,960 --> 00:04:27,759 other case is covered the same way. Yet 101 00:04:25,360 --> 00:04:30,160 again, don't forget to manage the origin 102 00:04:27,759 --> 00:04:33,280 options unless you want to enter edit 103 00:04:30,160 --> 00:04:36,240 mode with all the vertices in it. That's 104 00:04:33,280 --> 00:04:39,280 it. Hope this been fun. Like and sub for 105 00:04:36,240 --> 00:04:43,160 more dope. And until next time, stay 106 00:04:39,280 --> 00:04:43,160 sharp. Goodbye.7948

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