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These are the user uploaded subtitles that are being translated: 1 00:00:04,500 --> 00:00:09,810 In this lecture, we'll be bringing in reference images that we can trace around for our characters. 2 00:00:11,440 --> 00:00:16,450 So I'm in the general start up file, so a completely new scene, and in order to make a more detailed 3 00:00:16,450 --> 00:00:21,760 block person, it would be helpful to have some background images to kind of trace around and use as 4 00:00:21,760 --> 00:00:27,010 a guide for this, you'll need to download the block man image and the block female image. 5 00:00:27,100 --> 00:00:28,420 I'll start with the block man. 6 00:00:28,480 --> 00:00:31,720 This is perhaps very slightly easier once you have this downloaded. 7 00:00:31,870 --> 00:00:34,300 Just click it and drag it into your scene. 8 00:00:34,540 --> 00:00:38,020 You can do this with most image files, such as PNGs or JPEGs. 9 00:00:38,170 --> 00:00:42,190 And if we take a look, we've got a single sort of plane with that image on. 10 00:00:42,400 --> 00:00:44,710 It's not actually a plane, it's an empty. 11 00:00:44,950 --> 00:00:51,160 So if I go to camera view with zero or my numpad and I'll just move this into where I can see it and 12 00:00:51,160 --> 00:00:52,730 press F12 to render. 13 00:00:52,750 --> 00:00:57,130 You can see it doesn't actually appear in my render, even though it gives the impression that it will 14 00:00:57,130 --> 00:00:57,670 over here. 15 00:00:57,700 --> 00:00:59,410 But empties don't actually appear. 16 00:00:59,500 --> 00:01:04,390 You can still hide it from the viewport with the eye that's over here as well, and that could be handy 17 00:01:04,390 --> 00:01:07,060 if you want to clear the background image or make it visible. 18 00:01:07,090 --> 00:01:09,490 Now you have got a few other controls have come down to here. 19 00:01:09,640 --> 00:01:11,230 We've got object data properties. 20 00:01:11,500 --> 00:01:14,410 If I click on that, we've got a few things that we can change. 21 00:01:14,650 --> 00:01:17,830 Before that, I'll come out of camera view with zero or my numpad. 22 00:01:18,010 --> 00:01:21,070 It actually comes in perpendicular to your viewport. 23 00:01:21,070 --> 00:01:25,390 So when I drank, then it came in flat like this, which is not how we want it. 24 00:01:25,510 --> 00:01:31,090 If I press and my keyboard and go up to item, we can see it away from the centre with the location 25 00:01:31,090 --> 00:01:32,410 and it's got some rotation. 26 00:01:32,830 --> 00:01:37,570 If I press Alt R. It lines it down flat and you can see the rotation has been removed. 27 00:01:37,780 --> 00:01:43,720 I can also get rid of the location by pressing Alt G, so ALT is a kind of undo command for certain 28 00:01:43,720 --> 00:01:44,140 things. 29 00:01:44,410 --> 00:01:51,040 Now to put this up right, I can press ah to rotate x by the x axis 90 degrees and it will stand up 30 00:01:51,520 --> 00:01:52,060 upright. 31 00:01:52,480 --> 00:01:58,090 Now I can move this backwards slightly, so g then y move that back there, and let's go to front view 32 00:01:58,090 --> 00:01:59,740 and move it above the floor. 33 00:01:59,830 --> 00:02:05,050 If I use this button up here called X-ray mode, it enables me to see through objects and I can position 34 00:02:05,050 --> 00:02:08,650 this a little bit closer, some around there and was somewhere in the middle. 35 00:02:08,920 --> 00:02:10,180 She asked about there. 36 00:02:10,720 --> 00:02:16,410 Now it's tough to see the z axis and the x axis so I can use the opacity option here if I take that. 37 00:02:16,420 --> 00:02:20,390 Remember, I made my Object Data Properties tab and bring this down. 38 00:02:20,800 --> 00:02:26,140 I can now see the z axis going through there and the x axis came through there so I can actually adjust 39 00:02:26,140 --> 00:02:27,370 it very slightly. 40 00:02:27,610 --> 00:02:29,230 So definitely in the centre. 41 00:02:29,530 --> 00:02:30,800 So that's a useful function. 42 00:02:30,820 --> 00:02:36,010 The opacity we've also got options here about how we want to be able to view it sometimes is helpful 43 00:02:36,010 --> 00:02:37,670 not to be able to see it in perspective. 44 00:02:37,690 --> 00:02:42,550 So if I click the perspective button and go to perspective view, we won't be able to see it until I 45 00:02:42,550 --> 00:02:43,180 take it again. 46 00:02:43,660 --> 00:02:46,930 A lot of the time you'll be using it in either front view or side view. 47 00:02:47,380 --> 00:02:49,120 So that's one and three or my numpad. 48 00:02:49,420 --> 00:02:52,870 So you may not want it in perspective because you may find it distracting. 49 00:02:53,140 --> 00:02:54,910 Let's actually set up the side view now. 50 00:02:55,120 --> 00:03:03,070 So with it selected, I can press Shift D then R Z 90, and that will rotate my duplicate around the 51 00:03:03,070 --> 00:03:04,300 z axis 90 degrees. 52 00:03:04,660 --> 00:03:06,970 So we should end up with something like this. 53 00:03:07,420 --> 00:03:11,900 So let's go to side for you, G, to grab in the Y and move that forwards. 54 00:03:12,250 --> 00:03:13,900 So we're basically in the middle there. 55 00:03:14,140 --> 00:03:18,370 And then if I come around to the frontier and press G to grab in the X, I can move it backwards. 56 00:03:18,550 --> 00:03:24,040 So I'm going to model in this place just here in front of the side view and front view, just there. 57 00:03:24,160 --> 00:03:29,560 And if I go to front view, we can see my cube in front there and side view, it's in front there as 58 00:03:29,560 --> 00:03:29,890 well. 59 00:03:30,160 --> 00:03:35,500 So if you haven't already catch up with me and bring in the block man image, setting it up in front 60 00:03:35,500 --> 00:03:42,250 view and side view like I have here, try to make sure if I go to front view that the z axis is nicely 61 00:03:42,250 --> 00:03:47,470 down the middle here and for side view, if I press three or my numpad, the Z Access is roughly going 62 00:03:47,470 --> 00:03:49,510 down the centre there and that can be much more rough. 63 00:03:49,720 --> 00:03:51,030 So that concludes this lecture. 64 00:03:51,040 --> 00:03:53,290 Do you make sure you've saved your work ready for next time? 6550

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