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Hello everyone.
In this lesson we are going to be adding the potion inside of our potion bottle.
And to start with, let's click on the potion bottle deselected.
And it's set on x-ray mode by holding on Z on
our keyboard within the mouse down and letting go of z.
And now we can see through our bottle bit better cook.
So the bottle selected is press Shift D to duplicate that bottle.
So let's press shift D.
And I can see we have made a copy of that bottle and let's
right-click to set it back to its original location.
Now we can double-click on the new object's name over here.
You'll see is the one that says dot 000 001.
And we're going to rename that to potion liquid and press Enter.
And, and we want that liquid to be a little bit smaller than the actual bottle.
And he can't just scale that down.
Let me show you quickly. Let's press S to scale.
And you'll see as we scale that down,
if you look at the body of the bottle, that looks good.
But then at the top The,
you'll see it starts passing through the outside of our bottle.
So let's undo that by pressing Control Z.
Now let's go into edit mode with our potion liquid selected.
So you can press tab on our keyboard to go into edit mode.
Now we can press a to select all.
And now we want to scale everything away from
the direction that they are facing, all the faces.
And do that, instead of just pressing S to scale,
we're going to press Alt S. And now as we scale that down,
you'll see all the faces scale inwards away from where they were facing.
So it's scatter down little bit.
And the amount that you scaling this down will determine how
thick your glass looks in your potion bottle.
So I'm going to make mine something like that and then just lift click to apply.
So let's go back into object mode quickly.
Now you can see our potion liquid is now perfectly inside of our potion bottle.
Now we need to sit the level of our liquid.
And to do that, we're going to create
an object that cuts off a certain part of the liquid.
And that allows us to easily adjust how full we want this bottle to be.
So to do that, Let's press Shift a to add the two mesh and add another cube.
Now let's press S to scale and type 3 to make that three times bigger and press Enter.
And let's zoom out Tibet. And let's just rename that DoubleClick.
I'm going to call that potion level and press Enter.
Now to make it a bit easier to see through this,
Let's go to the object properties is little square icon over here.
And then under visibility,
we can open that and uncheck renders because we didn't want to render this cube.
And in under re visibility,
we can just click and drag to disable all of these.
And then under view-port display, we can open that up.
And you'll see display as it's currently set to textured.
And we can change it to wire.
And I will only show us the outline wireframe of this object.
So we can easily see what's going on even if you're not in x-ray mode.
Now let's go into front view quickly with numpad 1.
Select our potion level,
and then press G to grab and move x0 to move it on the z-axis.
And then just move that up.
And we ever, we place this is going to start cutting off the potion level.
So let's say we wanted to have something like that.
Now the person will only be at the bottom part day.
Anything that's inside this cube will be cut off, glue.
Make this cube actually do something with select a potion liquid.
So if you click once it will shake the bottle,
click again and I'll select the potion.
And you can just make sure that you have the liquid selected
by looking at the blue bar in this list over here.
Now with a person liquid selected,
let's go to the modifier properties is little range over here,
and it's add a modifier.
And under Generate you'll see the Boolean modifier.
So let's click deselect that.
And I can see we have different settings for this Boolean modifier.
And for our purposes we're only going to look at difference right now.
So now under object, we want to select our potion level object.
And you can easily do that simply by clicking
this little eyedropper and then moving until it says potion level.
And then click on that.
And they can see it cuts off the potion way that cube is located now.
So if you select that cube,
press G to grab and move that around.
You can see you can easily make the person level higher or lower.
So it's sitted like that.
And now you may have noticed that the performance gets a
bit choppy in our viewport over here and fix it.
We can simply select our objects.
Let's start with the Coke.
And under the subdivision modifier and the modifier properties,
we can turn down the levels viewport sitting to two,
but leave the render sitting at for today,
I'll turn down the subdivisions in this viewport and make everything run a bit smoother.
But then when we render,
it will still use the highest subdivision levels to give us nice smooth arenas.
So it's like the bottle as well,
to the labels viewport down to two.
And then click on the potion liquid and turn the levels viewport down to two as well.
Now if we grab this again, move that around.
You can see it's a lot smoother.
Qu and Alex parent this potion liquid to the bottle as well.
Because at the moment if you grab this bottle,
you'll see the person stays behind.
So let's click on the potion,
deselected potion, hold down, shift,
click on the bottle,
and then press Control P again to parent.
And select Object Group.
Now we can select the bottle,
press G to grab,
and we can move that around.
And as you can see, the potion level
stays at that certain level where the cube cancel off.
The cool thing now is we can rotate this bottle around and that
liquid will stay in the correct orientation, as you can see.
And it's just reset the location and rotation by holding on Alt and pressing G to
receive the location and holding on Alt and pressing R to reset the rotation.
And one last thing you want to do is make it so that we can move this bottle
around without having to select our potion level object the whole time as well.
A painting this 2D object won't give us
the desired effect because they need would rotate with our object as well.
Let me show you what the problem with that would be.
So we're going to parent that to the bottle.
Now if you select the bottle,
if we move it, everything is fine.
But if you rotate it,
you see a person doesn't look right anymore because
the level rotates along with the bottle.
Now, let's undo that, undo,
undo. Here we go.
So now to fix that,
we can sit a constraint to
our potion label object so that it follows the location of our bottle,
but not the rotation.
And to do that, we can make sure our potion level object is selected.
And we can go down to constraint properties.
You'll see it looks like two little circles with a constraint around them.
We can click on that and we can click on Add Object Constraint and in copy location.
So click on Copy location.
And then for the target,
we went to click on this little dropper again and then select our bottle.
But now it will always keep the exact location of
our bottle and we can't move that around to adjust the level anymore.
And to fix that, we simply need to enable offset over here.
So click on offset and now it'll keep the offset so we can select
our potion and adjust the level two what EBIT we want.
But then if we click on our bottle and grab and move that around,
it will move like that.
And if you rotate that,
we can rotate the bottle and the Persian level still stays correct.
Cool.
I'm going to reset the location and rotation again by pressing
Alt G to receive the location and ALT are two receipt the rotation.
Awesome.
And in the next lesson we're going to add some nice materials to our potion.
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