WEBVTT

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Welcome to this first lesson in Mile, where we're going to cover the interface, it's the first thing

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you see when you open mine.

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So it's good to get familiarized with it.

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And as you go through this course, you will become more and more familiar with it and comfortable using

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it.

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But it's a great place to start just so that we know what we're looking at, because it's easy to get

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intimidated when you're first starting to learn 3D.

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I know I was when I opened up a program and you see all of these buttons and all of these menus and

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you have no idea what's important and what's not.

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And it just looks like some crazy alien interface.

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And where do you even begin with that?

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So that's why I have this lesson.

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You can refer back to it, but it's also just kind of to ease your fears, right?

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Like you're not going to need to learn every single little button and menu option here to be successful

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and Miah and use it.

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I'm going to show you the things that we use the most.

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And in this interface, I'm going to show you kind of how to visually categorize these things so you

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can kind of know, OK, I'm probably not going to use this.

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So visually, I don't need to worry about kind of that chaos of all these buttons up here.

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So let's just kind of take an overall look at this.

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Normally, when you open up, Maya, you're going to get some type of a view like this.

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And you can see down here that it says RSP and that tells us the camera view that we're viewing in the

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viewport.

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And that's what this middle section is here.

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This is called the viewport.

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And you can see the axes down here on the lower left.

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So you can see why is up and Z is kind of to the left.

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And so this is where we're going to see everything that's happening in our scene.

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And down here, we have a timeline for when we start animating.

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We can scrub this, we can play it over here.

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We can set it to loop back several times by clicking that.

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We can turn on auto key, turn that off, change the frame range, all these things.

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But typically when I'm using this, I use it just like this.

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I scrub, I look, and then I can change frame range clicking and dragging that or typing in numbers

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here.

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And these two numbers actually just mean the kind of in and out points of what we're looking at versus

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the whole scene.

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Right.

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So you can see we can kind of adjust this and slide this around, but it doesn't change the first number.

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And that's why that's kind of the absolute values of the in and out of the scene.

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But we can temporarily change that kind of scale so we can see, you know, a smaller scale of the timeline.

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So it's easier to scrub a smaller section if it's a very big shot or something like that.

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And if you double click it, it will jump out to the whole thing and maximize to the entire length of

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the frame range that you've said.

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So that's the bottom part.

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And you can see down here in the bottom left, this will be very helpful as you're starting this whole

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display, short help, tips and tools and selections.

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So if I'm going up here and I don't know what this is and I hover over it, I'll get a tool tip that

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will pop up.

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But if you're looking in the lower left as well, it'll say the same thing.

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So if you're a little impatient for the tooltip to pop up, you can just look in the lower left and

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you can see as I scrub my mouse through, I'm not clicking anything.

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I'm just hovering over.

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Everything you can see is showing me what each one of these tools is named and what they do.

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And if you leave it over there, you know, the tool tip will also pop up.

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So that's one quick way to figure out what all these little things do up here.

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Don't worry about what each one of them does yet.

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We'll get into that later.

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But just know, you know, these are different tabs for different kind of sections.

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And these sections are also kind of related to these different dropdown menus here.

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Maya tries to organize the menus into different disciplines so you can see modeling, rigging, animation.

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It's all separate into their own menu sets because typically, if you're doing one, you're not really

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going to be doing the other.

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And in a production, normally, this is kind of the linear workflow of how things are made anyways.

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First model something, then you riggert the animated, for example, you can't really animate something

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that doesn't exist, so you have to model it first.

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And if you're going to regret that, you need to rig it before animation.

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So it's just kind of they try to do it in a way, an order that makes sense for how you're going to

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create things and animate things and render things.

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That's why these are ordered the way they are.

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And you can see that they change the menu options up here, but only after windows.

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You can see watch windows.

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And as I change the options, Windows stays the same.

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So everything from file to windows is never going to change and everything after that will and a lot

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of these things.

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So I'm in the animation tab here and the drop down menu and I'm on the animation shelf here.

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And you can see there's a play blast.

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There's different kind of options.

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And a lot of those things are also here.

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So you can see play blast.

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Is here as well.

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It's the same icon, it's the same tooltip, so even though there's all these different buttons, they

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actually just put them in more than one place.

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So it makes it look more complicated than it is because the same option is put in several different

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places.

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So, for example, with play blast, I could actually even.

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Right.

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Click on the timeline down here and it's off the screen.

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But if you do this on your and your Miah, you can go down to the bottom and you can see an option for

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play blast again.

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So Play Blast, for example, is in three different places.

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So, you know, this is also another reason why not to get overwhelmed by all these options, because

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visually, it looks like there's a ton of them.

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But really, they're just the same ones over and over in different ways, you know, depending on how

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you want to work or select options or menus or how you want to select tools, then they try to give

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you as many options as you want to, really, which is a little too much.

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Typically, you're only ever going to, you know, use this up here or the shelf.

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It's whatever you're comfortable with.

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I find it kind of hard to remember what each one of these icons are and then to wait for the, you know,

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tooltip to pop up.

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Typically what I'm going through the menu up here and I'm not using this as much, but it's definitely

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nice to have sometimes on a couple of different things, like, you know, in this course I'm probably

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going to make, you know, a couple of sphere's just to show you how things work.

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We'll get into manipulating things in the next lesson.

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But, you know, besides that, I don't really use the shelf options all that much.

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So now that we have this kind of shelf option and some of these menu things covered, let's look at

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what's in between them.

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We kind of see this, you know, drop down menu that we talked about.

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Then there's all these buttons up here and they all do different types of things that we're going to

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get into a lot later.

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So for right now, just know that you don't really have to worry about any of these things and we'll

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slowly cover these later.

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These aren't super, super important and getting started.

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So we're just going to skip them now for the interface.

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Don't worry about these.

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So the next kind of thing we want to look at are these different windows as well.

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So we have, you know, a blank window here.

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We have blank window here.

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They have their own little tabs here.

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And then there's these tabs on the side.

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So, again, it seems like there's a ton of options, but it's really not.

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So, for example, with this tab, this can actually be, you know, closed down by clicking it or double

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clicking it to open it back up.

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But if you noticed here, this little button gets highlighted and again highlighted as we're clicking

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it.

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So it's the same thing like we were talking about earlier, the play blast.

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It's just a different way to select kind of menu options here.

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So you can do it from up here or you can do it from this tab.

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So you can see the modelling tool kit.

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We can go back to the attributes or we could select over here.

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So why this is significant is because if I create a sphere, this is going to tell me the name.

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It's going to tell me where it is and space.

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Is it on as a visible and the history of the object and any inputs there are.

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So I can see what the inputs are.

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So this is kind of a quick way to see what's the status of this object where it is if I go to the attribute

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Ed?

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I can kind of see this information displayed a little bit differently so I can see translate as all

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zero if we go back to the channel box, we can see that's shown here as well.

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Just the same thing shown twice like we're talking about earlier.

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I want to help simplify this stuff in your mind so you don't feel like that.

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You know, this is something different than this.

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It's not.

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It's the same thing.

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It's just in a different place.

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So just to kind of emphasize this again, I wanted to show you something that I use quite a bit.

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If you hold down spacebar, you will get the hotbox many what Maya calls the hotbox menu.

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And I'm holding down Space Bar and I have all of the menu options available to me.

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You might be able to tell that is ordered the same exact way that the tabs over here ordered.

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So modeling, you can see mesh mesh, edit mesh, edit mesh mesh tools, mesh tools and so on and so

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on.

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You can see rigging, animation effects and rendering.

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That's the exact same way this is laid out over here.

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So it's just a quicker way to get to all of these menus is by holding down Space Bar and I use that

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quite a bit.

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It took me a couple of years to get used to it and actually use it because I think it does take a little

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familiarity with Maya to feel comfortable with this.

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But the sooner I use this, the quicker you'll be in Maya.

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And I would highly encourage you to use this instead of having to hunt around for stuff up here and

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changing menus.

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You can get to everything right here by holding down space bar.

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So that's a pretty useful tip that I think will be useful even more later.

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Now that we know what the channel boxes and the difference with the attribute editor, let's jump over

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to this section.

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We can see the viewport has its own options.

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And if you hover over each one of these objects, you'll also get the tooltip.

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And so I won't go over each one of these because to be honest, they're not very helpful as a beginner

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starting out, these aren't really that important.

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But I did want to talk about the different views and Maya.

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So if I don't hold on space, want to just tap it.

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You can see I get multiple views.

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And typically what you'll see, just click this over here is something like this when you're just starting

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out, Maya.

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So if I had spacebar again with my mouse just hovering over a different window, I'm not clicking anything

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with my mouse.

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I can jump into those views and you can see what the views are by the camera name, top Y, front Z,

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side X perspective.

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And so we can jump between different perspective views.

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If we need to see something top down and modeling, we can do that.

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So that's one quick way to divide up the screen as well.

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So if we want to divide the screen in a different way, we can go to panels, layouts and we can say

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two pane side by side.

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And that's what I had earlier that you saw, because this is the way I like to animate sometimes so

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I can get back to the perspective.

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You just by hitting space bar and these kind of buttons over here just kind of like shortcuts to these

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different modes as well.

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Instead of hitting spacebar, you can kind of jump through.

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And one of the last things I want to talk about is the outliner and outliner.

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You're going to have open and spend a lot of time.

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And because it's basically a table of contents of what's in your scene, you can see that we have these

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different cameras that we saw earlier when we were in the kind of four view setup.

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And they're all great because they're hidden.

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We can actually see them in the interface so we can see the the previous one.

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And that's one way that we can select this object or we can select it just by clicking it left.

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Mouse clicking So that's kind of two ways.

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This like things you either through the outliner or through the viewport.

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So that is a quick rundown on the interface.

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I hope it got you a little more familiarized with what you're looking at when you open up Miah.

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It's not as intimidating as it seems.

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And if you follow along with this course, you will just pick up these things.

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And so that I won't have to walk through each little button kind of in a dry way, we'll take a project

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based approach so that you'll get more familiar with the interface as we go along.

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So thanks for watching.

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And I'll see in the next lesson where we will briefly cover manipulators and how to move stuff around.

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And Maya, thanks for watching.
