WEBVTT

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Welcome to this three modeling class where we will create a Ghostbuster trap so we can start to learn

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the three modeling tools inside of Maya, any time you start modeling something, you want to look at

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reference in case you don't know what a Ghostbuster trap is.

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You can just Google it and find some images.

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And we're going to use this just as a template, not really as an exact match that we're going to try

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to get.

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But just, you know, there's a kind of box here that has different knobs and a handle on it and that

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kind of a thing.

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And that's kind of the general kind of direction we're going to try to model this object in so we can

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start to learn some miah.

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So I'm going to switch back to Maya.

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And any time you start using Maya, you want to set your project.

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This is something to remember from here on out.

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This isn't just some thing that, you know, you want to do sometimes.

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This is, you know, from day one when I was learning Miotto, you work in a big studio.

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You want to set your project actually.

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Well, big studios have their own way of doing stuff.

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But a small studio, maybe you want to set your project file, go down to set a project.

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And the reason this is important is because any time you have, you know, later down the road, you

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have texture's say you're doing a Closs simulation and you want to cash that out or all these other

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technical things that we'll get into later.

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We need somewhere for Maya to save all those things to reference into the scene.

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So in my directory, I've made a Maya folder and I'm going to set that and it will ask you to create

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a default workspace.

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And typically this just means, you know, it's going to save, you know, kind of unimportant stuff.

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Like what kind of view did you have open?

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Was it a perspective or a side view?

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And you know, what kind of preferences maybe you had for that workspace.

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So you can just say create a default workspace and you won't have to do that again.

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You'll have to do the first time you set a project.

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We're also going to go to the project window.

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The other option here under Project, you can see Project Ingrey, we only have two options.

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We've already done set project.

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The project is set.

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So let's go to a project window and we get all of these different folder options here.

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And if you don't see these names typed out here, you can go to edit reset settings and it should fill

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all of those out for you.

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And this will create folders, like I mentioned a moment ago, for caches, for images.

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And mostly we're going to be using for scenes because when we save a Miah file, if we just hit command

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s like you would in a word document or whatever, just to save the file, it's going to save a dot m,

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b or a dot in A and that's M for Maya and A or B depending on if you save an ASCII or binary file.

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But that's not that important right now.

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Let's just accept and we'll make all these folders.

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So when we go to file save sko file save scene and because we haven't done it yet, it'll open up this

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dialog box.

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And now we have this current project.

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It knows where our current project is and we have all those folders that it had listed it out.

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And any time we're saving a scene, we want to save in the scenes folder.

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And you can see that it is under our project that I defined as Maya and now I can name it whatever I

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want.

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And I can choose to be an ASCII or binary, and it doesn't really matter, to be honest, for our purposes.

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So I'm going to name that Ghostbuster trap.

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And it's safe, so now we have the project saved and that way, if we need to move the project to another

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computer, it will have reference a path to the project settings so it will know where the textures

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are or or anything else like that.

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So let's get started and model this Ghostbuster trap.

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So let's take a look at this reference.

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And we basically have a rectangle with a hint, a cylinder handle.

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So let's start with the most basic elements first and then we'll add detail later, because any time

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you do modeling, whether it's hard or organic, let's start with the simplest shapes first and then

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add detail later.

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We don't want to start with the detail on really anything.

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And that goes the same is true for animation.

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Most art, you know, you start with the basics first, so let's create the rectangle and the handle,

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because those are the biggest, most obvious things.

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So in Maya, there's a couple of different ways we can create things.

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You know, we have this shelf here, the poly modeling shelf, and there are curves and surfaces here

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which, you know, it looks like they have similar things.

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But these are called nerve surfaces.

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And these aren't very useful for modeling and animation.

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They sometimes are used for kind of just to create controls on rigs, to create paths, to revolve a

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shape around or constrain a camera to a path or fly a plane down a curve path, something like that.

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But for our purposes, we're not going to be using nerve surfaces.

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We're going to be doing poorly modeling where we have vertices, edges and faces.

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So let's create the rectangle.

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We can click this rectangle right here and zoom in by right clicking and holding down alt and left clicking

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to rotate around.

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If you remember, we could also create that by doing the polygon primitives and we could pop this off

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if we wanted to and create a bunch of these cubes.

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That's another way to do it.

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But now that we have this, we can go over to our channel box here and we can see we have a poly cube

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one and we can see it's called P Cube one here.

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And it's also called Cube one here and it's highlighted.

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So we know this is what's highlighted.

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And I point out these things because, you know, we can translate this thing around different ways

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and that's reflected here.

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But there's also other options.

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When we pop this down, we can get subdivision's.

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So every one of the more subdivisions, we can go to subdivision with height and depth and those will

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do different kind of dimensions on this, depending on if we need more geometry.

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We'll get to that in a minute.

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Let's first make the basic shape.

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So I'll go to with and I'll make this a little longer and a little wider.

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And until.

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So now we have something that approximates the size and I'm going to go and turn on the anti aliasing

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and the ambient inclusion to help us visualize this most going to lift this up and we can see depending

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on the width, height and depth, if I just change this to five and knees to two, that I know the height

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is two, that this needs to the top one to be able to be sitting right on the floor.

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Right.

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Because it's measuring from the center, wherever manipulator is, that's where it's measuring from.

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So if it's a height of two and this is in the middle, then it's one to the floor right from where the

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manipulator is.

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If we bring this down to the floor, it's going to be at zero.

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So that's one way to kind of know how it's calculating what these numbers are.

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Exactly.

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So we have that rectangle now.

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Let's create the handle.

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We can click the cylinder here and drag this up.

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You can hit W if you don't have the manipulator selected yet, you it e to rotate this over and to get

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it exact, we can just type in 90.

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You can do negative 90 or 90 for us.

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It doesn't really matter right now.

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And we could scale this down or we could use similarly these types of attributes over here so we could

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reduce the radius or we could, you know, just scale it down the scale tool by hitting R.

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And let's move this to one side.

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And move it up.

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And then we can make another cue, a couple of different ways we could duplicate this one, we get it,

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Kamandi, and now we have another one that we can scale and do all these things, too.

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But you can see when you duplicate just what the shortcut, you don't have that option anymore, right?

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We don't have that poly cube input that we had here.

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So sometimes it's nice to just use the basic tools to make sure that we have this history here, that

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later we can go back in and change if we want to.

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So let's bring this here and scale it down a little bit and let's talk about some ways to align things.

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So, you know, if we wanted to get this to be exactly on this edge, it might be kind of hard to use

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the manipulator, you know, back and forth.

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There are a couple of different things we can do to move things around and be very specific.

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Of course, we can go up here and type in a number, but we could just be typing all day.

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And, you know, we might not get exactly visually what it looks like.

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So to know that we have snap to that, we can use the snapping tools, but the snapping tools go based

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off of where the manipulator is.

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So, for example, if I hold down V on the keyboard, that means vertices.

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It's going to snap to vertices.

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And just to show you what were the components that we're dealing with to know what a vertices even is.

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Let me break this down even further.

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So if we take this square, I'm going to isolate it with this little button here.

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Isolate, select I right click.

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Now I can see and change my selection mode to edge, vertex, vertex, face, face or back to object

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mode, which is what we're currently and where an object mode.

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And it's also denoted by this little button up here in the top left.

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I'm going to go to component mode.

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We can click on this button and again, you know, it'll show that if you hold it down or if you hover

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over it, rather, and you can see the different kind of components that we can select here and we can

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isolate those.

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So now we're selecting the lines.

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Or if we go back to this one and dislike the line, we get the vertices.

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So now we can edit the basic components of all the polygons here.

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And if we want to do this quickly, we can right.

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Click and hold, drag up and go to edge mode now and now we can adjust the edges.

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So that just gives you a quick idea of of what the components are that make up a polygon.

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So I just went to object mode to get back in so I can select the whole thing.

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I can also go up here and click this middle button to go back and object mode.

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I'm an uneasy slate this now so we can go back to our model.

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So the next thing we need to understand is how to change where the manipulator is.

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So if I hold down V like I was describing earlier and I middle mouse drag, if we click and hold middle

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mouse, this is going to snap to vertices you can see is trying to snap to the corners of the box or

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the vertices of the cylinder.

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So but we don't want the Senate to snap to it.

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We want the edge to snap to it.

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So we're going to need to change where this center pivot is.

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To do that, we can hold down D and now we get a different type of manipulator here.

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And if we hold down V while we're holding down D, we can also snap the pivot to avert a C without the

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object moving because we're just changing where the pivot is now.

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So if I let go of both now we get the regular manipulator.

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If this doesn't come back, you can hit W to make sure that pops back to the B, the manipulator.

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So now we move this, the whole thing moves around.

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Now what we can do is go and hold down V and middle mouse drag and isolate the up value.

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So we're only going to go up and you can see it snapped upward.

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Now we can hold down the x axis and it will snap to the back side, which it seems like it has.

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So now we don't want this pivot here anymore.

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How do we get that back?

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That's not a big deal.

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We go to modify and we go down to center pivot.

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We click this.

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Now, the pivot is back in the center and we can move the pivot around later again if we want to.

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But now it's there.

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Also, remember, you can see that the axis here is yellow.

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So if I was to start middle mouse dragging, it's going to be isolated on this no matter what I do or

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where I move my mouse if it's middle mouse dragged.

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So, you know, just want to make sure that you understand how it's isolating these axes as you click

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them.

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That's one thing that, you know, stumps a lot of people when they're just starting out, like, why

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can I move this in a different axis?

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It's because we selected that one and now it's thinking ought to isolate that.

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So this looks very basic right now.

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But I want to give you a quick introduction into how to create things, manipulate them, snap thing.

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Around and in the next lesson, we're going to take this further and start adding details and learn

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a few more modeling tools inside of Maya.

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So thanks for watching and I'll see in the next lesson.
