WEBVTT

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Hi and welcome to this updated lesson with Maya, twenty twenty 22 coming out just today, I wanted

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to go ahead and make an updated video that shows you an even better way to make cords, ropes, wires,

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all that kind of good stuff.

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They actually came up with a new method, which I want to share with you.

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So we're going to use the Ghostbuster example and replace the cord that we've previously made in the

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course.

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So I'm just going to select that geometry.

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And before I do delete it, I just wanted to mention notice the issue we had here previously using the

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extrusion method along a curve.

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You always had the problem of that extra little bit that you extruded from, and then also the possibility

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of flipping normals of the faces if you adjusted the curve later.

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And that seems to be pretty much resolved with this new method.

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So let's like that geometry and delete it.

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If you're following along with the course project files.

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And I'm going to like the curve.

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And kind of weirdly enough, this new feature is not in the mesh controls, it's actually under create.

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So got to create you have sweet mesh, I'd be curious to see if they leave this function, this operation

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here, because it seems a bit out of place to have on the menu.

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I feel like it's a mesh operation.

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But anyway, go to create sweet mash and boom, you have record no fussy extruding all along a curve

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and creating divisions.

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It's pretty smartly creates the geometry for us.

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And we have all these settings now in the Ashry Ed for this sweet MASH creator.

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So let's run through a few of these.

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Obviously first we can see that it's too big so we can go to these scale profile and the default profile

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that we have is a poly profile.

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And so we can just scale that profile down until we have the correct size for the cord that we want.

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So it's not intersecting the ground anymore, roughly in here somewhere.

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And then we can see if we turn on the wireframe on shaded that it's a bit rough, not just in the profile,

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but also in the along the length.

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So let's address both of those issues with the resolution of the curve or the mesh that the curves making

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so we can get to these mesh creator tab here and then we can increase the sides of the circle so that

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that is solving the profile issue, the resolution there.

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And then if we scroll down to the interpolation tab here, we have Moad precision on it.

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We can just increase that until we have enough subdivisions along our curve that it's no longer kind

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of low poly looking.

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So that's the main kind of points here.

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And to really get back to the one we had before, we can just click add caps and we're kind of done.

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So that's really a much more efficient way, I think, to create a curve or a rope than the extrusion

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method that we've learned previously.

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Let's take this a little bit further, though, because there are some really cool options here to go

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even further than just a simple chord here.

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Let's say we want a braided rope or we wanted to create the interior wires of of a cord.

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We could click the distribute button here.

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And now we have the option to add the number of instances.

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Let's say let's imagine this is the interior of a cord and we want to wire splaying.

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This would be the way to do that.

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Or if we wanted a braided rope, we could do that very easily as well.

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All we have to do to get the braided effect is go down to the transformation options here and then just

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increase the twist of this.

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And of course, we can take that past the soft limiter of two and type in a value that we want.

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Of course, with ninety, we can see we've kind of broken the model and it's intersecting itself.

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So that just gave us a better range to now adjust this down to something that makes sense for the subdivisions

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we have and the length of the cord that we have here.

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So this is a really easy way to create a braided rope.

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I can also turn off the wire frames.

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You can kind of see that.

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Now, the other thing we're left with is the fact that now these are kind of separated from one another.

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We can click on the sweet mesh creator to get back to the menu.

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We can basically adjust to values.

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One is the scale of the instances.

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So now that they start to kind of intersect each other and connect with each other.

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The other issue, though, if you want to compensate for the fact that you've scaled everything up,

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you'd have to go into the scale profile and then bring that down so we can do that to maintain the overall

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profile of these instances at the same kind of scale.

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So you'd have to kind of tweak these together to make sure that you're overall not scaling everything

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too much.

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And so those are the two things you'd want to adjust.

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Obviously, there's these other kind of distribution types that you can experiment with to get different

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types of effects.

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The other noteworthy adjustments here you can make is a really cool taper here that I think would be

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useful for hair if you're doing some kind of who knows what.

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But it gives you a lot more control than previously where you'd have to.

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I don't even really know how you do this previously, but this is a really cool effect, something that's

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kind of small to improve upon.

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But they really went far with it.

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Now, the other suite profiles are pretty self-explanatory.

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They just give you different modes to adjust the profile that it's using.

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You know, something even like a rectangle could be turned into a sphere just by adjusting the corner

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radius, for example.

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But so and this is a road if we turn off distribute, we could see and turn off the twist.

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We could see this could be something just to create a path or a road very easily using the line method

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here.

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And then, of course, we have an arc which is just like a semicircle very quickly, easily to do.

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And then we have a wave, which would be, you know, maybe the gutter of a sidewalk or something.

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But it's pretty nice that they give you these most common scenarios here just at the top menu.

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And it's very kind of user friendly showing.

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These icons like this now, the final one I wanted to touch on was custom, and it was a bit finicky

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when I'm when I'm playing with it, let me show you.

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Obviously, it's going to take a custom curve that we define.

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If I just draw one out, let's just say something like this and I go back to the mesh and the sweet

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mesh creator, I can choose this custom and it will pop up this new window that asked me to select what

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curve I want to use as the profile.

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Once that's selected.

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Let me turn back on the wireframe on Shaded to show you kind of what I mean.

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The profile that I drew was the Kubic interpellation.

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So it's it's smooth.

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But if you look at the profile that we're getting from this, it's very rough.

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Let me just close this down so you can see the profile of this thing.

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You can see it's pretty low poly.

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And the only way I found that that would be improved is it appears that this option is actually controlled

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by the relative scale of the profile, which is kind of surprising.

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It wouldn't just take an absolute kind of interpolation of this.

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So what I mean is because this is relatively small, I guess, for how wherever it's determining that

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scale factor is, if we scale this up at the control vertex level.

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So if I just take these and I scale these up, you can see it starts to add more subdivisions.

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So now it gets to be a lot smoother.

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So it's based on the relative scale.

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And, you know, maybe it's the relative to the length of the curve.

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It's being swept down.

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I'm not really sure.

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But just know if you're not getting the right result for the custom.

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It's probably because the scale of the control vertices again, I'm not scaling this at the object level.

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I'm scaling this at the control vertex.

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Although you can see if I scale this up at the object level, it's not changing at all.

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You've got to do it and go into actually edit the control vertices and scale those up.

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So that's kind of one finicky thing I noticed experimenting with this.

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And then again, obviously the way to counteract this is it's scale of the entire thing.

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If we just want to scale that down, we can just scale it down through these attributes here and get

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back down to the size that we wanted.

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But that's something noteworthy to look out for.

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If you want to use a custom effect, I think this would be great.

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Like if you're doing, you know, corner trim in a room and you're modeling a room or something, the

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a great way to get custom trim suite along a curve instead of using the old extrude method.

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So I'm really excited to use this in my next project.

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So hopefully this is helpful for you and you get some cool ideas to use at your own projects.

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Thanks for watching and I'll see you in the next lesson.
