WEBVTT

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And the previous lesson, you learned how to do this manually.

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But I want to show you how to mirror the geometry with a quick tool in my it's right here.

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It's called the mirror geometry across an axis.

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We click it.

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It will just do it for us and one click.

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But I want to impress upon you to not get lulled into a false sense of accomplishment with this, because

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sometimes this might not work or, you know, you're working on a very old version of Maya or who knows

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what you need to understand how to do these operations manually.

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And these tools up here are merely for convenience and to be a good bottler.

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You need to know how to do this manually first.

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And that's why I wanted to show you how to do it manually first to see what's happening behind the scenes

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and to appreciate a one click tool like this.

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So it has some options here that will pop up.

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If it doesn't pop up for you.

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You can get to the tools of this by selecting on polymer and hitting T, which should bring up the the

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menu settings here.

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You can also get to them.

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You know, if you just scroll down after selecting the input, you can get to the settings here as well.

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So after the fact, we could change the access to that and the access that is being mirrored on.

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And you can see it's doing its best to merge the geometry across an axis where there used to be geometry

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in the back of the head was there, but now it is merging it as best it can.

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This also works for geometry across an axis.

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So let's say we had later on we're going to make the Bowen arms and let's say we had an arm over here.

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This will also work for separate geometry, the catches as it will make it one mesh.

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So if I'm near that, you can see if I select one or the other, they are now the same mesh.

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The way to get around that, of course, is to go to mesh separate.

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And now we have two separate pieces.

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If we wanted to rig these arms separate and you can tell even now, it gives it a bit of odd history.

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So I'm trying to rotate it and it's not affecting the object as you'd expect.

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It's changing the topology on it.

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So, you know, of course, what we would need to do to solve that is to go to edit, delete by type

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history.

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And now when we do it, it should rotate just fine.

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No, it does not.

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Well, we need to do is on parenting from this group here and with that group, so now it should rotate

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just fine.

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Again, this is a perfect example of why you need to know how to do this stuff manually in case there's

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quirks like this, because these tools really are just for convenience sake.

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And you need to understand how to do everything manually.

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In a worst case scenario, if something's not working the way you expect it to, you could always revert

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to doing it manually.

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So thanks for watching this quick little update.

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I'm using my 20/20 right now as an update video, but the cemetery tool has been at least as far back

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as twenty eighteen, so you can use that throughout the course as well.

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Thanks for watching by.
