WEBVTT

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And this lesson we're going to learn about how to transfer UVs from one object to another before we

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do that, I just want to finish up on a topic that I didn't completely finish teaching in the last lesson.

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And it's not a straight moves or doing the cylinder projection.

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It's really hard to get the edges vertical.

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And if you want straight moves, I can show you how to do that.

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So I've already given this one perceives them an isolate selected.

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So now I can see it's using the same method from the previous lesson we have.

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This thing already has UVs.

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Problem is these the main piece, the main movie.

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Shall we go right click.

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You've you've shell the main piece here.

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I'm not entirely sure if it's vertical.

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So everything is context based in Miah as far as what tools you have available to you from shortcuts.

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So because we're in the official mode, if I hit shift and right click, I have a certain set of options

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here, but if I command and right click, I have a different set of options.

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And in this case I want to go from the Rechelle to UVs.

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So if I command right click, I can say to UVs.

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So we'll take the current selection and I'll convert my selection to another type of component, in

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this case, UVs, someone to select that.

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Now I have the IVs of the whole thing.

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I could move this around, I can rotate scale, whatever I want to do in here.

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The reason why I did that is because now I want to shift.

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This will be a different type of menu that I saw earlier.

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Now I can straighten UVs and hovering over this little grey icon again, of course, will give me different

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options here so I can straighten UVs and I'll let go over that and you'll see them go vertical here.

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And you do just want to kind of double checked.

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It did what it said I was going to do, because sometimes, depending on how far off they are from being

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straight, it might not exactly do what you want.

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But these look super straight now.

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So that's how you straighten moves.

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Now, let's talk about how we take these moves and put them on every other object similar to it, which

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is a lot of them.

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So it would be a real pain in the butt to have to do all of this.

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You've creation for each one of these little knobs.

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We already have the UVs done, and these are all identical pieces of geometry, so we might as well

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use that to our advantage.

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So let's go to the Marshman you and let's go down to transfer attributes.

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Let's hit this little option box.

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And this looks super complicated.

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There's a ton of options here, but let's walk through it.

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Do you know we know what Virt Vertex is?

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Well, let me let me just reset this.

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So it's at the default settings.

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So Vertex position attributes transfer.

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No, we do not want the vertex position.

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All we're interested right now are Ive's.

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So we know we don't want that.

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We know we don't want vertex.

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Normal's you've said yeah we want that color sets.

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Doesn't really matter.

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Yeah.

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OK, so the sample space is super important.

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What it's going to say, what this is saying is how am I, how's my I going to interpret how to transfer

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attributes based on the world space based on this kind of absolute space, based on you know, that

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grid is zero zero and then everywhere from there is, you know, where it is in this absolute world

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space.

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Is that local?

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Is it specific to the object or the UVs?

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So these would be like if the object was right on top of each other, you'd probably choose one of these

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two.

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But let's go with component, because these share the same components, meaning they have the same number

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of vertices, the same number of edges.

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It's the exact same object.

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So we want to match them based on their components.

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Now, that's pretty much all we need to do if we shift select this next one and it apply.

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Boom.

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You can see that a transfer the UVs, we don't have to do anything, it's such a relief when stuff like

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this works just that well.

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So we can't do them on multiple selection's.

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It doesn't understand that.

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So we will have to do it on an individual basis.

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But this is still a massive timesaver.

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So we can go through here and keep hitting appli.

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Or of course, if you remember the shortcut from the previous part one, we can hit G on the keyboard.

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It'll pull up the previous command, which in this case is transfer attributes and just keep hitting

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shift and selecting.

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And G I'm going to do this, finish this up.

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But before I leave, I wanted to talk about the fact that pretty much everything that we've learned

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by this point is really enough to unwrap this entire thing.

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You know, keep in mind, an object like this with kind of zany UVs, how would we approach this?

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We would approach it by considering the object in isolation.

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Let's take a look and think, you know, we're probably not going to see that inside all that much.

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I'm not going to worry about this stuff that's on the inside.

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You know, we're never going to see that.

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So let's only focus on unwrapping what we really need.

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And the way I would approach this, even though it looks kind of complicated, all it is, is a series

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of planes.

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And the only unique thing about this one is this diagonal face, because all the planer projections

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we've done up to this point have been in a very specific axes, but this is on a diagonal.

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So let me show you how to address that in the next lesson.

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And I'm going to finish doing this stuff.

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But yeah, thanks for following along.

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And I'll see the next lesson where we all kind of wrap up all the kind of love knowledge you need to

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have to be able to unwrap an object like this.

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Thanks for watching.
