WEBVTT

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In this lesson, we're going to cover one of the most important aspects of any effects simulation or

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dynamic simulation, and that is scene scale.

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So let's take the measuring tool out and figure out how big this character actually is that we've created.

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So we're going to measure tools will go down to the distance tool so it doesn't look like anything's

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change or we actually have the tool selected.

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I'm to go down here and hold on X so that I know I'm going to select the grid.

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So I'm holding X and I'm going to click in the center here and then I'm going to go up to the top of

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the character, hold down V and select Vert Tex on the top of its head.

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And if I look here it says 33 and 33 means 33 centimeters.

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If I click the settings over here, this little gear will, with the person running, pull the preferences.

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You can ask it to preferences from Windows settings and preferences, preferences.

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And if I go to settings here, you can see that the working units is centimetres.

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So we know that 33 means 33 centimeters, which is not very tall.

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For people who are more familiar with inches and feet, six feet is 182 centimeters roughly.

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So if this character was to be life size, then we need to scale it up quite a bit because the one thing

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to remember with scale and doing any types of effects work that's cloth fluids, you know, fire, smoke,

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destruction, whatever it is, Maya always works in meter units.

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So that means that this thinks that it is thirty three meters high.

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So in my head I like to work and kind of one to 100 scale.

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So I want to get this accurate for the centimeters.

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And then I'm going to an every effect simulation, use the scale tool for the nucleus and scale it down.

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That'll make a lot more sense later on.

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But basically if we look at it in Photoshop, we have one centimeter equals one meter.

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And under this condition, the scene scale is set to one.

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All right, and this will be an attribute, I'll show you where it is later on, but just so you know

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why we're doing what we're doing, so we have this relationship and so this.

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Thinks it's 33 metres tall, so if we wanted to think this is actually 33 centimetres tall, we need

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to divide the scene scale by 100 because there are 100 centimeters in.

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Amedure.

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So.

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For that to happen, we need to divide one by one hundred, which means this, which means that the

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new season scale.

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Would be point zero zero one.

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That is point zero zero one.

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OK, so that would make the real world units make sense to the dynamics, right?

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This is our model.

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And this is the effects that we're going to create.

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So we need those to equal one another and we do that by setting everything that we want accurately in

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centimeters, and then we reduce the scene scale to zero point zero zero one or something like it.

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This is just kind of a guide for how Maya figured that out.

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So how do we scale this guy up?

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I want to select the locator and let's say we want the skeleton to be one hundred and eighty two centimeters

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or six feet tall.

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So I'm just going to drag this up until the distance.

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Measure says one hundred two.

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So something in there, so then I'm going to take the locator down here, which is the little green

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locator.

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And.

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That's actually the measuring locator, which I don't want I want the bones locator and I'm going to

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put this in zero so it's all clean.

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And then when I scale this up, you can see that we forgot one little thing when we were rigging this

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guy, one connection that allows us to scale it up.

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So we're going to fix that right now.

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If we look at the geometry, if I selected, we can see that if I had effluvia in the outliner, we

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can frame it up and we can actually just select the head group and we can see that's where all the constraints

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live.

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We have the power constraint happening there, which we can see right there.

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So let's add the scale to that group as well.

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So I'm basically just going to select the bones room and I'm going to command click the head group and

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go to Constrain, which is under the animation menu.

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And I'm going to go to scale.

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And now when we select the bones route and we scale it up.

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The head goes with it, so the other little thing that we can do is actually do the same thing for the

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HAB because the heart's going to want to stay the same size as the head as well.

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So let's just do that real quick for the hat.

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So I'm actually going to get that back open and go to the bones route again eventually.

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So, yeah, let's let's scale from.

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The control group, so I'm going to command, click the control group and constrain scale, and I'm

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also want to do that to the Geo Group.

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So I'm going to select Bones Root and then command click geo constrain scale.

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So now the hat should scale as well.

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So it's always going to fit the skull head.

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So now we can scale this up to be six feet tall.

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So now all of our dynamic simulations are going to be ready to use this rig at a point zero zero one

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scene scale as a rough guide, we might do something like zero point zero five or or something like

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that.

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But basically know that, you know, we're modeling and creating everything in centimeters.

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And no matter what, we change the preferences as we can't go in here and just say, you know what,

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use meters now, right?

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If we go to settings and say meters, that won't matter to the effect simulation or MMS or whatever

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we do.

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The effects is always, always, always going to use meters.

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OK, and that's something when you're learning, Maya, you just have to accept and realize that's what's

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happening, because a lot of times you're going to have simulations that are going to feel really slow

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or just not feel right.

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And it's going to be probably because of the scene scale.

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So I want to have that be in the first lesson you learn about scene scale, it's a little boring and

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technical, but if you've made it this far in the courses, then I think you're beyond beginner now

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and you're ready for some more intermediate learning, because that's what a lot of effects are, is

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getting pretty nitty gritty into some attributes.

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And Maya.

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So the next lesson we are going to look at creating some chater effect and destruction with bullet physics.

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Thanks for watching.
