WEBVTT

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In this lesson I'm going to introduce in here, which, you know, by its name is associated with hair,

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but in this case we're going to use it to create a rope for decoration.

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I found this image from some Coco artwork, the the Pixar movie.

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And I want to recreate this kind of hanging decoration where these squares will be Closs simulation

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and the cord or rope that holds them up is going to be an inherent simulation and they're going to use

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the same nucleus.

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So they'll be affected similarly.

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But the first step we need to do is to create the cord and then we'll create these little banners and

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the texture.

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The cutout aspect will happen through a texture.

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We don't actually model that.

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So the easiest way to do that would be to apply your own texture and you would know all about that if

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you've watched the texturing section of this course.

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So let's jump right into it.

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Let's create a curve.

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We'll go to the curve shelf here and we'll select a curved tool.

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And I'm going to go to the perspective view.

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And I'm just going to make I'm going to use the grid here or the floor just to kind of draw out our

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curve.

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So I'm going to hold down V and click on these two points.

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And I think I need to show NRPs curves here.

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So we actually see what we just made.

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And then I'm going to center the pivot and we can start to place this.

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This is going to be the rope, basically.

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So I'm going to get up a two view panel here, layouts to paint side by side and change this one to

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the render view render cam and six here and turn on the little film gate so we can kind of see how we're

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framing this up.

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And what I have envisioned here is that it's going to kind of be hanging in this general area, maybe

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off of this tree that we've kind of blocked in here, kind of roughly.

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And so maybe one end can be behind the tree.

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So we don't really have to see where it's connecting and we don't have to worry about that too much.

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And then the other end can just go right off the frame.

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So we just want to scroll through all the camera moves to make sure that we don't, you know, see it

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off the edge there.

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So it looks like that's all within the range of where we're going to see the rope or the cord.

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So now we need to do is to add some more curvy curves.

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So if we.

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Right.

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Click on this and go to curve point our side.

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If we can go to control vertex, there's only a like a couple of points here and in here.

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Simulation is going to be based off how many control vertices you can see how kind of jagged this curve

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is.

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And we want that to be very smooth.

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So we need to add some more CVS's, which we can do after the fact, after we've already made this.

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All we have to do is go up to the modeling menu and go over to curves and go down to rebuild.

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And I'll open up the option box and let's say maybe, yeah, 20, 25, something like that, and I'll

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just rebuild that.

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So now we go to right.

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Click and say control vertex and has a ton of points.

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So we simulate this.

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It's going to be a nice smooth curve.

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OK, cool.

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So let's right click back onto object mode and with this curve selected, I'm just going to call this,

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let's see the banner cord.

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This is called a curve because that's really what it is.

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And so Baner Curve and we can go back to the effects menu and click on in here and scroll down to make

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selected curves dynamic.

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Just open up that option box and all these defaults will work exactly how you want them to.

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Also, they may curve dynamic and as soon as I do that, we get a bunch of new stuff over here.

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We have Alpe curves, you have follicles, you have a nucleus and we have a hair system, OK?

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And each one of those is going to do something a little different.

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And they're kind of self-explanatory.

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But basically we're kind of familiar with the nucleus so far.

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And this is going to maybe be the first time they're actually, you know, digging in deep here with

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it.

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We've learned a little bit from the particles, but it's the same idea, same nucleus, and we just

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need to change the subframe.

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So we want to include the pre role here, because as soon as we play, this curve is going to sag down

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and we don't want it to be, you know, just starting to sag down on this frame and be sagging.

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Seeing that animation, we want that to, you know, pre roll and sag before our animation starts with

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our character.

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So let's go to some, you know, maybe like 700 and let's so turn that star frame to seven hundred.

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And the other thing we need to do is change the space scale to be the same as our scene.

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So remember, it's, you know, zero point zero one if we are working in centimeters and it's going

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to think that's meter.

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So we just need to dial that back.

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With this little thing here, this is a big key.

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So with this, everything should look kind of physically accurate based on the scale of our scene.

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So when I hit play, it should simulate this.

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And you can see it's getting really stretchy and it's stretching out.

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And I'm just can't escape to stop that.

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Go back to the first frame and I'm going to select On the Curve, which should be under here, and we

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can go to the curved shape.

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Over here, let's see under follicle, you can see that the point lock is both ends and that's how we're

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getting both ends of this thing to be connected.

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If this was actual hair, we would just say, like the base is the only thing we would want to have

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connected.

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But because this is a rope and it's going to going between two ends, the default works for us with

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both hands.

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Cool.

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So the other thing we can do is go to the hair system here and we just need to scroll down to the dynamic

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properties and we can see that right here.

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And we can just scroll that down and increase the stretch resistance and the compression resistance.

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And you'll see this again when we do the end cloth.

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A lot of these in dynamic properties are going to be the same between in here in cloth and particles.

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A lot of them share very similar values.

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And what this says is it is going to resist stretching, which is going to help us with what we just

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saw, where it was stretching all the way to the ground.

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It's going to stop that somewhat.

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And then compression resistance is going to keep it from getting smaller and going, you know, the

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opposite of stretch, basically.

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So we want to prevent both of those just a little bit.

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So we're going to increase that and then let's hit play again and we can see that our curve should not

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go all the way down.

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And let's see, it's kind of springing back up.

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And this is why we have the pre roll.

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So that all of this springiness in bounciness can happen during the pre roll and it'll settle into its

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kind of final pose.

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Well, well, well, well, before we get to frame 1001, which is when our animation is actually going

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to start.

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So the other thing I want to do with this curve is I want to simulate kind of similarly how we did the

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fireflies.

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I want the impact of this groundbreaking to affect this cord and make it swing a little bit.

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So the easiest way to do that so we can really control it is to create a passive collider.

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So I'm going to create a sphere and I'm going to increase the scale of that.

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And we are going to go over to even though we're working with an in here and we want this sphere to

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collide with it.

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The the one little goofy thing is that the actual passive collider button is under and cloth.

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So we can say create passive collider and that's going to work with and cloth and hair, whatever we

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choose.

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So I'm going to say create a massive collider.

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So now we have attributes for this sphere.

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If we click on it, we can see it says in rigid shape one.

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And, you know, all of these kind of work, it's for our purposes, we're just kind of getting this

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thing in position.

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So it kind of bumps up against the cord and makes it move a little bit when the Bones character jumps

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out of the ground.

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So let's figure out the timing of that.

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And it should be around towards the end.

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He's going to bust out of here.

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So let's do it.

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Maybe let's get the sphere kind of away from the cord and maybe even scale it up just a little bit more.

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And let's set a key frame here and then let's just kind of step forward.

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I can kind of see maybe in here is where it will be at the maximum kind of pushing up against this.

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I'm just moving this over into the curve and it's going to push it once we actually simulate it and

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we can see if that's far enough.

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And then I will just middle mouse drag this keyframe back over here about an even distance.

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So it kind of moves forward and back out of that frame.

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So so now that we have that done, I'm just going to go and cash this out because I think it's in a

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pretty good spot without having to actually see this first before cashing.

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So again, cashing is a little different each time you do it for effects.

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So for the in dynamic part, you know, we figured out the bullet that's its own system, Olympic.

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You know, we can export the selection to Olympic here.

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And then when we do geometry, we can cash Olympic here and export selection there.

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But when we do in dynamics that has its own cache and has called in cache.

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So with this curve selected, I'm going to go to encash and say create new cash and it's going to be

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an object because, you know, it's not a fluid.

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So, you know, just by common sense, it should be this.

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Someone opened up the option box.

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And I want one file just to keep it nice and clean.

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And I'm going to say it here.

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System shape.

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Let's just call this banner curve so we keep it the same name Panner Curve, and I'll just say zero

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one in case we need to iterate on this time.

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Slider.

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Yeah, we want that full range and then.

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Oh yeah that looks like that works.

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So I'm going to create and I'll see you in one second.

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Grants are in, cash has completed, and any time you do, an international automatically connected

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up.

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So now we can see there's a new tab here called Banner Curves zero one cash.

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We click on that.

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We can see it's enabled and it has hooked up the name, the correct name that we named it and the location

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that it's saved in.

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And again, this is why you need to set your project so that all this stuff goes into the right folders.

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And so now now we're ready to go and see if this actually worked.

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So I'm not going to hide this fear right now.

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And that should play back.

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You know pretty well we can actually scrub the timeline and see it.

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It looks like I set a key on this fear visibility.

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So I'll just go over to that and say delete selected and then turn that off again.

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And it should stay off now.

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So now when we look at this curve, we can see that it indeed is kind of drooping down in the way that

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I would expect it to at least.

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And then we can kind of see how it gets affected by the kind of explosion here and we might be able

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to see a little bit better in the perspective camera.

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And so now we can see that get pushed back and then I'll swing forward and kind of settle back down.

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So that looks pretty cool.

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It might be a little bit low for this camera.

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I think I might want a little bit higher.

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So, yeah, we should be able to just drag this guy up because I don't really want to break the silhouette

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of this guy.

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I want that to be readable and that these will be kind of above that a little bit.

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So that should all be fine.

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And yeah.

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So you can see it kind of drop down and then.

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The fact that he explodes out of the ground like a crazy zombie actually affects that rope, so that'll

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look really cool once we get those banners on there, because those are going to have their own motion

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as well, and then they'll be kind of settling down back here.

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So it'll be a nice little thing that will kind of catch the eye.

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I think a little bit in our animation.

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So in the next lesson, I'm going to discuss how to attach those banners and introduce in cloth as a

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dynamic system as well.

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So thanks for watching and I'll see in the next lesson.
