WEBVTT

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Welcome back.

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In this lesson, we're going to finish out this kind of banter here and we're going to add the kind

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of banner pieces to the core now with and cloth.

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So I'm going to create a plane and I'm going to scale it up.

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And I'm actually going to go to maybe frame let's start at the first frame here, because we're going

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to use the same nuclease as the in here and the start frame, if you remember, is frame 700.

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So I want to make sure that they are both starting on the same frame when we start to simulate them.

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And it's always good to kind of start everything off together.

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So right now, this is just about getting these kind of banner pieces to be the right size.

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And what I'm going to show you, you'll do a couple of times over because you ought to do it for each

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banner piece.

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That's not too complicated.

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It just takes a little bit of time.

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So basically, just going to try to get this in line here.

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And so there should be no easy rotation.

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This should be 90.

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And so really all we're trying to line up is this zero rotation right here.

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And it doesn't have to be perfect, but just to kind of get it in the neighborhood.

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Cool.

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So it looks like we're there and the next thing we want to do is create a locator.

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So I'm going to go over to create locator and I'm going to shift like the curve and then go to the animation

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menu and go to constrain motion pass attached to motion path, which you should already be familiar

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with from the animation section of this course.

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So now we have this locator so we can just call this Baner one locator.

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You can tell the scene can get pretty messy and in reality, because we've cash for this stuff, we

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could just delete it.

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Besides the Olympic cash, like the Firefly stuff, we could just delete all of this stuff and then

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to delete the MASH network, we would want to use the MASH Ed.

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And I think it's just off a screen here.

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Yeah, because we leave and turn that off anyway.

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But just for the sake of, you know, if we wanted to make those changes later, I'm going to leave

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that.

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And for now, but just know that you could clean this up and, you know, delete delete some of this.

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And anyway, let's get back to the banter part.

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So I if I get off on tangents like that.

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But yeah, I just want you to know all this stuff's possible.

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So we have the locator.

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Let's increase the size.

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We can kind of see it and then let's go to the motion passed one input and we see we actually have a

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keyframe already set and they kind of default.

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As you can see, there's keyframes down here from 700 to the very end.

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And basically the default is that it's going to run as a motion path across this whole curve throughout

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the time.

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Whatever we have, the time slot are set to actually just delete that because we're not going to use

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it in that way.

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So we'll just say delete selected.

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And let's go back to frame 700, the beginning of the simulation with the you value selected here.

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I'm going to middle mouse drag in the viewport and you can just see I can move that value over to somewhere,

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you know, in the middle of this Baner piece.

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Doesn't have to be perfect.

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But yeah, we can shifts like that.

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Yeah.

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Looks like it's pretty close to the middle.

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So now all we have to do is turn this into an enclosed cloth simulation.

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So I'm going to go back to the effects shelf here, panel, and you set and then go over to in cloth

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and we can just say create and cloth.

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I'm going to open up this option box just to show you that we could create a new solver if we wanted

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to.

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But since we already have that nucleus from the entire system and we already set the correct space scale,

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and just in case, if we ever wanted to go back and adjust the the curve, the cord here, that if we

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want to adjust the nucleus settings because like the nucleus has, we can we could add a win to this.

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So there could be kind of little flutter you stuff.

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And we we want them both to be affected by that.

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So we want them to have the same nucleus system.

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So the default here is going to work for us.

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So let me just get back to clicking on that.

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So ATLE and Klaw on this and also know that the number of subdivisions will affect your simulation because

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this is going to deform based on the number of subdivisions you have.

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So if this was just like one piece, like if we just went here and just turned this down to one, this

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would not simulate well we want those subdivisions and so we don't want to go too crazy.

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It's definitely a kind of balance between having too much.

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And that's just more computational power that you're going to have to wait through and maybe even crash

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your computer if it's too much.

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So, you know, we want to find a happy medium and the default here should work for us.

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So now we can create a cloth and we're going to get a new cloth node here.

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And I'm going to call this banner one so we can associate it with that locator.

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And in cloth one, since we're calling this one, we will know this and cloth is associated with that

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one.

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So let's go over to the end cloth settings here.

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And similarly, look look here.

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You know, I mentioned this in the last lesson that will see this again.

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And in fact, we are the stretch resistance and compression resistance.

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We can just increase because, you know, this is not a stretchy piece of material.

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This is if we look at our reference, this is, you know, most likely a piece of paper of some kind.

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So it shouldn't stretch and compress, but it will fold and move.

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And that's a lot of activity outside.

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Don't know if you can hear that.

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But so that's why we want to increase those and the next thing we want to do.

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So if we just hit play, this is just going to fall to the ground so we can play and it's just going

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to fall the same rate as the cord because they're using the same and cloth solver and it's going to

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kind of fold up and get a little crazy there.

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So we don't want that to happen.

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We want to attach it to the curve here.

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So I'm going to make that a little smaller so we don't have to see all this stuff.

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And so how we connect in cloths to anything really is through in constraints.

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They really like that in thing.

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If you look up here, it's as in cloth in here and constraint in cash.

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And they used to call this in dynamics.

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So anyway, that's they're keeping the end thing there.

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So we need to create a constraint.

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And that's why we made this locator, because we're going to constrain just this top row vertices to

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this locator.

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And how we do that is just by going to the edge and I'm going to select one end.

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And double click the other, and then I'm going to shift selected the locator, go up to and constraint

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and I'm going to call this a transfer constraint.

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There's a bunch of different types of constraints, you know, terrible services, obviously specific

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to in cloth.

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But there's all these different types.

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But transformers, a pretty solid one.

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And you can see that now we have these little points right at each vertices.

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That is the end constraint.

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So if we go to the attribute editor here, we can see that there's also a new tab and we can increase

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the glue strength.

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You can see, you know, if you remember the bullet system glue, they're using the same word here and

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it means the same thing.

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They're trying to make sure this stuff attaches so you can actually animate this on and off.

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You could.

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Right.

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Click and set a key here.

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But we just want to make sure that's always connected.

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So I'm just going to crank that all the way up.

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And now when we because we've already cache the curve that we're not having to simulate the curve anymore,

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we're only simulating this one piece of the banner.

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So now I can jump back to frame seven hundred.

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It's using the same nucleus to the start frame down here is already on 700.

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So now we can hit play and we can watch this thing simulate and it looks like it's kind of working already

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and we might not have to do much more than that.

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You can see it kind of is wavy a little bit, and that looks like that'll work pretty much.

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So what I'm going to do is I'm going to cash this out as well.

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And then I call that banner one.

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And, you know, it's important, you know, to keep track of this stuff.

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As you update, you might have to replace Banner one cash and not banner two or something.

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So you want to make sure that you're naming things correctly and that so that way you can update if

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there's any changes that you need to make later.

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It's not very confusing.

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So to make the encash, let's just select the piece of geometry here.

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We'll go to encash and create new cache again as an object and we'll just stay in shape instead of that

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will say Baner 01.

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And I think, you know, it's good that we call the other one Baner curve, so that differentiates them.

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But yeah.

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So we want one file at the time, slider.

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It's going to be fine.

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So I'm going to hit the cash button and I'll see you in one second to review it.

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OK, so we've cached this banner and we can see that there's actually like a little air here, that

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the cash or the sorry, the geometry is kind of penetrating itself here, interpenetrating.

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So we need to fix that.

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And probably the quickest and easiest way to do that.

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And it happened when looks like, you know, the curve moved here, went on impact, definitely looks

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pretty cool and that we're going to get all this motion after that impact.

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But we need to fix this interpenetration so it stays kind of almost rigid, really.

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So there's a couple of different things we could do.

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We could increase the steps.

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So if to the nucleus we look at some steps and max collision irritations, we can just increase these,

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you know, maybe to like, let's just do 12 and 12 just to crank it up.

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And then we can select this piece and we can go to collisions and we can scroll down to quality settings

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and then just increase the Max Self Cleide iterations so that when it's colliding with itself, it won't

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stop calculating after, you know, whatever.

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Let's just say 12 kind of colliding moments here.

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So when we recast this, that should solve that.

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But the other thing we could do is take a look at some of these other attributes here.

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Lift might be a little high.

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That's how it's kind of floating around a lot.

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So we could maybe reduce the lift just like by a touch here and then we could increase the rigidity.

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So it's not as floppy because this is paper.

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It's not going to, you know, maybe be as floppy.

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So we could just, like, crank that up by a little bit and hopefully see that that gives us a better

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simulation.

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So I'm going to rehash this.

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And so I'm going to scroll back to that first 700 frame.

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And when I go to Encash again and I say create new in cash and I open up the option box, I'm going

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to call a banner one again.

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So when I hit Create, it's going to give me an error message and it's going to say add a replace and

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we want to replace.

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So that is going to give us another warning to say what we want to do is replace existing.

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We just want to replace all this stuff because we've made these changes in that first one didn't work

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at all.

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So now we can watch this cache complete.

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You can see just already that it's a much more rigid than previously.

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So we could hit escape and stop this and reduce the rigidity, but mean let this play all the way through

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and let you experiment with this.

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And so the last thing that I would say to do, which you already know how to do, is to extrude a curve

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along this curve if you've watched the modeling section.

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So I will show you how to do that.

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And one second when this cache is done.

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Thanks for watching.

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So we can see that the rigidity is is maybe too much, so we can just slow down and recast it again.

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But what I want to show you real quick, if you've forgotten from a previous lesson, is just how we

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could extrude something over this.

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We could do, you know, a couple different things if we want to do this, just to just keep it simple.

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Yes.

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Just to a cylinder.

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And so I've created a cylinder.

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It's off the screen somewhere or someone hold down C and middle mouse drag here.

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So it'll get on the curve and then we'll just kind of in general get this to an OK spot.

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You know, I'm trying to look at this center point that it's kind of headed in the right direction here

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down the curve.

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And then we can select the faces here somewhere.

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Right.

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Click and go down to face and select the faces, deselect these back ones and then select the curve

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and go to extrude and it's going to be all wonky.

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So we just increase the divisions.

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I think we had 25 CVS, so we should that should be plenty for this.

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Looks like it is.

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And yeah.

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That we can just dial in the thickness of the cylinder through its first input when it's originally

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created.

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So we can go over here, go to the cylinder and then we should still be able to affect the radius here.

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So yeah, we can just make that a little smaller and just mess with that later if we want.

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But yeah, play around with these rigidity settings.

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I'm going to lower mine a little bit so it has a little more motion back into it, maybe because it

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was set at zero by default.

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So let's just maybe say like point two or something.

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But yeah, I will see in the next lesson where we will continue learning dynamics.

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Thanks for watching.
