OpenSCAD complete guide 3D modeling coding | Nicolas Forgue | Skillshare

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OpenSCAD complete guide 3D modeling coding

teacher avatar Nicolas Forgue, Welcome awesome students !

Watch this class and thousands more

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Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Watch this class and thousands more

Get unlimited access to every class
Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Lessons in This Class

    • 1.

      Introduction

      2:47

    • 2.

      Start with dashboard

      5:31

    • 3.

      Edit preferences

      5:04

    • 4.

      Edit views

      5:06

    • 5.

      Master navigation

      5:23

    • 6.

      Create document

      5:13

    • 7.

      Export work

      7:33

    • 8.

      Create cubes

      5:04

    • 9.

      Create cylinders

      9:41

    • 10.

      Create spheres

      5:03

    • 11.

      Create rectangles

      4:33

    • 12.

      Create circles

      5:19

    • 13.

      Create polygons

      8:21

    • 14.

      Add text

      7:24

    • 15.

      Change divisions

      6:06

    • 16.

      Add colors

      6:35

    • 17.

      Create translations

      6:50

    • 18.

      Create rotations

      9:00

    • 19.

      Change dimensions

      6:27

    • 20.

      Change sizes

      8:02

    • 21.

      Create offsets

      7:03

    • 22.

      Create mirrors

      6:43

    • 23.

      Create rounded corners

      8:24

    • 24.

      Create projections

      7:38

    • 25.

      Create extrusions

      10:32

    • 26.

      Create revolutions

      12:43

    • 27.

      Create lofts

      8:38

    • 28.

      Create unions

      7:45

    • 29.

      Create differences

      7:27

    • 30.

      Create intersections

      7:05

    • 31.

      Create linear repetitions

      8:23

    • 32.

      Create circular repetitions

      8:41

    • 33.

      Add variables part 1

      8:43

    • 34.

      Add variables part 2

      7:47

    • 35.

      Add variables part 3

      11:32

    • 36.

      Master animations part 1

      8:25

    • 37.

      Master animations part 2

      9:19

    • 38.

      Master animations part 3

      5:43

    • 39.

      Support modeling part 1

      9:23

    • 40.

      Support modeling part 2

      10:04

    • 41.

      Spatula modeling part 1

      8:43

    • 42.

      Spatula modeling part 2

      9:50

    • 43.

      Part modeling part 1

      10:57

    • 44.

      Part modeling part 2

      12:02

    • 45.

      Square modeling part 1

      8:48

    • 46.

      Square modeling part 2

      5:06

    • 47.

      Plot modeling part 1

      5:12

    • 48.

      Plot modeling part 2

      10:26

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About This Class

OpenSCAD software

OpenSCAD is a 3D modeling software that is Open Source. It is free and easily accessible. OpenSCAD is different from many 3D modeling software. Indeed, the design is done with code. Therefore, it allows to create 3D models with programming. It is difficult to master the software when you don't know the programming language. It is also difficult to get started when you have used modeling software that uses features to create 3D models. Thus, the models are visualized from the moment the code is created. The software is ideal for people who want to create 3D models for printing, but also 3D models that can be exported for different uses. The advantages of coding 3D models are impressive. It is possible to modify models by using variables, or by modifying values ​​on the code.

Why to use OpenSCAD

- Ergonomic software

- Free software

- Parametric design

- Fast rendering

- Data accuracy

- Software different from other modeling software

- Programming code

- Many possibilities with code

- Creation of models for 3D printing

- Creation of models for different uses

- Use of variables

Training course

In this training, you will learn OpenSCAD software from scratch. With a step by step course structure, you will be able to master the software to create 3D models using code. Starting with the dashboard, mastering navigation and parameter management. You will learn how to add shapes and add transformations using the different programming languages. You will see how to master operations between objects, create repetitions, add variables. At the end of the training, you will be able to work with OpenSCAD to create your 3D models with the programming language.

Meet Your Teacher

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Nicolas Forgue

Welcome awesome students !

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Level: All Levels

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Transcripts

1. Introduction: Hello, everybody, it's Niklas, and welcome to this curse. Open scads the Complete curse. O pen scad what is. It is a Swede modeling software that is open source. It is free and easily accessible. Open Skad is different from many Swede modeling software. Indeed, the design is done with code. Therefore, it allows to create Swedi models with programming. It is difficult to master the software when you don't know the programming language. It is also difficult to get starts when you have used modeling software that use features to create Swedi models. Thus, the models are visualized from the moment where the code is created. The software is ideal for people who want to create Swedi models for printing, but also Swedi models that can be exported for different uses. The advantages of coding, Swedi models are impressive. It is possible to modify models by using variable or by modifying values on the code. Why to use opens CDs. Because it is a ergonomic software, because it is a free software, because you can have parametric design. You can have fast rendering. You can find data accuracy. The software is different from other modeling software. You can focus on programming. You have many possibilities using codes. You have the creation of models for printing, you have the creation of models for different uses, and you can add variables. This is why it is extremely useful to use open cards and to use programming to craft Suddy models. Now, what you will learn in this training course. In this training course, you will learn open scat software from scratch. With a step by step core structure, you will be able to master the software to craft Swedi models using code. Starting with the dashboard, mastering the navigations and parameters management. You will learn how to add sheps and add transformations using the different programming languages. You will see how to master operation between the object, how to create repetition, how to add variables. At the end of the training curse, you will be able to work with open Card software to master open Card software, and you will be able to create your Sued models with the programming language. Open cards the complete curse. 2. Start with dashboard: We're going to see the dashboard of the software. First things to do, let's explain the dashboard. When you start with the software, you have this interface. On the tape loft corner, you will find some file features. If you want to craft a new file, you want to open a file, you want to save and export work. You will be able to do this from these panels. After you have edit panels here, like the undo and redaction, you can copy and pas, but you can do also these features in different type of ware, and you will have more options on this area. Here, this is a design mode. You can activate different type of preview, and we will see that it's important to craft a preview of your code. It is important also before to craft, for example, an exportation to have a render. Here when you click on view, you will have the different options to select what type of view you want. You have also different type of shortcuts. Here this is a window panels, and you can find some information and you can hit some window on the dashboard and here is the panels if you want to open a page and have access to different information about the software. After that, you have different type of windows. In the center, this is your interface of work. By default, you can see S axis, X axis, y axis, and D axis because we are working in a Sed space. After to do this type of work, it's possible also when you go this area, you can change some type of view. You can also deactivate at any moment the view of the axis like this. Here you can deactivate also the view of the marker sans of the dimensions. Or you can deactivate the two to only have this space without any information just here. After you can find four different windows, and on the top left corner, this is the editor panels. This is where you will tape the code on this area, and just on the top, you can also create a new file upon a new file, seven new file, undo and reduce the last actions, and you can also use different type of things like preview and render. Generally, when you want to activate a preview, you will click here on, you will use F five directly on the keyboards. You can also click on Render before exportation or you can click on F six on the keyboard. You can also use the undo and redo actions on this area. After to do this type of work, so here you will tape the code. You have the possibility to extend the window or radio the window also. I think definitely the window is great when you arrive to the last tool, so it means this one, and this is the last tool that you have here, and I think you can fix the window around this area. Here you have another panel. This is a console panels. The console panels allow you to see information about the render. If for example, you have something wrong in the code, it will indicate what is the line where something is wrong. It is interesting to see the console panels in a different way. Totally here you have error log features also that you can use. We don't use this too much, and totally on the right, you have also a customizer. Panels. Most of the time we focus on the center area, the editor panels, and the console panels. Just here, you have a line and one more time, you can select the different view, so you can go on view and you have the possibility to use the shortcut or to click on E view here. But you can also use these different tools. For example, you can zoom in, Zoomer, you can sit the view, you can select the right view, the top view, the bottom view, left view, front view, back view, and also perspective or orthogonal view when you go on this area. This is how you can start. After that, when you go on window, you can hide any tap. For example, I have customizer here. If I decide to click on i customizer, I can add to have more space on this area. You can also work like this because we don't use too much the customizer panels, so you can directly extend this window if you prefer. Or I can recuperate customizer. You can also click here, for example, when you click here, it is exactly the same way, you can come back on this area and just select customizer is now activated. In the same way you can extend or red this window, in the same way you can click here, and you can also extend or reduce this window. But I think it's important to keep some space for the code just on the left, and keep also some space to have the view of your SD models in this space. 3. Edit preferences: Explain the preferences. You can indeed the preferences. We don't have too many things to change in the preferences. You can give the preferences exactly like this. But just to take a glance about what you can do with these preferences. To have access to the preferences, let's select edit and we can find preferences here. Taught to do this work, we have different type of options, different mode here, and when you focus on the Swede view, it just to change the color shame of your interface. By default, we use the court field and we have this type of interface with this color in the center. I think it's pretty good, but you can change. You can use metallic. You can use sunset, but for example, when you use some sinises, I think definitely not very, very good about the preview, so you can use sunset here. You can use star nit if you want to prefer to have the axis and the dimension in wise and to have in black the backgrounds. B fro donns, natures, deep ocean, Solaris, tomorrow and tomorrow night. You can just change the color shape. In the training curse, we just kick the Cf. Just here, you have show warnings and errod Sview. Must centering zo. We'll keep the Moth Centrin Zoom, and show runnings and erin Sdview. What is this? It is just here. So for example in the console panels. When you make something wrong in the code in the editor, you will have the warnings and the errors. I think definitely it's good because you can see where you need to change the code, what lines you need to change, and definitely it is pretty convenient. So we can keep this type of parameters. If I just continue with these preferences, you can also extend if you want this window can extend when you see the preferences. You can find the editor panels. Here, what is this? It teach the font families that you use by default. By default, when you tape any code on this area, you will have for example, like tape something like cube. As you can see, we have directly a font famili. We have also directly a size, if for example, I tape here, something like cylinder. We have automatically of form fama can open directly here, and we will tan different type of information about what you will be able to do with this cylinder. We have automatically font family and different type of color depending of what we take. If I come back on edit, preferences by deft the font family is core are new here with a size of 12. We have also color syntax at lighting with four light backgrounds here. Indentation we have auto indent it means when you tape your code, sometimes you will have automatic indent realize when you tap your code. I think it's pretty good. In not using space, indentation, it will be a value of four and for indentation wide and tap wide four. This is just different information but when you tape something, if you want to change the size by def the font, it's possible to focus on the editor. Take a grain is a Swede view, so it means this one, and this is the editor view, so it means this one. After our information for the Sued view, so we use a five format of ETL, and here it just some information if you want to print. In this case, we are not going to use this. We have also some advanced features. It's definitely more advances, we don't have to touch really to this different. Ions. Here this is some axis, and you can find axis mapping with directly x y z axis. Here we use none and some axis setup, we keep this different parameter also. The last pont is some button. You can find sometimes some element. It's something also really specific that you are not going to use. Concretely, something that you can change can be the Suite view. If you want to change the color shame on this area, you don't like this too much. You can change the color mode. I can advise you to keep this two parameter check because I think it's important. And the second important thing, it is the editor panels, and inside the editor panels, you can change the font famile of your code, the color syntax, and also work with the indentation in the line wrap. This is how you can focus with the preferences. 4. Edit views: I it views who are going to see how to edit the views, it means to change the displays. By default, we have the X, the y, the Z axis as as explained here, and by default, you can see this axis. First, if you zoom in or zoom a out, you can find these different axis with information and what type of information we have. We have some dimensions, and we have also some separation depending of the position in the level of Zoom. If I Zoom at, just like this, as you can see, the scale value will not the scale value, but the dimensions, the appearance of the dimensions will change. If I zoom out, now I can see 100 here. If I zoom again out, 100, 100, 100, 100, what does it mean? It means that here we have zero, and here we have a value of 100. On this area, we have ten, 20, 30, 40, 50, 60, 70, 80, 19, and 100. Here we have some separation, if I zoom outt again, -200, and if I continue, I will have now 1,000, and it means that here we have zero, 100, 200, 200, 400, 500, 600 700, 800, 901,000. Every time you will have adjustment of the dimensions and adjustment of the axis when you zoom in and zoom out. Now if I zoom in again, I can zoom here, now I can see 100 on this area, but I can continue to zoom, and now you can see we have zero, ten, 20, 30, 40, and I could continue to zoom until to have ten here, and now we have zero, one, two, three, four, and we will be able to continue. Depending on the level of zoom, you will be able to change the appearance of the dimensions directly on this axis. If I craft for example a cume, I go on this area and I decide to craft a cube. For this cube, I will enter a wide of 40, 30 for the dept, and for the eight maybe 20. Then I will click here. And I will finish with my semicolons, and I will zoo. The cube is appearing on this area. Now, something that I would like to do I have this cube. I would like to center my cube. I will add just here. First, if I just take again about the dimension. If I Zoom, we have 40 for the wide, so zero and we can find 40 here. It means it's perfect. If I change my view, I select the top view, I can click here, and I can change for Octagonal. We have 30 for the deep, 30, and as you can see w zero, ten, 20, and 30. Here we have 40, and here we have 30, so we have the right correspondence. If I just go on this area, so I'm still with orthogonal and clic from view. I will go on this area front. And we have eight of 20. So it means here we start at zero, and we have 20, so it means. It's perfect about the correspondence as you can see. But I can also center true, so I can add center equal true, and I will validate here. I forgot to put a coma and now it's going to work. If I select again my front view, we have here zero, ten, zero, ten, and the total will be eight of 20 for this cube. Now if you want to deactivate the view, you can just first, I can come back to perspective. And I can deactivate the view of the axis as you can see. Now, I just deactivate the view of the axis. You can also recuperate the view or deactivate only the markers. It means the dimension that you have to only keep the axis. It is also something that you can do. Be sometime if you want to see your models without all the dimensions, all the axis, you can just click here, deactivate, and you will be able to see your models. This is how to work with the different type of displays and to work with the views. 5. Master navigation: Explain the navigation to work with the navigation, so here we have a space of work. For this navigation, as you can see, you have three axis. The X axis, this is a right axis. The y axis, this is a green axis, and the Z axis, this is the blue axis. You can move inside this space just directly using left click to turn around just like this and right click to dragon move, and the scroll wheel to zoom in and zoom out. Let's just add a cube to see better this navigation. Will go on the left and I will craft two cube. I will take cube, and then I will start with this and what type of cube can crat Wide deep eight center egal true. It means the last one center equal two, and I will select a wide first inside. I will crat wide of 40. I will define a eight of 30, and I will define a tipped of 38 of 20. After that, I will close like this and I will use some column to finish. After that, I will be able to see my cube, but the cube will appear here. If I want this cube in the center inside this area, I need to put coma and I will add center equal true. And now my Que will appears in the midle. Now what's how to work with the navigation. First, you can go on the view here and you can find different type of navigation. If you want to go the top view bottom, you can click on this area, for example, a click top, this is my top view. But if I go also on view here, a sil psele left, this is my left view. You have also the possibility to focus on the view that you want on this area. Right, I can select top, just like this. I can silic bottom, I can click on left, I can click on front, and then I can click on back. After that, you have also if I turn with left click, you have different type of view that you can use like here, this is a perspective view. If you click here, this is Octagonal view. You will have a different render if you click on the top view when it's orthogonal, like this, and if it's perspective, it's a little different as you can see. Sometime you will be able to switch perspective to the orthogonal view. Even if you go on view here, you have something more, it is center like this. You can center the element that you have directly on your preview space. When you go on view, you can also select tiagonal just like that. Last important print, you have also the possibility to click on sit view. So for example, you are like this, and you can click on Rezit view. It's like to zoom directly on the element that you have. After that, how to process with Zoom in Zoom aute and if you want to turn and move. First, you have these tools. For example, here's this view. When you click on this area, you can Zoom a out how you can zoom in. Zoom in, zoom out. When you click on this tool, it is the sette view and you can find also the sette view just on this area. Now if you want to navigate perfectly. I can advise you to use the mouse. As I explained, if you drag and move the scroll wheel, you can zoom in zoom out, Zoom in zoom out outt, dragging and moving the scroll wheel. If you want to turn around, just left click and with left click, you can turn around your space just like this. Take a glanbt, the view, take a glance ab. The axis because if we move the axis are going to move also. The last possibility if you want to turn, for example, I zoom in, I'm like this and I want to dragon move. I go right click and you can dragon move the view just like this when you use the right click. For example, I can zoom here and right click I can dragon move just like this. This is a important things to understand if you want to move. Drag and move the scroll wheel to zoom in zoom out. Left click to turn and right click to drag in move. This is a important things to be able to move in your space of work. If you want to select a specific view, you just need to click on this area and select the view that you want. After you can go left click and turn around again. 6. Create document: We're going to see how to craft a new document. For this, when you start with the software. By default, you have a new document created, and you have a possibility also to work on different windows on different document directly on the same interface. For example, this is my first window, and I will create something here. Here we'll just craft a cube, so I will take cube, and I will enter a wide. The wide of this cube will be for example, 80, the deep will be 60 and the eight will be 40. After I will complete close here, and before that, I will add something and I will put center equal true I will just close and I will use my semicolons, and I will be able to see this cube so I can click here and we can find the cube in the center. To create a new document, you have new options. You can go just here and you can create a new file if you need. You can also go and fine and you can see new files on this area. Fine new files. Now you can see a second window. Maybe you have the feeling that in the second windows we have the cube, it is not really the case. It's just that you need to activate the preview. For example, the cube is on my first document here, we have the cube, and on my second document, if I click here to activate the preview, now we don't have any things. But even if I come back to my first document with the cube, if I want to see that again, I need to click to preview. Don't forget that it's very important to activate the preview because if you don't click a preview when you update your code, it's you are not going to see your models. I can click here, preview and I have nothing. On this area, I just craft a cylinder. I will take C lender, and I will enter eight radius number one and a radius number two. The eight of this cylinder will be for example 80. Then my com, my second, my radius number one will be 20, and my radius number two will be 20. I can close like this, some colons, and I will be able to activate my cylinder just on this area. I have also the possibility to put the cylinder in the center if I needed, but in this case, I'm not going to do this. This is our cylinder. Now let's create another new document. File, new file. On this third document, I can activate the preview, and now we have nothing, it's logicals, and here we'll crato sphere. We'll enter sphere, and I will open like this and I can enter a radius or air egal radius or D egal equal Diameter. I will enter a radius, and let's put a radius of 40. I just need to close like this, Sm colom and you can create a sphere. Directly in the center, just like that, and the fear sphere will appear in the center. After I we'll explain how you can add more subdivision, change the resolution of the sphere. But here we only focus on the creation of a new document. We have three new documents. This is the first one with the cube, and if I want to see my cube preview. This is the second one with the cylinder, if I want to see the cylinder preview, and this is the third one with the sphere, and if I want to see my sphere, I can use preview. I can also form the cylinder, click here and put center equal two. Thanks to that, my cylinder will be in the center. I can also change the resolution. I will explain this after. As others explain, each time we need to activate just the view, the preview option on each document. This document, if you want to drag and move the position, you can change and drag and move the position. When you will save your work, you go file, and you have the possibility to save your work and when you go on to save options, you will be able to rename your new document. If you want to open an existing document, you just need to click on Open. It's pretty simple. You can open open card file directly. So I says how to create a new document. 7. Export work: Export work. We are going to see how it is possible to export your models. For this, one of the first things to do, let's create something on this area. After we'll see how to save and how to export the work. I will just go here and I will create a cube first. Let's select the cube. And I will start with this and I will enter the wide. So the wide of my cube will be 80. The depth of my cube will be just 60 and the eight will be ten. After that, I can just click here and click here. I will add the M colon at the end. I will zoom little out, and I will craft this cube. I just want to center my cube and to center my cube. I will complete in this a with coma, and I will apply center equal two. And thanks to that, my cube will be located in the center. Now I want to create all in the middle of this cube. How to do this work? First, let's create a cylinder. I will take cylinder here, and I will enter eight radius one and reduce two. The eight will be, for example, it can be 40. The radius number one will we will apply, for example 20. The radius number two will be 20, and with Ca, I will complete with center equal two to put my cylinder perfectly in the center. And I will close like this, and I will apply sum colon. After when I click here, I have my cylinder. If I want to change the resolution of the cylinder to have more subdivision, as you can see, something that you can add after center two, you can add the symbol dollars on the keyboard, so you can take dollars F n equal dollars F N equal, and you can put a number. For example, I can define a number of 100. If I click here now, we have more subdivision as you can see. What I will be able to do it is to subtract the cylinder from the cube. From this, we need to use the bollard operation and the bolean is bollard operation difference. We'll see that in details after. First, I will use this little bit fast, and I will take difference, and then I need to enter and close like this. Then you need to use this symbol to open. I will click here just like that. And I will close with the symbol to close this area. And thanks to that, it will show you that you will apply the difference on everything beside this symbol and this symbol. So I me we will be able to substrate the cylinder from the cube, and we need to put the cylinder just below the cube. So now what's happened if I activate the preview. You click on preview and you can see the hole in the model just here. We have created for example the models. And some things that I would like to do to save and export my work. If you want to export your work, you need first to create a render. To create a render, you can see that here. This is a preview and this is a render. You need to do the render at the end. Thanks to that, the software will calculated your models and you will be able to export your work. Let's just click on render. Now on the console panels, what you will be able to see. You can see the rendering time, but just below you can find simple the number of vertices, edges, facets, volume, and more rendering finish on your models. If I go on file, I have the possibility to click on Save as and first, you just have your file in Open Cat's file. The Open Cats file is is here, that SCAD. It is that SCAD here. SCAD is open Card f, and you can just rename on this area and you can save your work. Sams so that you can reopen on open card at any moment. Now, if you want to export your work, you will focus on STL. You have the export options here directly as STL, but you can also go and export, and you have these different options. When it is a SDI models, you want to focus on STL. You can click here and thanks to that, this is STL file, and you can change the fine name. You need to understand that STL file is a basic Sued file that you can reuse on different software. If you want to reuse these models on another Swedi modeling software without any code code, it is possible. You can also open this type of file on a CAD software. And for example, in open Card, it's not possible to apply a texture. It's not possible to apply directly a materials. It's not possible to create a realistic render. But you can create your model in pencad. You can then go on file, export, you export your file in STL, and you can, for example, create a re rendering or add a material or texture on another SD modeling software or on CAD software, which allow you to create this type of things. This is a Steel file. After that, if you go and file, you have more options. If you just want to export a view, you have export as image. For example, you define a view here, and you have the possibility to go and file, export, export as image. Here, this is a PNG file. You change the fine name, and you can export a view just as image. Fail as you can see. You have also more Option file export. For example, you can export as this type of file. You can use also SVG or S S S G file or even PDF, but it's more interesting, the SVG file can be interesting if you focus only on TD because it's also possible to create sheps in TD, and you can create something only in TD. This case, you can export as SVG, and you can also one more time reuse the SVG file in some CAD software. But the most of the time in open card, you will export as STL like this to have Sed models, and you can export just to view as image file. But you have also more options if you need. 8. Create cubes: Craft cubes. We are going to see how to craft cubes. For this, some thing that I will do is to go on this area, and I will start taping cube. What some options you have when you start to open like this, you can have the possibility to craft a cube only with the size. You can also craft a cube with the wide tip and the eight, and you can craft a cube with the wide deep eight, and you can also apply a center echal true. So if you just want to craft a basic cube, you can just go in this area. You tape the value that you want just here. So you enter like this. Take a glans, you can open just here, you can just crato size, it can be 20, and I can close, you just need to put sum colon at the end. If you don't put some colou you won't see any things, and after that, every time you need to activate the preview. You can see we just have a cube 20 by 20 by 20 because we only apply one dimensions. If in this cube, I use C and I put center equal true, Just like this, acini here, I can put my cube in the center. It's also possible. You need to understand every time you can add center equal to, at the end, you put a coma center equal to, and you can also center your cube. Now if you don't want to have a cube, so it means you want to have something with different eight deep and wide. How you will be able to do this? I'm going to start again. Let's just click here, and I will create an cube cube, and I will add a wide deep and eight. What will be the wide here? I will be able to apply a wide of 80 like this. I would like to have eight or 40 and dp of 48, maybe we can take 20. Then you close here. And close again with this. Something that you will be able to do it is to add semicolon at the end one more time. After to do this work, you can activate the preview. You can see this cube just on this area just like this. After to do this work, this cube, if I need to center my cube, I just need to add after here, and I will be able to add center equal true. I can take center equal. Two, and I will be able to activate and to put my cube perfectly in the center. First, we focus only on primitive shapes, how you can craft shapes. After I will explain how you will be able to craft translation, rotation, scale all these type of things with this primitive shape. But first, let's just focus, step by step, how you can create a primitive shapes with a different options. You can just craft a simple cube with the same size and you can craft a cube with different type of size just like this. Now if you want to change the dimension, this is one of the interest of the code, you can only change the dimension. If here I want to have 120, I can take 120 and I can extend directly from the center. If on this area, I want to change for 80, just like this. I can enter 80 and I will be able to validate. If I want to change here, let's just step on ten, I can also craft something like this, as you can see. You can definitely make anything that you want, but you can change the value at your convenience if I want to change on these directions and put 100. I can just put 100 and validate like this. This is how you can create the cube. So you can create the cube that you want, you enter any dimensions on this area if you keep center to, we stay in the center as you can see. Just like this. It's okay. Let's silic the cube and just press delete on the keyboard. If you activate the preview now, we won't see any things. It's okay with the cube like this. 9. Create cylinders: Cra cylinders, we're going to see how to craft cylinders. For this, I will go on this area. Let's zoom a little out, and I will start to tape Claner. After when you open like this, you have the possibility to see what type of cylinder you can create. You have different type of cylinders, as you can see, and something that I will be able to able to do. It is to create my first cylinder with eight, just radius number one, and a radius number two. But it can be also just eight, just a radius and center equate. Let's first crate a basic cylinder. I will create eight of 80. And I will enter a value for my first radius 40, and a value for my second radius 40 also. I will closes, sm column, and I will be able to activate the view of my cylinder axis. Now this cylinder. If I don't want to have the same thing on the top and on the bottom, I can change the value. So for example here, I can tape a value of 20, and I will be able to create something like this. If I change this one and I just want 30, I will be able to obtain this render. If I want to have the same size, I can tape 20 on the top radius and the bottom radius. If I want to complete and center my cylinder, I will put comma center equal true. Thanks to that, I can put my cylinder in the center. You can also if I take the second one, tape only eight, radius and center equal true. Another way to create a cylinder can be to tape cylinder, and you tape H equal, just like this, and you enter a value. I can enter a value of 80. Er equal, and I can tape value of maybe 20, and I can put center equal true, center equal true. I close Sm color and phys little out, I will obtain exactly the same render in this case, but I just tape something different. Here 30, and if I want to reduce on this area, I will obtain this render, as you can see. If I go here, I can come back with maybe 40, and I will be able to tape this. Other type of cylinder that you can create let t cylinder, and you have the possibility to enter the 81 equal two equal, just like this. It is exactly the same, but instead to enter 12 just like this, you enter H equal one equal two equal and center equal, and the one is the bottom here two is the top. Let te H, equal. Here, the cylinder, H equal, and I will enter a value of maybe 40 After I can take here one equal maybe ten, and r two equal maybe 16, if I want to center, if you don't want to center, you don't need to apply center. You can just close like this, semicolon, and you can just validate and I will turn this render. If I want to center, I can complete with center equal. True, just like this. After that, you can put also cylnder, and you can work with eight diameter center equal true. It is exactly the same that H equal eight r equal radius center equal true, but this time it is with diameter. H equal, for example, 80. D equal, for example 20, D equal 20, then this time, I will I can apply center two or center two after it depends what you want to do. If I go here, I can enter directly center equal two. So colon and I created this cylinder with this time diameter. But you can change at any moment, you can click here and put equal 20. Here is the radius. If I put DD, it is with the iameter. The last possibility of cylinder, it will be two hear first hoops. Sage. I will click here to activate the preview. The last possibility of cylinder, When I go on this area, you can take cylinder start to open and you can work with H equal eight, d one equal bottom d two equal to center equal t. It is here, this one is exactly like this one, but instead to use radius, we use diameter. I will enter H equal, for example, eight of 80, D one, so diameter number one equal, maybe it can be 12, and Diameter number two, D two equal may be just equal maybe just 16, or I can invert, maybe here I will put 16, and just here we'll put 12. If I don't want to center at the beginning, I can just close like this, some colon, and I can activate the preview just like that. As you can see. Now if I want, I can add center equal true, I can validate. The last important things, if for example, I put 16 and just here 16 also. Last important thing is the number of subdivision. Because as you can see, we don't have too much subdivision, so it looks like a polygon sometimes. If you want to create a polygon, you can just change the value. First, let's change the eight for 40, like this. If you want to create something more like a polygon or more with a better radius. Something that you can do, it's after that, you can add coma. After this coma, you can put dollar f n equal. Here, this is a number of subdivision. If for example, I put 100 here and validate, as you can see, we have so much more subdivision, and we have the feeling to have something more circular. If I put 200, it is more again. But if you want to reduce, you can reduce. If I type just 20, you can create something more like polygons, and I can reduce more. For example, I can reduce, put only and I will obtain this t angle, this three d t angle, as you can see. If you put one, nothing special because I need to put at least site, so two it is same. But if you put site, you will obtain this render. If you put four, you will obtain this render. If you put five, you will obtain this render. If you put six, you will obtain this render and you can continue like this, you can increase at your convenience, just like that. This is why it is important because you can from the base of the cylinder, if for example, a tape like just two. You can craft polygon just like this with the base of a cylinder. You can do the same thing like at the beginning. For example, you go here, you select the first one, and the first one you can apply just directly the h. For example, the h can be 40. The radius number one can be ten radius 210, and after that, I can complete with just let's start like this, Semicolor snder. After something that I can do, it's to click here and I can put Cynter equal tru. Thanks to that, I will be in the center. And if I want to change the number of subdivision, I will put coma and the sine dollar F n equal. If I want to increase, I can put 200, as you can see, but you can also reduce like, for example, eight to btain this render. From a cylinder, you can make a lot of things different size from the top and from the bottom, you can center. You can adjust with the number of subdivision, and thanks to the number of subdivision, you can craft something more like polygon or something more circular also using this features. 10. Create spheres: T CRT spheres, we are going to see how to crate spheres. For this to create a sphere, you need to tape sphere here. After you can start like this and you can define a radius, or you can put ir equal radius or D equal and the value of the diameter. If I want to define, for example, something with a radius of 20, I just need to tape 20 here. After to do this type of work, you can finish with a semicolon and you will see your sphere. Appearing on this area, as you can see. By default, the sphere will be in the center, just like that. The sphere will be in the center. I will show you after that it will be possible when you use something like scale to, for example, have something different atosphere, when we will use the scale value. But here we just focus on the fact to cratosphere. The other options to cratosphere, let's just click here. It is to tape directly sphere. After you can open like this and you can define ir. Equal and you enter the value that you want. This is a radius. If I define a radius of 20, I can just close sum colon. I can zoom out and he crato sphere with a radius of 20. I have exactly the same size. That before if now I want to increase, I can put a radius of 30 just like this. If I want a radius of ten, I can put a radius of ten. The last possibilities to create a sphere with the diameter, so you can enter diameter, and you can open like this. An diameter, you can create sphere, and you can open like this d equal and after you enter the diameter of your sphere. If I want to sphere with a diameter of 20, I can tape 20, just like this. So colon, and after that, I can define my sphere. If I want to increase with a diameter of 40, I can tape 40. Last thing important things to here to see it's the number of subdivision. Here we have a number of subdivision by default and we can change this number. For example, I go in this area, and you can add something. I can click here, and after coma I can use the symbol dollar like this. Dollar. After f n equal, and you can enter a number of subdivision. If I want to increase and I put a value of 100, I can zoom little out and just activate the preview. As you can see, we have so much more subdivision on this area. But you can increase more, but generally we try to not use a two id value. But if I want to increase more, I can put 200 and take again who have so much more subdivision. But at the opposite, you can also reduce. If you put a value of 20, you will obtain this render. You can reduce more, you can put ten and you will obtain this render. You just put a value of one, you will have something like a sued triangle exactly like when you craft a cylinder. When you craft a cylinder, if you put this value, or if you put this value, or if you put the value of two or s, you will turn the same type of render. But if you put four, you will have just like a square like this and you can increase five, I can change for six, or I can change for seven, and you can multiple type of shapes the dollar F N value. If I want to come back to a basic value, I can put a value of 40 as you can see. This is how to crat sphere. 11. Create rectangles: Cort a rectangles. Let's see how to create rectangles. For this, if you need to create the rectangles, you need to tape directly square, and it will be a two dis shapes. When you create the rectangles, you need to activate the value square, and it will be a two dis shapes. Just click here and you have two possibilities, the first possibility just to enter a size center equal true. In this case, you will have the same size for each side of your rectangles, or you can create a square wide and eight, and in this case, you can create different size on the eight and the white. For example, I can just craft something with a value of 20, and if you don't put center equal to, you just craft something like this and you can activate the semicolon to validate. You can just create two d square on this area. Here, it's okay. Two d square, you have the feeling to have a thickness, but it's not just two d square. If you want to center the square, you just need to add here and you will be able to tape center equal true. After to do this work, you can center your square as you can see. This is the first possibility to create a square. After to do this type of work, you have the possibility. After if you need to change the value of the square, you can change if you want to create a square with ten, you can create something with ten. If you want to create a square with something like 80, you can create a square with 80. Now let's try the second type of square that you will be able to use. This is a more rectangle, so you tape square one more times. After you can let's do this again, let's step square, and after you can enter wide eight center equal true. Let's first step wide and eight. The wide will be for example 80, and the eight will be for example 40. Need to be careful to respect the order of the symbol just like that, and I can finish with a semicolon, and I can validate to crate my rectangles. If you don't apply center equal t, you will start from this base point and just crate your rectangles. Now if I want to center, I will activate here. Coma center equal true. Just like this, you can activate the preview and you will put your rectangles in the center. If you need to change the dimensions, you can change if I want to have 60, I can tape 60. If you had just one to have 20, I can tape 20. If I want to increase on this area with 120, I can put 120. Have the possibility to create an extrusion also when you work with this square. It's not extremely interesting because it will be like to create a cube, but you need to understand that with some operation, we will be able to link different, different shapes to create one shapes. I will explain this after. This is why it can be interesting to create this type of square. If you apply linear extrude just like this, after that, you will be able to enter just a number, and I can extrude with, for example, a value, it can be 20 just here. And I will be able to extrude with just 20. After I will explain that with this linear extrude, you can work with the convexity. You can work with slices and you can make something in turn very interesting using the linear extrude because when you click on the linear trod, you have a lot of options. You will be able to apply a twist, slices, scale and more. W a base of two d shell, it can be a square and it can be something different. We'll see that in details after. This is how to create a square. Let's click here. It's okay. Okay. 12. Create circles: Crate Circles. Let's see how to crate circles. For this, when I go in this area, you can create a two d circles, and you just need to tape circles, and you can open the symbols to enter a radius. You can also define hear equal radius, and you can define D equal diameter. The circle is a two D shapes. After it will be useful if you want to create some extruion, linear extrude, but you have also other types of extrusion like the rotate extrude extremely interesting. First, I can define a radius. For example, I want a radius of 20. I can close my symbols, use directly the semicolons. After to do this work, I can create my two d circle. It is just the two d shapes, extremely interesting for a linear extrude or for a rotate extrude after. If I want to change the value, I can put a value of ten and reduce. If I want to use 40, I can use 40, it will be also possible to use scale if we need to change that and to create something with a different ratio. After to do this work, so this is my circle stools, you have another option. Let's tape circles. Let's open. By deft, the circle is in the center because it is a two d shapes. I can enter ir equal and just define a radius. If I want a radius of 30, I can just tap. Don't forget to put the sem column at the end and I created a circle with a radius of 30, as you can see. If I want to have something really bigger, I can put a value of 80, and I can cred my circle with a value of 80. And the last possibilities to enter a diameter. Here on this area, I can enter not diameter, I can enter circles, and I can open d equal. And you enter the value of the diameter of your circle. If I want to diameter of just ten, I can take the value of ten, click here, and sm columns, and I will created my circles with the diameter of ten just like this. As you can see, we have also we will be able also to work with if I increase a little bit, and I do something with maybe 20 in this area. Even if it is a two d sheps, after if you want to put a coma, you have the possibility to use the symbol dollars, F n to work with the number of subdivision, and here I can enter my number of subdivision like one and. If I click here, I will have more subdivision. Will be able to see more after the extrusion. Here you can change that also. If I put, for example, t, you will be able to create two d t angles. It is same if you apply one, you will have the same render, two, you will have the same render. If you take four, you will have a square just like this, and you can continue with this different value. It is also something very interesting, exactly like the Swedish Cylander. You can decrease the value of subdivision with $1 F n to obtain something like a cylnder. Like a polygot. Now if you want to extrude this one, you will be able to click and to apply on linear extrude. Let's step linear, extrude like this. After that, I just need to enter the number, but we will be able to twist, slices, scale, and more. In this scale, let's just focus on the extrusion, and I will put the extrusion of 40. I can also change circle position circle may be here. If I just validate the preview, you can see this type of render. If I change my number of subdivision like this, and I apply 40 I reopt if I change for 100, I reopt. It is also in the circles, interesting to be able to work with a number of subdivision, and this is the reason for which you can apply this value to F n after. 13. Create polygons: Create polygons, we are going to see how to create polygons. For this, we need to define a multiple point to create a polygon. First, we can click here. And we can take polygon. We can open, and we need to enter first point. Equal. After that, I can open so point equal and I need to enter my first point after that. For example, I can start with the first point. You need to see your different axis, and you need to position point on the X and on the y axis. For example, my first point will be on the axis. I will put minus I will zoom litle out, and I will put, for example, something like -50 on the axis, and on the y axis, I will put zero. And then I can close directly the pass. No -50 -100. I will take minus 1000. Then you can put a coma just like this and you can start with a second point. My second point will be at -50 and -50. I can take -50, just like this, C and -50 just here. This will be my second point after I can continue. And I would like to have an order point. This order point will be on the x axis, I will be at zero, so I will type zero. On the y axis, I will be at -100. -100 to add this order point. And, I can continue. I will create an order point. This order point will be directly at 50 on the axis and -50 on the y axis. I can enter just 50 on the axis and -50 on the y axis. 50 on the axis meaning 50 on the y axis, the point will be located here. C I want to crate another point at 100 on the axis. I can tape 100 and I will tape something like on the y axis zero. I can close and I could continue. I will put another point, I forgot Yes, like this. I will put another point on the y axis one more time x axis y axis. On the x axis, I will put again 50 and on the y axis this time 50, and I will close just like this here. Let's take a. If you Zoom, I didn't finish all my point, but just to show you the render before to finish. You need to close one more times here. Here, just like this, and you need to finish with the same column. After to do this work, you can activate a preview. If I click to activate the preview, you can see the polygon appearing here corresponding to the different point. If I decide to continue, here, this is my last point located at 50 on the exxs 50 on the y axis. I could add an order point, just like that, and this order point will be at zero on the y axis. So zero comma and on the y axis 100, zero, 100, and I can close just like this. Need to not forget to. Yes to enter the right symbols, and now if I activate, I have this render as you can see. I created this polygons like that. Just using this render. Now if I want to make something with different type of subdivision. For example, here I have -50 on the x axis and -50 on the y axis. I can decide to change this value for -60. Here when I go on this area, this point, I have 50 and -50, I can change for -60 also. Here I can take -60. Now if I do this work, you can see the change on this area on this area. But I could change for more. For example, I can take -80, and here I can take minus eight just like that. Now, what happened if I want to add one point here and one more point here, it is the same, I have 50 50. I can change that. On this area, I can add another point. First, I have 50 50 here. Maybe on the x axis on the y axis, I can change for 80 just like this. On this area, we'll be able to add another point after C can open. I will put my last point on the x axis at -50, -50, O the y axis at eight, just like this. If I just validate this value, I will obtain this render as you can see. This is how to create a polygon. Why it will be interesting, so you need to enter the different point. Sometimes it's a little bit difficult. It's little alone for a simple reason that you need to see the different axis. You need to see the value and you need to visualize where will be position your point. For example, my first point was at -100 on the axis, so I see the axis Minus 1000 on the y axis. Axis -100, y axis zero. My second point, -50 on the x axis, -50 on the y axis. The second point is here. The third 0.4 0.5 0.6 0.7 0.8 point, and we finish here. Wy will be useful because after you will have the possibility to use an extrusion with the linear extrude. You will be able to take linear extrude when you have two d shapes. After you can extrude this two d shapes. You can just enter the value that you want. For example, I can put 20 and that's it. You just need to do this and you can create an extrusion of your polygons like this. If you want to increase more, you can change the value of the extrusion. You can make specific shape as I explained before, you can use also the cylinder to create polygons. It's also possible. But you can create more specific polygons using the polygons features just like this and after you can use the linear extra, for example. It's okay with the polygons. 14. Add text: We are going to see how to add text. For this, I can go on this area and net step text, and you can open the symbol and you have different type of options. The first of options is to take the text that you want. And you will be able also to enter if you want a size, you can use the H in left, the vertical ling, and you can use left center, right vertical in, you can use baseline, but you can use also center. You have also the possibility to enter spacing and more. First, let's define if you want to make something simple. Just to define the text that you want. You need to tape inside just like this and to enter the text that you want. For example, I can tape title just here. Now, if I just close and use sum columns, I will be able to have access to my text and the text will appear on this area, just like that. As you can see the text appears here. Going to show you again, you go here. I will activate the preview and I will select text, I will open this, and I will put directly title. After that, I will close and I will use my semicolons and I can generate the text just here. As you can see the text is not located in the center. We have the possibility to apply in the center, but first, you can change the size. If you want to change the size, you can apply size, equal and you enter the values that you want. If I apply a value of 20, I can increase my size with 20. If I want a value of 40, I can increase my size with 40. Now if I want to center my text, I can use here. H ing and the vertical line. I can just tape H an equal, and I can put if I need center. If I just validate, as you can see, it's not working properly because when you use the text, you need moreover to add the symbols and the symbols here. If you want to center and you want it works. It's specific for the text, you need to add these symbols also. When I go in this area, I can select also the vertical in, V an equal, and I can put also center like this. Don't forget, you can put. We have titles, size, H ling, vertical in and every time we put equal center, and I can put my text perfectly in the center. The last thing that you can do important thing is to define a space for your letters, and you have the possibility to add something and you can use spacing equal. You can take spacing here. You can apply a value equal and you enter the value that you want. If I apply a value of two, and I just validate, as you can see, I can put more space between my letters. I can put here like four. Something interesting, if I want to come back just with a value of one, I can apply one, you can edit the content after at any moment. If I want to add more, it's possible. I can add something like tutorial. If you let a little space, tutorials, create and tutorial squared, for example, example here just like this. As you can see now, I have tutorial squared example just here. You can let also a space. I can let a little bit small space on this area, it's going to work properly. And I can add something like software and software will appears on this area. You can add a more element if you need. Now if you want to extrate text, first, I will come back just with tutorial. I will just click on this area and validate we have tutorial now. If you want to extra the text, you can click here, Lett bit space and just before on the line before you can use the linear tree. You can take linear extrude. Inside you can enter the number. If you want to work with the convexity or a scale value is also possible. Let's apply a value of 20, and I can extrude my text just like this. If you want to increase here, as you can see the number of subdivision, you can add something on this area on the text just after, and you can put coma and you have the possibility to add dollar. Fn equal, and I will put a value of 100. If I put a value of 100, as you can see, we have more subdivision. I can increase if I need with a value of 200, and I will have more subdivision. If you decrease and I just put 20, I will have less subdivision, but I can decrease more like a value of ten, as you can see. Let's just come back with a value of 100 and that's it. If you want to increase your extrusion, you can increase. If you want 40, you can increase with 40. I have also the possibility to add a coma, apply a scale value equal, and if I apply a scale value of not two, but maybe 1.2, I will be able to increase on this area. Value. Here we have 1.2, but you can increase with more 1.4, just like this. As you can see it is interesting to use this features. By default, if I remove my linear extrude with right. By default, you have something in two D. You can ed it with multiple parameters, and after if you need, you can crato extrude using the linear and you can enter the value that you want. 15. Change divisions: Change the resolution of the models. We're going to see how to change the resolution of the models. So it means it is possible to edit the number of subdivision when you create models like cylinder spheres circles. Let's first go on this area and leer create cylinder. So I can tape cylinder and I will enter a eight for this cylinder, Let's put a value of 80. After my first radius, we'll have 20, my second radius 20, and I can directly close and sm column to validate this cylinder. Let's just click here, and I think yes, I need to change that. If I want to center my cylinder, it's possible, but in this case, we can stay like this, but if I need, I just need to add center equal true. After this cylinder, as you can see, we can have a number of subdivision just here. This is the reason for which it is a cylinder, but we can say that at the same time it is a polygon and depending on the number of subdivision you will put, you can make something more polygonal or more circular. Just after the center equals true in this case at the end, every time at the end, you can add something like dollars F n, and this will work with the number of subdivision equal, and you can put a value. For example, if I put 80 just here, so dollar f n equal 80, as you can see, we have much more subdivision just like this. If I put a value bigger, it can be 100. I will have more subdivision. I can increase more with, for example, 200 just here. As you can see, I have so much more subdivision or something more circular. Now if I want more a podgon, I can reduce. If I just apply 20, I will oton this render. In the same way you can reduce more, so it means I can reduce with one, in this case, I will turn this three D tangle, two, I will btn this three D t angle also. And you can try like this. If you press four, you will have like this cube. If you press five, you will have a polygon with five side. If you press six, you will have a polygon with six side. If you press seven, a polygon with seven side, and eight polygon with eight side, and you can continue like this. This is how to work with some number of subdivision like this. Now, let's see another example. I'm going to remove this cylinder and adjust cratosphere, so I can put sphere and I will enter a value like 20 for this sphere. Semicolon n, the sphere will appear here. It is exactly the same way. You can add just after coma and you can define dollar F N equal, and you can define a value. If I define the value of 20, we'll have less subdivision. If I define 200, I will have something more smooth because I have so much more subdivision like this. But if you reduce small, it is exactly the same, you can put one and you will turn this render. If you put four, you will turn this one. If you put, for example, eight, I will turn this one. One more time you can try these different options to here, so 1213, you will have this s d triangle, four, you will have this square five polygon, not a polygon because it was a spheres, so you will have this number of subdivision, six, seven, or again, eight, and you can continue like this. If I put a value of 40, I will obtain this render. You can also put this, for example, when you focus on a CAC. If you craft a CACs like this, you just enter a radius, I can put a radius of 20, and I can craft my CAC. If I define extrusions, I can click here and put the linear extrude feature, so linear extrude, and number center equal to, I will just apply a number like 40 for this linear extrude. And I will just validate like this. I can put also if I need center equal true, and I will obtain this. One more time, you can work with the number of subdivision after, so you can put C dollar F n equal, and you can put what you want one more time. It is exactly the same way. If I put 200, I will turn this render. If I reduce one, two, and sit, you will have the sued t angles, as you can see. If you apply four, you will have this type of cube and you can have different type of polygos with a value of five, value of six, seven, eight, and more like this. Depending on this value, you can really edit have something more polygonals, or of seeing more circular depending of the value that you choose. In different example, we will use this dollar Fn, not only for this type of example, but in multiple example, we will use this. 16. Add colors: We are going to see how to add colors. For this, something that I'm going to do is to create different type of cubes, and we will change the color. First, let's go on the left, and I will take first cubes, and I will define wide a dip and eight. Let's define a wide like this first, and the wide will be 80. The dip will be 48 will be 20. I can center my cube directly so I will put center equal true. After I will validate my cube, and my cube is appearing here. Let's craft a translation of this cube. I can click on this area and just translate this first cube with translate. I will focus on the x axis. First, on the x axis, I will translate with the value of 100. On the y axis, I will translate with zero and the axis zero. And I will translate this cube. Just on this a. Maybe 100 is a little too much, but I can reduce a little bit and put just a value of 80. It's okay for that. This is my first cube, and just on the top of the cube, I will tape something and we will tape cube. Red. After to do this work, I will salic this cube copy, and I will put another cube on this area, and I will change for cube green. We will translate this cube with value of 80 I can translate at 200, I think. Let's put 200, and I have a second cube and this area. I will translate one more time. This one, so I will select cube green copy, right click copy, and right click and past. Here we will translate with another value, 220. Let's just take hundred 20. It's okay. I have this cube. Now if I want to change the color, how to apply a color. To apply a color, you can just go on this array and you take color. And you have two possibilities. You can enter the color name and Alpha values. Alpha value is a transparency values, opacity value. Or you can enter the r G B, and you can enter also Alpha value. The most simple is just to enter color name. If I take, for example, red, just like this, and I click on this area. As you can see, it's not going to work properly because you need to also add this symbol. Now if you click on red, I have this element in red. Let's continue. I can go on this area, I can tape color. This time I want to have something in green, so I will tape green. Activate the preview. On the last cube, it is let just change for yellow, and I will tape color. And I will tape inside yellow. It's not possible to make a render with a texture material, realistic render, but you can change the color if you need. I can put yellow and now we have the yellow color also on this area. Now you can focus on the transparency, if I selling the thirst one. You can also put com here, and you have Alpha value and directly if I tape, for example, the value is 0-1. So if I tape 0.4, it will be like to a 40% of transparency, just like this. You can apply this value. So now the second options is to tape something little different, you have RGB A. If for example I tape, the value need to be 0-1. If I tape, for example, 0.4, 0.2, 0.8, and comm Alpha value like one to have the maximum of transparency. If you just close like this, it's not going to work properly because as you can see, we're different type of value. Something that I need to do is to click on this area. I'm going to show you again. You can open this symbol here. When you go on this area, you can also close with this symbol, and now it's going to work properly. Depending on this value, I obtain this type of blue color. After all you can change if I want six here, if I want s here, and we have a different color now a little bit more in purple. And if I decrease this one for four, I will turn this render. If I increase this one, I will turn this render. After we need to have the correspondence of the different value for the color. But if you want to have just a simple color basic color, you do something like this, you just tape the name of the color. One more time, I can change my last value. This is Alpha value, so it means the transparency value if I put 0.2. I will obturn this transparency. This is how you can add on your shapes. If I want to recuperate. I can tape one, if I just want to recuperate the red color, something that I can do is just to click here, color and I will tape the value that I want and it will be red. 17. Create translations: C translation. We are going to see how to translate object. For this, I will go in this area, and the first things to do I will craft a cube. I can tape cube, and in this cube, I will enter a wide. Let's first step a wide like 80, a dep like 68 like 40. I will close and I will generate my cube. If I want my cube in the center, I will add on this area coma center equal true. And my cube will stay in the center. Now if I want to translate this cube, how I can do this, I will just on the top of the cube, I will tape something like translate. After you can open like this and you need to focus on the x axis, ax, Z axis and enter the value that you want. For example, if I want to translate on the x axis with 200, I can tape 200. On the Yax zero, I can tape zero, and Zax zero, I can tape zero. And I can close like this and you don't apply a Smiclon at the end or it's not going to work properly. If you don't apply anything, it means you will apply the translation on the element just below. After to do this work, I can validate, and as you can see, I translate this cube with 200. Now if I want to translate the cube only on the y axis, I can tape here zero. If I want 200 on the y axis, I can tape 200 on the y axis and the cube will appears on this area. If I want my cube zero on the y axis, I can tape zero and 200 on the ZD axis. I need to activate the prezue. The cube will be here it's 2000. This is why the cube appearing on this area. I'm going to change for just 200 and now my cube is located at 200 on the zd axis. This is how to work. You can also move on the different axis. It means I would like to craft upset of maybe 100 on the x axis. On the y axis, I would like 80. On the axis, I would like to just 20. I can take this value and my cube will appears here. You can also enter negative value. For example, I can put minus here, and the cube will appears on this area. And I can also change that for minus just here, and I can put also here minus, and the cube will be in a negative value. You can change negative positive. It is definitely not a problem. I can also increase on this area. This is my first example. Let's see a second example. We will sect a sphere. Let's just step sphere as explained before, and we can enter a radius for this sphere. Let's put a radius of 20 and directly, coma I can enter a number of subdivision with dollar Fn equal, and let's put a value of 100. Sm column, and I can see my sphere appearing here. Now I want to position four sphere on each side, one here, one here, one here, and one here. First thing to do, I can translate. I can go just on the top tape, translate the first sphere, the first sphere I will position in 100 on the axis, 100 on the y axis, and zero on the Z axis. I will close. Now if I click to validate the preview, my first sphere is located here. Now, something that I will do it will be my sphere number one. I can tap on this area just Sphere, number one, can change that, maybe sphere number one. Now if I want to have four more sphere. I can click here, right click copy this selection, and I can go on this area, right click and past. R click and pass, and right click and pass, just like that. After to do this work, I will just change for the sphere number two. If I want the sphere number two be located here, what I need to do, I need to change on the exacts for -100. And I have now my second sphere located here. If I change this one and I take the sphere number S, I want this sphere located here, my sphere so located on this area. I need to change for the x axis -100, y axis, I need to go at -100 also. I will change for -100 and -100 and my third sphere will appear here. Now I want to noder one here. As you can see, we are on the x axis 100 and on the y axis -100. X axis 100 y axis -100. I can validate to my sphere on this area. And we have a symmetric position on the x and the y axis. Now if I want to move the four sphere on the z axis, I will change this value. For example, here, we can apply 40. Here we can apply 40, here I can change for 40, and here I can change for 40. If I click here, my first sphere will move with a value of 40. But you can put the value that you want can be also a negative value. Let's put again just 80 and just 80 to move the different sphere on this area, just like that. This is how you can crat translation. I 18. Create rotations: Cate rotation, we are going to see how to create rotation. For this, I will go on this area, and we will use the cube as an example. I will take directly cube, and I will enter white for this cube. Let's one more time use the value of 80 for the wide, the deepT will be 60, and the eight will I will change for 20. And after that, I will finish my cube. I can apply also directly a value of center equal true. After that, I will apply my semicolon at the end, and I will be able to generate my cube. So this cube, if I want to craft rotation, how I can do this. I will go on this area, and I will tape rotate. After two tape rotate, you can just open and apply the rotation that you want on the axis, y axis and the d axis. If for example, I want to move with 90 degrees on the axis. I will apply a value of can be 90 degrees here, and on the Yax zero and on the dax zero. And now I will just close, and the rotation will be apply on the cube just below because we have a some column here. If I just validate, I have a rotation on the axis with 90 degrees. If I want on the y axis, I want 90 degrees, I will do the same thing. I will replace 90 degrees here, and we can turn with 90 degrees. If I want 90 degrees on the z axis, I can apply 90 degrees also here, just like that. This is the type of thing that you can do. You can also apply multiple rotation. For example, I can cut here, but you can apply this on any element. It can be something like a cylinder. The cylinder, you can define edge like the edge can be 40, my first radius will be ten, and my second radius will be ten, just like this, and I can define this one and my cylinder will appear on this area. If I want to rotate this cylinder, I will tap rotate, and after to do this work, I will open and I will enter a value of 90 degrees on the x axis, zero on the y axis and zero on the ZD axis, just like this. I can rotate with 90 degrees here. I can also apply on this area, the center equal true, and in this case, I will obtain this render. You can just apply this to element. You can also create a sphere like radius of maybe 40, just like that. This sphere, I want to scale my sphere. I will take scale, we'll see that just after and I can enter a value on the axis from the base is one to have the same size. For example, on the axis, I want s, and on the y axis, I want two, and on the Zaxs just one. I will close like this. I will scale my sphere just like this and I want to create a rotation on the Z axis, 90 degrees. I can apply just on the top rotate, and I will apply zero, zero on the y axis, and 90 on the Zaxis. But it can be another value. I put 90, but if you want to put just 40, you can put 40 if you need, and create a rotation just like this. So it's okay for that. Now let's just craft the part using the rotation and just using the cube. I will craft the cube first, and I will enter a white for this cube with 80, a deep with 40, and eight with just ten. We will close and generate this cube just here. I want to center my cube, so I will add center equal true, and my cube will be located here. Now what I want to do is to take this cube and right click copy. Go in this area and right click and pass. I have a second cume and this second cube, I'm going to rotate this cube. But just before to rotate, I will change a little bit the value on this axis. On this axis, I will change for a value of 50. I will rotate this que. I will take rotate. First, rotate, and I will put on the axis zero on the y axis 90 and on the axis zero. Like that. Thanks to that, I can rotate my cube to tain this render. Now I want to translate my cube just here. Before the rotate or after the rotate, it's going to work also. But I think it can be pretty better to put the translate before because sometimes you will be in trouble with the axis depending of the order of the different operation. In this case, I will put the translate before and I will go on this area and I can put the x axis. Maybe -40, and the Yax zero and the zxis zero. And I will go here, and I can translate and I will go directly on this area. If I increase a little bit with 50, I will obtain this render as you can see, and I have a little bit space on this area. Me, I want to touch directly. If I change and I put a value of S 45, I will be perfectly on the top of this area. Now I want to have the same thing on the order side. I can take this element, right click copy, and I can go here and right click and pass, and instead to put a translate of -45, I will replace by 45 and I will obtain this render. That's it. Now if I want to create a group of this si element. You can use this symbol to open and you can use this symbol here to close. Thanks to that, you can create a group with a su element. Wy it is useful because if I create a rotation, I can rotate the Si element at the same time because I enclop this group just like this, enclop this group. I will create a rotate here, and I want to rotate on the y axis 90 degrees. O the x axis maybe 90 degrees, and Yes. Here I can take 90 degrees, zero, zero. If I apply this one, as you can see, I can rotate here. But I can also do this on the y axis, it means 90 degrees here like that. Or again, it can be also on the Cx, so it means 90 degrees here. But the problem is, if you put the rotate, if you don't have this, What will happen? It will apply only on the cube, so it means only on this. If you put the rotation here it will apply only on this cube. Me, I want to all the elements. This is why I will use this symbol, and I will use this symbol to apply the rotation on all the elements here, and I will obturn something like this. If you need, and we can enter the value that you want depending on what you want to do. It's okay with the rotation. Let's press delete. 19. Change dimensions: We are going to see how to scale and for this to do this type of work. We will craft a cube first for this example. Let's craft a cube, and this cube, I can enter a wide. I will put a wide of 40, and I will put a eight of 30 and a dip of y and a eight of 20. Then center equal t, and I will finish with my sim colon, and I will generate this cube. I have this cube and if you want to scale this cube, it's not extremely interesting to scale the cube without anything specific, but it just to see the basic first. If I put my cube here, something that I will do is to just go on this area and I will tape scale. After two step scale, you can scale on the x, y, and z axis. Something that you need to understand is that your reference value is one. You reference value is one. If you tape one, one, and one, you will have exactly the same size. If you take two, two, and two, you will scale proportionally with the value of two, so it means you will have the double size of your cube. If I tape two, two and two, and I go on this area, I can have the double size of this cube. Concretely, I can validate and I have the double size. But the interest is you can do this not proportionally. It means if I want to tape four on this axis, I can tap four, and I will obtain this render. If here I want something like S, I can tape also. But you can also reduce with a negative value. If on this area, I wanted 0.4, I can reduce the size just like this. You can scale your entity using this type of features. Why it can be interesting because you can break the proportion when you create something different like a polygons, or you can break the proportion when you create a sphere or a cylinder. If for example, I define a cylinder, I can put my cylinder value with eight of 80, first radius 40, and a second radius, just like that. After to do this work, I will define my cylinder. I can put Ciner equal true. And I will obtain this render. So now if I want something not perfectly circular. First, before to do this, you can also add dollar f n equal and a enter value. It can be like just 20. Like this. Here dollar hoops. I forgot something F N S 20. Now if I want to break this proportion, I can use a scale value, so I can tape scale, and I can on the x axis, for example, I put one. But on the y axis, I will reduce with 0.4 and on the axis one. And I will finish like this. Thanks to that, I can break the proportion as you can see, and can be interesting. I can also if I need, reduce this type, I can put on eight, and I will obtain this render, but I can also increase and put 100 and I will obtain this render. This is why it is useful to scale because when you craft your object directly, it's not possible to obtain this render directly with the cylinder. You can do the same type of thing with a sphere. For example, you can tape sphere. And you define the radius of your sphere. Let's define 40. I can now see my sphere here. One more time, I can add also after dollar F n to work with a number of subdivision equal and I will define a number like 100 also. But now if I don't want a sphere, perfectly circular like this. I have the possibility to use scale, and I will define scale just here. After with my scale value on the x axis, I will increase. For example, four times this value, on the y axis, two times and on the axis, I will keep the value of one. And I will finish my scales, and I will obtain this render. I increase four times on the x value, two times on the y value, and on the z value, I keep one, so it means the same value. It means the same dimension of 40. I can obtain that like I can increase also here and put 40 to turn something like this. I can also even reduce this one with zero point maybe s, and I will turn this render, as you can see. This is why it is useful because definitely from an object, you can make some transformation. I can also do something really different. I can put eight on this area, and now I will obturn this render as you can see. One more time also depending on your value of dollar Fn, you can change also like this. This is why it is useful to use scale value. Okay. 20. Change sizes: We are going to see how to change size and when we craft a different type of shapes, it's possible to change the size with features. First things to do, let's just craft a cube. I will craft a cube on this area, and I will define wide for this cube. Let's just tape value of 80. I will define a deep, I will put 60, and I will define eight, only a value of Yes, I will define 21 more times, and I will center center equal true. After to do this type of work, I can use my semicolons, and I can activate the preview just in the midle like this. Maybe I'm going to change a little bit this one and just put a value of ten. If I want the basic of change the size, it is to use the resize feature. Concretely, you can take resize. When you go on this area, you have the possibility to resize on the x axis, y axis, and Z axis. Here it's not like scale. Scale, the reference value is one. When you use the resize, the reference value will be this value. You just tape new size. You just like to tape new size. If for example, my cube I want 100, and here I want maybe 40, and here I want on the Zaxs 20, I can just tape this value. And after that, I will just change the size of my cube for this new value. This is a principle of three size. Is it very interesting in this example? No, but in different case, it can be interesting. Let's just add les in on this cube. First, I can activate the preview here and craft. To craft the le, first, I will use cylinder, and I will open with H. I will use, for example, 40, ar one of 12 and here two, radius two of 12 also. After to do this work, I will validate my cylinder. I just need also to activate center equal true and change the resolution with dollar F n equal 100. After to do this work, I will just validate and my cylinder will apiece here. It's pretty good. Maybe I can change a little bit the size with foe here and foteen here. Now if I want to craft my holes, how I can do this. You have the cube, you have the cylinder. Just on the top, you can use a boli an operation difference. You can take difference and you can open and close the symbol like this and what you want to have in your deiference. In your difference here, you can use this one to open and after you can use this one to close. Thanks to that, you will apply your difference features on the cube and the cylinder, and you will substract the second object to the first object. Now if I click here, as you can see, I have my whole generated. If I want to resize all the elements here, I can click on resize. Just on this area. After to click on resize, I can open and I can define new size. I will break the proportion, for example, if I want to apply 120, and here I want 80 and here I want 20. I can do something like this, and I will break the proportion and I will apply to have this new size, just like that. But I can also make something really different with only 40 and take a glance you can resize using this type of work. This is my first example. You can use also the resize features when you want to bring the proportion of the cylinder of our sphere. For example, you create the cylinder. This cylinder, I will put a value of 80, 40 40, C center equal $2 F n equal 100 and I will finish and sm column. Now I generated this cylinder, just like this. If I want to change the proportion, I can use the scale value, but I can use also resize. It means I can click here, tap resize, just on this area. I will change for new value. For example, if on the eight, I want the same, I can put 180. But if on the y axis, I don't want 40, I can just tap 20 just here, and here I can just tap maybe ten. I can close on this area, and now I can resize and I will turn this render just here. You can see. It is interesting because you can directly create resize, but it was 40, but it can be for example 20, just like this. On the first, the second one, you can change also, I can put ten. Definitely, you can make a lot of thing depending on what you want to do. You can resize properly. If I want to resize the sphere, also, you can tape sphere. I can go in this area just tape sphere and define a radius of 40. After to define this radius of 40, can use my semicolon and activate the preview. This sphere, I can also change the resolution and subdivision, if you prefer, and I will apply do F n equal and I will apply 100 for the value. I can use the scale value if I want to obtain something not spherical like this, but I can also use resize. I can take resize, even if on the sphere, we only have one value, we can transform with multiple value, x y z. On the x, I want to have a new value like e on the y 60 on the Z 20. And now I will close, and I will apply my resize value on my sphere, and if I activate, I will obtain this render also. This is why resize can be useful. You can also crate models, complete models. After totally at the end, you can resize all the models with all the features using the resize features. It's also possible. You just need to be careful if you want to break the ratio, not break the ratio, it depends about what you want to do. In this case, I would like to break the ratio, so this is why I can change this value. You can also apply 80 here to obtain this one. If I change, I can apply 40 to obtain this one. It depends about what we want to do. It's okay on how to change this type of dimension with new size and using this feature. 21. Create offsets: H. We are going to see how to craft offsets. To do this type of work, something that I will do first. To craft offset, you need to focus on two bays. You can crate a shapes. The shapes will be a two di shapes. After you can generate offset on this base of these two shapes, and you can then if you need craton extrusion. Something that I will do first, is to craft my base. To crate this base, I will just use a square first. After I will show you ways something different, so something that I will tape, it just square. After two tape square, I have the possibility to enter a wide and eight center equal true, we'll tape a first square with just a size. It means here I will enter value of maybe 40, and I will tape center equal two. After to do this work, this is my first square and I can visualize like this. Now, while we craft a second square. I will go in this area and I will craft a second square, and I will put exactly the same value. If I put the same value like 40, and center equal true, and then I will just close here. For just to activate the preview, I have my square exactly in the same place. Now we can position the offset just on the top. When I go on this area, I can create a offset and I can define a value and the value will be ten, so I can apply a value of ten here. I think the best is not to apply your need the value, you will define radius. We can tape er equal er equal, and you can define value of ten because if you just apply value of ten, just like this, for example, you want to craft your offset, it's going to work, as you can see, but you won't have a subtraction. This is why we'll use a difference after. If you just apply your offset, he will click here if I remove, for example, this one, just cut and just activate the offset, you can just craft offset of ten. So take a gl I crate 20 just here. I can create the offset of 20 on my square, as you can see. But we have something like rounded corner. Why is the terrace to create two square for a simple reason that you can apply your value like ten and before you can create a difference operation, so you can take difference. After to take difference, you can open this value just like this, and you can close can go in this area and you can close that. You can open a difference with the first square, the second qua square and offset value. Thanks to that, you can opt this render. You can also when you create your offset. Offset. You have the possibility also to apply a number, so you can define er equal, and I can also apply this time maybe 12, and I can validate just like that. So now something that you can do, it's to apply a linear extrude on the top. So just before the difference, you can take linear extrude, just like this, and you define the number of the extrusion, it can be 20, and you can extrude just like. We have also the possibility to work on this area, and if you want to increase here, the resolution again just before here we have the difference, just before the offset, it is possible to add, for example, $1 F n n equal and we can apply a value and thanks to that, I will increase the the resolution. But we have here failed me set for a simple reason that you need to add a sum colon and now it's going to work properly as you can see. This is why it is useful to create offset. Now you can do this also with ccs. For example, I define a ccs just like this. I define a radius like maybe not 20, I just apply a value of 40. I can create my CAC just here. Semicolon. This is my circle. If I just crate offset, it's possible you just need to go on the top, you create offset just here and you can enter a value if I just put a value of ten, I can create a offset of ten. Now if I have two circle with exactly the same value. I can copy and I can go on this area and past. I have now two circle just like this. Something that I will do it's just before I can use difference and I will open my symbol just here. Totally at the end, I will close with the symbols. Thanks to that, I can craft a difference to craft a ring because we have a first circle with the size, a second circle with the size, and offset of ten and the difference value. If I want to craft an ext, I go on the top, linear extrude, and I can define value like, for example, ten, and I will apply linear extrude just like this. If I want more, I can increase. Let's just define value of 20. I can change also the resolution. If you go just before the offset, you can define dollar F n equal. If I put a value of 100, I can define a coma and I can increase the resolution as you can see. You can put in size the difference just before the offset and you can put something more like 200. In this case, we can create a ring and this is why it is interesting to use the offset value. Oh. 22. Create mirrors: We are going to see how to create a mirror. To do this type of work, we are going to craft something and after we will see how to use mirror. I will go in this area. First, to take mirror. I will craft elements. I will go here, and I will define a sphere. After I will open my sphere here, I will define a radius for this sphere, and I will define 40. I will zoom little out and s, I forgot to put this and just define this sphere. This sphere, I want to scale this sphere to have a different ratio. Something that I can do is to click on scale here, and I will open and I will apply value on the x axis. On the x axis, I will put one point. No one point, I will put two. On the y axis. I will put 1.4 and on the Z axis just one. After that, I will be able to resize my sphere, just like this, not to recite to scale my sphere, and I will open this. I will obtain this render, just like that. Something that I will do is to move my element. Just before scale, I will define directly a translation. I will take translate I will translate I need to turn around just like this, and I will translate on the x axis first. On the x axis, I will put -400. On the y axis, I will apply zero and the z axis zero. And I will close and I will translate here. Now, what is the principle of mirror? You can just put your element and mirror this element on one of these axis. Something that I can do, we have translate scale sphere, and just before that, I can apply something like mirror. When you click on mirror, you can open and where you want to apply the mirror. How to process with this. You can apply a value of one, where you want to position the mirror. For example, if I define one on the x axis, zero on the y axis, and zero on the z axis, and you just Close like this, you apply a mirror and as you can see the element will occur on this area. We have mirror on the x axis. The x axis is located here, it means it is this axis. So we have created a mirror of one on the x axis and not on the y axis, not on the axis. Now, if I wanted to apply a mirror on the y axis. First, I will select this one and cut. I need to translate not only on the y axis, but also on the axis. For example, I can put -400 also. A the sphere will be located here. If I just pass my mirror, I can change for zero, and this time I will put one on the y axis and I can mirror my element just here. Nex that. Something that you can do also if I can repeat with one, just like this. If you just take this one and you put just before, just like that. As you can see, you can keep your two element just here. Something that I can do it to mirror. For example, here, we have this one and this one, and I can create a group with this symbol, and create a group with this symbol also. Now I want to mirror this two element on the exacts. Just before I can take mirror, and I will apply one, I will apply zero, and I will apply zero. I will continue like this. If I click here, I can mirror on this area, like that. As you can see. So this is the type of thing that you can do. If you want to have four element, you can also click on this one, right click copy, and you can go here, right click and pass, and in this case, you will have this four element. You can use the translation, you can use also the mirror. Now if I just come back to my basic element, so it means it was this one first. You can also be this on the Z axis. For example, I have my sphere. I can translate also on the Zaxis with minus four dry. Like that. I can also cratera on the z axis with, for example, x zero, y zero, and z one, and I will close like that. And now the element will appear just on this area. If you put a higher value. For example, I put her value, it's not going to change anything. If you put one and if you put one in this case, and if you put one in this case. Element will be located here, as you can see. For example, if I zoom a little bit, cut. Here this is the base. If I put my mirror on all the axis at the same time, I will obtain this render, so it looks like little rotation, but it's because we apply the mirror on all the element, all the axis at the same time. 23. Create rounded corners: We are going to see how to use the features Minko ski. Very interesting things that you can use. If you want to create something like rounded corners, you can use this thing, the Minko ski features. Let's first create a cube. I can define a cube, and I will enter some value for my cube, like a white of 80, like a deep of 60, and like eight of 20. I will put my cube also in the center. This is why I will add center equal true, and I will close semicolon just semicolon like this, and I will apply my element in the dl. If you are to add something like a rounded corner, it's possible to use the Minko ski features. How to work with this, you need to create a cylinder also. You go just below and you create a cylinder just here. And the cylinder, you define some value. You can put eight and air radius, but you can also define a one ir two. If I define, you need to understand that the value of the eight and the radius we will add to the original value of your pum. For example, I can define four, and here I can define eight, and here I can define eight also. After that, you need to use also a sem column at the end. When you have a cube, when you have a cylinder, you can start the Ming of ski features. So you can click on Ming cf ski. After to do this work, you need to open like this. You can also enter a convexity number, but it's not extremely interesting in some case. I will just open and close like that. After I will use my features to to take what I want to have inside the Minkovki feature. Inside the Minkov Ski features, I want to have my cube and I want to have my cylender. This is why we also close like that. Now, what will happen, if I click here, you can see we have some rounded corners. Definitely, it is interesting. You need to understand that you will have the value of four to the value of 80, and you will add the value of eight to the value of 6020. It will increase original size of the cube. You need to understand that. If for example, I increase here and I put something like ten, I will obtain this render. But you need to put a value because if you put the value at zero, you won't see anything. You need to put a specific value, at least a value of one. If you have a value of zero, it's not going to work properly. You need to at least add one, but sometimes you can I can use two for example. If you go this ara, you can increase the value of the rounded croner with for example 12 also. If you have separate value, you can create something different. I'm going to show you. If you have the same value 12 12, you will have only rounded croner on this area. Something that you can do, is also to increase the resolution here. For that, you can add something like coma and you will be able to change the resolution with dollar F N equal, and you will put a value of 100. If I put a value of 100, you can see the round the corners are now different. Now, Nectar, interesting things to use the Minoki value is also if you separate the value. If for example, I define a value of 20 here, and on this area, I just define a value of ten. Something that you will be able to do is, as you can see, you will have like offset directly on this area. We have offset 2010 from the rounded corner, depending of this one, and if I change this one and I put this one for eight, it means that we increase here from this part to this part, where the value of eight. Here from this part to this part, we have a value of 20 on the z axis, and F this part to this part, we the value of eight on the zd axis. And if you put the same value, you won't see difference for the offset, it just 2020 again. But if you put two different value, we can do something little different. I can put the first value of two and the second at 20, and you can do also the same thing on the other directions, just like that. If I want to have this on the top, I change, I put 20, and here I just put a value of two, and I can do something like this. You can also if you need, you can increase So on this area, I can put value of 40 and I will obtain this render. I can put here 20 on this area ten, and I will do this type of work. If I want to increase on these directions, you can also add higher value here, thanks to that, I will obtain this render. As you can see it's pretty good and you can create more offset, I can reduce this one, and I will btan this render just here. Now what's happened if you want to have the same thing on the two side. It is also possible. You select the cylinder, right click copy, and I can go in this area, right click and pass. After to pass the second cylinder, I can change here and invert the value for two and here invert for the value of 20. When I go here, you can obturn this render. But you can also change the value on the two side. As you can see, this base here, it's 20 for the size of the Zax. Here we have also value. Here we have 20, and we can use the Mc ski value with this value just here. I I just change here, we have the cube, we have a 20 value here, so it means it will reduce at bit here. Something that I can do is to change that. We have the cylinder. We have S 20 here and 40 here and 40 here on the Zdaxes because we'll take this value. If for example, I change this one for 20, I will create something like this. If I change this one for, I will create something like this. Concretely, from this to this, we have a value of 30 on the z axis. From this to this, we have a value of 20 on 20 on the z axis, this one, and from this to this, we have a value of 20 on the z axis. After you can change the offset depending of what you choose on this area. For example, I can put 42 and I will do something like this. And here I can put 40 on this area. I can red to and ten, so here I can apply a value of ten. You have multiple options to use the Mikoski. You can also do something like this. This is why it is interesting to use this feature. You can add in Kroner, but not only corner, you can focus with this type of values. 24. Create projections: We are going to see how to craft projection. To do this, I'm going to craft first a object and after we'll create the projection. Let's take a cube first. After to take the cube, I will enter some value for this cube. I will enter directly a wide with something like 100, a deep with 100, and I will enter eight with ten. After that, I will just close and I will generate the view of this cube. I can complete with coma center equal true, to have my cube perfectly here. Now I want to craft four holes, one here, one here, one here, and one here. First, I will craft a cylinder. I can tape cylinder, and I will enter H eight of 40. Radius number one, we will apply just ten, and dus number two, we will apply ten also. This cylinder, I can also apply center equal true. First, I need to make some transformation just here, just here, center equal true, again close like this. It's okay for that. After I will increase the resolution of this cylinder, dollar N equal 100, and I will place on the first corner. For this, I can use translate, and with translate, I will translate on the x axis with a value of 40400. Can translate my cylinder, he will appear on this area, as you can see, and I want to have four cylinder. This is why I can select these two lines, copy the two lines, and pass here past here and past another time. Now if I want to see my four cylinder in four corners, I just need to change the translation. The first one is as 4040 on the x and y axis. The second one can be at -40 and -40. If I activate the preview, I can see my second one. The third one can be at -40 and 40. The last one will be at 40 and -40 this time, and we can see the last cylinder. Now I can craft bolean operation to craft four holes on this area. How to do this. I can go on the top of the cube, and I can add difference after to add difference ops. Like this. We can use the symbols to open what I want to have inside the difference, and I can use this symbol to close what I want to have inside the difference. We have the cube, and we can remove all the cylinder just below. If I click here, it's going to work properly as you can see. Now, what is the principle of the projection? I go on the top of the defern. I can for example, translate, everything just before, so I can use translate. For example, on the x axis, I can put zero on the Yax zero and on the Xaxis, for example, 100. After to do this work, I can translate everything inside my deference to put the element just like this. I can increase also if I want, why not to tap 200. Now I want to craft a projection of this element here. For this, you can go on the top and you can select projection. On the projection, you can just take what you want inside and inside my projection, I would like to have all the elements here. If I open this symbol and just at the end, I close the symbol like this and crato projection, just like that. What you can see, you can see the projection of all the elements inside this symbol and this symbol. This is why we can have projection. It is a two d projection exactly. Here we have a two D projection you can see, just like that. Sometimes it is useful. If for example, I put a linear extrude, just after I put a linear extrude and I decide to define a value like 20, and I put some signals as you can see after I can extrude because what we have in the projection, it is in two d. After I can do this type of for bit, in the linear extrude, you have also more options. For example, you can add twist slices, so I can increase also the scale value. It means I can use something like 40. For example, I can use the scale value, and about the scale value, we can just com scale equal. I can tape scale equal and 1.2. If I do something like this, you can create something like that for your shapes, I can just put only ten, and I can scale just like this. As you can see. This is why it can be interesting, but you can also work with, as I explained before, You have also the twist, so you can tape twist. Equal, and I can put 100 and slices equal 100. If I do this type of work, I increase the linear extra to 100 here, and we can do something like this with this base also. Even if I can do this before the projection, but you can also do this after. Depending on what you want to do, sometimes can be interesting to use the projection, we don't use this too much, but can definitely be interesting. Even if I crat translation, I create a translation. Just before here, and I can tra translate and on the x, I can put 40, 40, it's not enough. I can put 2000. Zero. If I do something like this, I will obtain this render. Now I can in and put something like 2,400, maybe 400 here, Zoom, metal out, and we can do something like this, as you can see. 2000 I wanted on this area. Here. I talk further, this is how to use the projection. 25. Create extrusions: We are going to see how to craft linear extrude. Extremely interesting, if you want to create linear extrude, you can create a shapes. These shapes can be a two dis shapes and after you can extrude these shapes with different type of values. First things to do, let's just craft two dis shapes on this area and I will define square. And the square, I will apply wide and eight or just it can be a size, and also you can apply the center egal true. Let's just apply a size. Let's make something simple, and I will put a value of 20, and I will define center. Equal true. After I can just close, apply a semicolon and just validate my square. As you can see, my square is located here, and I would like to extrude this square. How I can do this, I will be able to use the linear Extrude. For this, I can click on linear, here, linear extrude. After to do this work, I can enter a value first. If I just enter a value, I can put a number if I apply a number of 40. I can just close, apply, not apply anything, and you can create your linear extrude. But now you have more options. For example, let's increase my linear ext to 121st, just like this. Even a little bit more maybe 140. And something that you can do, it's to add more options. When you apply this one, you can apply one more time center equal true. But in this type of case, it's not very interesting, but you can work with a twist and slices. If I apply twist, I can click on twist here. When you go on twist equal, I can apply a value. If I apply a value just like this, like 20, automatically the twist is starting as you can see. You can apply more value for the twist. It can be like 80, you are going to turn just like that. But it will depend also on the number of subdivision. If I increase my number of twist, but I don't increase the number of subdivision, maybe I won't have the render that I want. This is why I can put here slices equal, and I can put slices equal and I will enter value. What value I will apply, I will increase my number of value with eight. Thanks to that, I will have more subdivision as you can see. If I increase my base, instead to have 140, I apply to 100, I can create something like this. Now if you want to turn around the D axis, you have the possibility to translate the square. First something that we will do is to click here and right click just cut. Cut only cut to recuperate this one. Now I will recuperate just my square, and I will create translation. I will tape just on the top translate. And I can open like this and I need to translate on the x axis y n Z. On the x axis, I will move with maybe not 100 litter too much. Let's apply 80 on the y axis zero and on the z axis zero. After to close, I will be able to activate the preview and now my square is located here. What happened if I passed again my linear extrude. I can pass again my linear extrude, Zoom litter out, and now you can see the element is starting to turn around just like this. If you change the value of twist, for example, you just change for 100, I will just obtain this render. This is why the twist can be interesting. I can put also higher value like 400. You can turn around the z axis. Now something that I will be able to do is to increase the eight. Here we have 200 and I will put one zen. And now if I click here, you can create something like this. If you want to make more turn, you can increase the number of twist with one Tsan also, and you will turn something like that. One more time with the number of slices. Now I can increase also the number of slices for maybe 400 slices, here. If you activate the center equal true, so here you can tape directly center equal true, just like this. C and you validate, you will just put your element as you can see in the center just on this area. I just options, it depends if you want to put center equal true, just like this. Here. Aterza put this like a square, but you can also apply any rotation. Something that you can do. I I show you, for example, maybe a cylinder, not a cylinder, just a circle. Let's craft der to de shape circles, and I can define a radius one more times. Let's define a radius. I can define a radius of 20, just like this, semicolon, and I can see my square appearing on this area. If I put a linear extrude, just like this linear extrude, and I can open the number, I can apply a value of 100 and after that, I will be able to complete. Here first, this is my linear trade, hoops. Let's come back. Yes. This is my linear trade. Maybe the circle is little too big. Let's focus on ten, and I can complete my linear extrude. For this, something that I can do, for example, I can complete with center equal true. Just like this. Then after to complete with center equal true, I can apply 210 slices. If you apply just slices, first, equal, I put 200 just like this. As you can see, you won't see something really specific, but here I can apply twist just before. I can apply twist equal. If I define 200 just like this, you won't see big difference for a simple reason that you need to create upset. For example, I can click here and cut and I can translate my circle first, so I can translate. On the x axis, you can also use the y axis it's going to work. Let's focus on x axis 100, y axis zero and Z Daxis zero. We can zoom litter out. We can drag and move only the circle on the right. Now one more time, I can use this linear extrude value. If I click here, you can see the start of the linear extrude just like this. After it will depend also of the height. If one more time I put height of 1,000, the value of the extrusion, just like this, I will turn this render. You can work this time with higher value for the twist like 800 and you can turn around. But you can apply more value. It can be also 2000 and you can turn so much more just like this here you have the number of slices. I can also increase my number of slices if I need. After to do this type of four, you can at any moment change the value of the circle. This is why it is powerful to use the code because you can change anything at any moment. If you want to change the translation, reduce with maybe 60, I can change for 60. But if I want to increase 200, I can increase with 200 also, as you can see. You can make very interesting use things using this linear extrude features. Don't forget the different type of options. We have also a scale value. If I just replace this for maybe square, so here I can take square 20 validate. Here now we have a square. Something that you can do after slices, you can apply scale, and I can use scale. Equal, and I can put two. If I put a value of two, you can also change like that as you can see. It is also something extremely powerful that you can use or you can reduce with reduces with a value like inferior to one, or you can increase with a value superior to one, and I can also create something like this. Here. If I want to increase, let's tap 2000 or let's tap 2,400. Let's little out and obtain this render. 26. Create revolutions: We are going to see how to work with rotate extrude. Extremely useful to use this features rotate extrude and for things to do, we can use a base like shapes, and these shapes will be two d shapes. First things to do, I will create a circle, so I will go on this area, and I will just create a circle and inside I will define a radius. Let's just define a radius of 20. After I will finish with my semicolons, and I will focus on my circle just like that. After that, the circles, I will move the circles on the right, and I will use the rotate extrude to create something like a revolutions. This is the reason for it first. Let's just apply just in front translate. After on the x axis, we will apply values. Yes, translate. On the x axis, we will apply a value of 80 on the y axis zero on the z axis zero. And I can close, and I will be able to see my translation. Maybe I can increase a little bit more 120. Now I can craft something like a ring using my rotate extrude features. On this area I can tape rotate extrude, so rotate t you can define a angle and a convexity. We don't use the convexity too much because it's something little bit specific. Let's focus on angles. If I just tape angles, here. Equal, and I apply your value of 260. I will turn around 260 on the Z axis, and I will turn this render as you can see. What happened if you don't put any angles, you don't just do something like this. By default, you will have 160. You can also not tape any things if it is 160. If you tape inside directly the angle, hundred 60, it's not going to work properly. But you can open and tape angles equal and if I want 240, I can just tape 240, and I can just create just only apart, or it can be 140 and I can just only have this render. If I come back with hundred 60, just here, s hundred 60, let's close with 60. Some things that you can do, you have as you can see a number of subdivision. In circle here, you can add directly the symbol dollar Fn, and you can increase the number of subdivision. If I tape 100, as you can see, will have more subdivision on this area, and I can put 200 if I need also, just like this. But I will show you here you can change the convexity. But in this type of case, if for example I put a value like something like ten, you won't have big difference in this type of case when you focus on the convexity, something a little bit more specific and here we are not going to see that. It's okay for that. Now you can do exactly the same thing with, for example, can be a square, so I can just go below and just te square, this square will have value, I can enter a size like only ten, and I will not put center equal true. Yes, I will put center equal true, it will be better because after you need to turn around the cd axis. I have my square just located here with this small value. Maybe I can increase with 20, and I will cut offset of the square with translation, so we'll tape translate and I will translate on the x axis one more times. And I will use the value of 20000. Now if I move, my square is located here. Now I will use the rotate, so I can go on this area, rotate. Trade, and I will define angles equal 260 degrees, and I will validate and it will be applied on the element just below here. If on this area, you put and you add the symbol dollar F n and you increase, you put a value of 100, as you can see, it's not going to change anything in this type of case. Because this is a square. If you want to organize, you can change organization, here I can Change the organization and tape extrude circles, and here we tape extrude. Square, just like this. Extrad circle, we have this one and extra square, we have this one. Now, if I want to extrude polygons, how to do this type of work. Very interesting also for revolution. I will click on extrude polygons. Then we will go on this area. I will craft my polygons. To craft this polygons, so we have the extrad polygons, I can tape polygons here. As explained before we can define points. First, equal, and we can tape the first point and the first point will be located at zero and zero. You are going to understand why it is extremely useful to use the linear extreme because we can create a revolution on the polygon. So the first point will be at 00. My second point will be at 600, here I can tape 60. My other point will be at 6:40. Let's tap with the right symbol 40. After I will have one at 4:40 and 40. Another one at 4080, like this. Then another one at 2080. Then another one at 2,120. As I explained before, it's a little long to cratopolygon, but it's definitely like this, you need to enter the different point. The last one will be at zero, 120. I can take zero, 120. This is all the points that we define, zero, zero, 600, 60 40, 40, 40, 40 80, 2080, 2,120, zero, 120. After to do this work, I will use the right sample to close here, and I will also finish like this and sunicolor. After I to do this work, let's see a render of this polygon first. This is a render of my polygon. Why I did this because I want to create a revolution of the polygons. On the top, I can tape something and I will use the rotate trade. Tate Extrude. After to click on Rotate Extrude, I will use angles equal 360 if I want full angles. Now when I click on this area, I can obtain this render. As you can see it's definitely very interesting to use. If you want to change the angle, you only want to have something like maybe 140, you can take 140 and only have this part. If you just only put something here automatically, you will have 260. Now, something that you can add. You have the possibility in the rotate extrude, so I can put angle equal 260, but I can also add the symbol dollar F N equal n I can increase. I put 100, as you can see, we will have more subdivision and we can increase the resolution of our models. Now, if I want to have offset, so it means to have all in the Midol it's possible. If I click on my rotate text trade, right click and cut. Now we can come back to this one. I can translate this one, so I can translate, and I will translate on the axis with the value of maybe we can use. Maybe we can use 800 on the y axis, and zero on the Z axis. I can translate my polygon. Now the polygon is located here, and thanks to that, we have all in the mid. If I passed just on this area. Rotate tetrad with the angle and the dollar fen value. I can click here and you have all directly in the middle. If you translate with a different value like just 30, you will obtain that. If I translate with only ten, I will obtain that. If I translate with 20, I will obtain this. As you can see it's extremely powerful because you don't need to create, for example, a first cylinder. Then a second cylinder. First cylinder translate, second cylinder translate, third cylinder translate, then a fourth cylinder, and then a bolean operation with a difference to create a complete hole. Even to create a complete le with a bolean operation, you will have to use a union boolan operation to link the different cylinder. You can earn time and you can do this with only polygons, translate and rotate extrude. But you can also decrease this value. For example, if I decrease here, and I define only a value of 20. I can create something like this, and I can with a value like ten, and you can also reduce just here. It depends after about what you want to have, if you want to have something more circular or not. This is how to use the rotate tren. It is a little bit like to create a revolution for your sued models. Let's click here and delete. 27. Create lofts: We're going to see how to craft a loft. It is a very interesting feature because you can use saps, and you can with these two saps, craft only one saps. And it is interesting. You can also do this type of work with more than two saps. The first thing that we are going to do it is to craft a cube. I will craft a cube and I will define a wide let's select 80. I will define a deep 60, and I will define eight like 20. After that, I will also add center. Center equal true. After to do this type of work, I can just see my cube on this area. I will add something more. I will add a sphere. This is a reason for we. I will click on sphere just here. On this sphere, I will open and I will define a radius for this sphere. Let's just define something like 24 for the radius, I think, let's define just 12. And After to do this type of work, I will complete with center equal. True, but I don't need form sphere. I'll just tap to cratosphere. If I just validate my sphere is appearing, as you can see on this area. I will increase the number of subdivision with D F n equal n I will put 100. My space is located here. I'm going to put this on and dragon move and the Zaxis. This is why I can use just on the top translate, and I will focus on the x axis at zero on the y axis at zero, and on the Zaxs, I will go at 100. After to do this work, I can see the translation and see the sphere appearing on this area. What I want to do. I want to create, I want to create one entity between the cube and the sphere. This is why we have the possibility to use the love features. The love features, it is. Concretely, you can tape and you can open like this. After what you would like to have inside. Inside, I would like to have I use my symbol, I would like to have the cube and the sphere. This is why I will open my symbol and close my symbol like this to have the cube and the sphere with a translation inside. When I just valid it, I can o turn this render as you can see. Why it is useful because after you can also change the value, if for example, I want a sphere smaller, I can put four and I will turn this render. But you can do this also can be a cylinder, can be an der cube if you need, definitely, you can also change the sphere and replace by something that you want. As you can see, I change the value of the sphere. Now you can do this with more element. It means you can use translated sphere here inside and you can copy, and you can go in this area and pass. Just like that. You can position a sphere not at 100, but this time at -100. Now if I have my holes, it means I will turn this render on the other side. But for the second, you can also make some transformation on the cube. If I want to increase the thickness of the cube here, so it means this value on the Zaxs. I can also increase and turn this render. But I can also decrease or put something like four, and I will opt this render. Something interesting is you can apply this also on to di shapes. Let's take a very interesting example. I will create first rectangle and I'm going to show you how you can create something like rounded corners. You create a rectangle just here. So we'll replace by square and you will define the wy the eight and center equal true. I will define the wide of this rectangle. It will be like 80, and I will define the eight with 40. After to do this work, I will complete with equal. After that, I will see my element, just like that. This is a two d element. Now I'm going to put a circle on the right here. For this, I will define circle. I will just apply a radius for the circles and we will only apply a radius of ten. If I validate my preview, the circle is located here, so I need to translate this circle, so I will translate on the axis. This is why I will put on the axis value like 100 and on the y axis zero. On the z axis, I will apply a value of zero, just like that. And I will just close and activate the translation just here. Now I can link this element to this element. How to do this, I can use the features. I can click on. I will use this one and after that, I will open my symbols to see what I want to have inside this features. It means the square and the circle with a translation just like this. After to close the symbol, I can just validate and as you can see, you can create that. I can do the same type of thing on the left if I need, so I can select this one, right click copy and right click and past. And I just need to change the translation. If I want the same thing on the left, I just change the 100 value on the exacts for -100. Now I will have the same thing on the other side. But if you want to change the value of the sac, you can also change in C for example put value of 14, in this case, I will have something bigger here. This is why you can edit if you want at your convenience. If I want to reduce, I can reduce also here. On the other side, I have also the value of the circle, and if I want to reduce with eight, I can also reduce with eight. But if I want the same thing, I'll just take, for example, ten here and on this area ten. Why it is useful because you can create your shape in two d. After that, you can create an extruion. You use after the linear tru linear extrude, and you can define the value that you want number. I can define ten, thanks to that, I can apply my linear extrude to all the l features and do something like this. But if you want to do this with basic shape, it will be pretty long, not very convenient. This is why you can use features and after you can do this type of work. Here, we have a value, but if you apply $1 N equal and you put 100, Don't forget to use the sem cool. You can also increase in all the elements inside the le features here. You can increase the resolution. Here you can define your value and disposition. As you can see very interesting features. 28. Create unions: We are going to see how to craft a union. For this, we will use the Bolean operation extremely tiesting to work with different object, and this operation is union. You can add two object or more to craft only one object, two entity or more to craft just one entity. Something that I will do is to craft a cube. For this first, bolean operation, and I will craft a cube with a white a deep and eight. This is the reason for which I will use wide. Just here. I will create a dip also. For the white what we will use, we will use a value of 120. For the deep, we will use 40 and for the eight, we use 40 also. No 40 will decrease with only 20, just like that. Let's change little bit. After to do this type of work, I will validate and I will see my render just here. I will center my cube. I can add comma center equal true. I want to add noder shapes just on the top. This is the reason for which I will select this cube and right click copy, and I will go on right click and pass here, and I will just change the value of this cube. I think I can increase the value on this area and we will put 80, it will be a pertibta for my example here for my example, I will increase with also 40. That's okay. The second one, we will use a value of 80 this. We will use a value where 4030 and yes, it's going to be nice. Now I need to translate this second cube so I can apply translate. I define the value that I want on the x and y axis, so X it will be zero, y, it will be zero, and Z axis, I need to change the value. If for example, I put a value of 50, just like this. I can translate my cube. It's a little too much, so I need to reduce that. For the translation, because we have a value of 30 on the z axis here, we will apply also a value of 30. Just need to check something because my cube was in the center, so this is why it will be 35. You need to check because when you put the cube in the center, you need to be careful when you dragon move here, and in this case, I will put 35. Now if I want to add these two cube together. How I will do this, I will use the boli an operation unit. Just on the top, you just need to take union. After that, you need to open one more time parentheses just like this. After to open this, you can go on this area and you need to open this symbol first and to see what you want inside your union. I want my two cube with a translation, and I will close with my symbols like this. After that, if I click here, I just link this two cube together. What happened? If I go on the top, I can define, for example, the translation, on the translation, I can define a value. It can be on the x axis like maybe 200 on the y axis, zero and the taxis zero, and I will close the parenthesis and the parentheses first, the bracket parentheses and some colon, just like this. Ano the sm colon and I will just validate to move the element here. I have just one entity on this area, just like that. Now, you can add more element inside union. I can remove this union, you remove this union. It means I can add another one. For example, on the top, I would like something at something like a cylinder. I will crat cylinder just here. This cylinder will define a edge. Let's define 40. Her number one, it is the base. The base will be at the base will be at 12, and here two, it will be at ten, just like that. After that, I can close my parentheses here, and we can also crate translation. Because if I do something like that, as you can see, here the cylinder, the element will come back here. But if I just validate, I don't see my cylinder just here. Here I don't see my cylinder. This is why some things that I need to do to translate the cylinder first. We'll go and translate like that. Just before the cylinder, and I will translate on the x axis aero, y axis aero, and Z axis. I can just start with a value of 40, let's just click here, the cylinder will appears in this area. I think it's not enough 45 and if I crack to link, we 50 just like this. F 50 normally will be the right value if I just increase the as it's too much like that, and my value with fi five will be here, yes, it was the value of f here. I put the cylinder on this area. I can also increase maybe is a value of 14 for this one. If I want to increase the resolution to so possible, but you are not going to do this. I just want to add the cube with the second cube and the cylinder. We have the first cube, we have the second cube with a translation and the third, we have the cylinder we translate. So I can craft union. Like this, one more time parenthesis. What I want inside my union, I want this three tit. I can open this symbols, and I can close my symbols, and now I just have one element just like this. It's the same if you want to scale, you can scale all the elements at the same time with x value. It can be 1.41 0.4 C 1.4. And we can scale all the models at the same time because we have created a union. So we just have one entity. Here I put 1.2, so I bring the proportionality, I can come back to 1.4 also on this area. This is how you can work with union. 29. Create differences: Craft differences. This is a Bolan operation that you can use, and this is a difference. You can substrike an object to another object, or you can subscribe substrate multiple object from another object. First, let's craft a cube here, and this Cuba will define a wide dip and eight. Let's define a wide with 120. For this example, 120 for the dip and the eight value of 20. After to do this work, I can center my cube, so I can add a center equal true. After to do this work, Sm column, and I can see my cube appearing on this area. Now let's crack to cylinder crossing in the middle of the cube. I will define cylinder. I will define a from this cylinder. Let's put at least can be 40, but I'm going to put a little bit more like 80 to really see what will happen. I will define a radius and the radius will be 40 er one, er 240. And I can create my cylnder. I can complete with center equal true, so center equal true. I can complete also if I need with a number of subdivision, so after I can put A n dollar F n equal 100, just like this. It's okay. I think the cylinder is too big, lets just decrease a little bit, I will put 28, and here we'll put 28. It's okay for that. Now what is the? The M is to subtract the cylinder from the cube to create a hole on this area. To create a hole on this area, we can use the pool on operation difference. You need to put difference on the top of the two sheps, you apply difference, and you can open the parentheses and just close the parentheses like this. After you need to open with this symbol, and what you want to have inside the operation. I want the cube, I want the cylinder. And I can just close with this value. After that, I can just validate. And as you can see, we have created in the midl This is the principle of the difference. Something powerful with the code is after if you want to change the size of your cylinder, so you want to create smaller holes, you can take something like 12, something like 12 here, and you will have something smaller. Or if you want to come back with maybe 28 and 28, you can come back with something like this. You can also decrease the size of the cube if you need after or decrease the resolution because I can also decrease the resolution, just a ten, and in this case, I will obtain something like that. This is why it is also useful. L et's just come back with a resolution of here we have 20. Let's just try 101 more time. Now if you want, let's remove the difference here and activate the preview. I will decrease the size of the cylnder. The value here will be ten, and the value here will be ten also. I just want to create four holes, one here, one here, one here, one here, on inch corner in a symmetric way. I will decrease also little the eight of my cube with ten. How to process. You need to translate the cylinder first. Let tap translate the first cylinder, and I want this cylinder on the top left corner. What I will tape parenthesis and bracket, and on the x axis, I will use -40. On the y axis, I will use 40. On the z axis, I will use zero bracket and parenthesis. I can translate to turn this element on the top left corner of my cube. Now on the top right corner here with this view for sure, I will define also I will copy this element copy. And I will pass just below, and I will just change the value. Here to position on this area, we need to apply 4040 tier axis, ti y axis. Now I will copy right click copy, and right click and pass. On this area, if I found this on this part, I will define -40 the axis and -40 on the y axis. I will copy this element, go on this area in past. If I want to have this element here, an order cylinder on this area, I will put 40 on the x axis and -40 on the y axis. Perfect. Now I can use the bolean operation to create four holes. This is why I will use deference one more time. I can take difference. I can open my parenthesis and here I can use this symbol, and what I want to have the cube and the cylinder. It is important to put the cylinder after the cube, or it's not going to work properly. The base of your shape is the first one. After you will substrite the order shape just below. Here you can also if you want create segmentation with group, but it's not useful in this case, you can just open this element, and you can just close and it's going to work properly, and if you just validate, I will have this four holes. Just like that. As you can see it's pretty good. You can make this type of object in a fast way using this polyan operation. After one more time, if you want to change the size of the hole it's possible, or in this case, you can also change the size of your cube, or you can just change, for example, the eight of the cube, here we have 20. If I make something with less, I can put with four just like this. After that, we can make your multiple element. Here I'll just have a value of four. If I want to increase, I can put eight again, and if I want to increase more, let's apply for example 12. You can change the code and just change the value any values that you want. This is power. 30. Create intersections: Ct intersections. We are going to see how to use a bolean operation and to use this Bolean operation will be able first to crate a cube. After that, I will define a wide a dip and eight. Let's define a white first. I will define a white with 100. I will define a dipt with 100 and I will define a eight with 20. So after to do this type of work, I will be able to close here my bracket and center equal true. And I will close the parentheses semicolon. I will zoom little out and I can define my cube. After to do this work, I will define a cylinder to see the bascle of this bolard operation. So just below, I will tape cylinder here, and I will tape H. Let's just put a value like 80. Radius number one, I will define value of ten and radius number two value of ten. Then I will click here. I can complete if I need with center equal true. Semicolon at the end, and we can find this cylnder. If I want to increase the resolution, the number of subdivision, I will click on C dollar F n equal and a value of 100, and I will obtain this vender. Now if I wanted the part only on the intersection of the two part. After I will show you with another example, why it can be really useful because here finally, it's not extremely useful, but just to show you the principle of this one. First, let's increase a little bit, I can put 16 here, and I can put 16 here. You can just on the top, define translate. Define intersection. You can define intersection. You can open the parentheses and close the parentheses and what you want to have inside this intersection. So I will use this symbol, and I will close the symbol just after, and I will take in the cube and the cylinder cube cylinder cube cylinder. Now if I just validate, I will obtain the part at the intersection. Now why it can be useful. It can be useful because I can replace the cylinder by, for example, a sphere. I can go here and I can replace the cylinder by a sphere. I can tape sphere. First, I can go in this area. We have our cube. I can tape a sphere, just like this. I will define a radius for this sphere like maybe 20. I will define also a number of subdivision, but first, let's silk the sphere, zoom little out, and my sphere will appear on this area. Ape can increase. Let's put 28 for the example just here. I will work with a number of subdivision with dollar F n equal and we will put a value of 100. Now if I want the part on the intersection, I go on the top, Adjusted intersection, I will open my parentheses, close the parentheses, and open this symbol and then close the symbol to just on this area. And I will obtain this render. Now it is interesting because if you want to create this type of shape just with a cylinder or a sphere directly, it's not possible. So now we can obtain this render. But in this case, you can also, if you want, you can change the value of the dollar. In this case, you can obtain something different. Or I can increase one more time with 200 and obtain that. You can use also this intersection operation with multiple element. Let's take a glance. I will remove the intersection, and I will remove the cube also to only keep the sphere. This sphere, I will create a translation. We'll put translate just like this. I will translate my sphere on the Axis. On the axis, I will move from 20 on the y ax zero and on the z ax zero. Create parenthesis and I will create a translation like this. I will select the translation and the sphere right click copy, and go here, right click and past. Instead instead to use 20, I will use -20 for the value. I can put another one on this direction. I think I have little too much space. Instead to use 20, maybe I will craft the upset of 16, and here minus, 16, it will be Ptybta. I will duplicate this sphere right copy, go on this area. This time I will change the translation on this sphere for zero on the x axis, and 16 on the y axis like this. I will copy this sphere copy and right pass every time with a translation, and I will replace 16. By -16 because you can use intersection with multiple shapes. Now I want to obtain a shape using this four different sphere. How to do this, I can go on the top. I can just tap intersection, open my parentheses and close my parentheses and then open this symbol and what I want to have inside all these different translation and sphere. I go at the end and I close with this symbol. Now if I just validate, I will obtain this render. One more time if you want to create this with a basic primitive shapes, it's not going to be possible, but here it's possible. One more time, we have $1 F N value, but if we need, we can red on each sp. Here, it's only for this sp. If you want for all the shapes, you need to put this on all the shape with the same value. It can be for example 100 on this area, but it can be less also. Here. Intersection is also a very interesting operation that you can use. Let's get it. 31. Create linear repetitions: We are going to see how to craft a linear repetition. To craft linear repetition, we need to create first base, so we need to create the shapes, and after we need to repict a process. First things to do, let's create a base. The base will be a cube. I just need to tape cube here, and I will enter a wide tip and eight for this cube. Let's create something for the wide, I will apply a value of 40. For the eight value for the deep value of 40 and for the eight value of eight. Something that I will do is to close here and I will just I'm not going to center. I don't need here in this case of example, and I will zoom a little out, and I will generate my Q. Just like that. Maybe I can reduce little bit with 30, and reduce little bit with 3030, or even 2020, it will be pretty better for what I want to show. After to do this work, I have this element. I would like to repeat using linear patterns. First things to do, you create your primitive shape. Second things to do just on the top, it is to create a translation on the direction that you want. You click and translate. Here. You apply translate, and after when you open the parenthesis and then you open the bracket, you need to change the axis that you want by a title and you need to enter the title that you want. For example, it can be I'm going to tape space x if I want to create a linear repetition on the x axis. I will tape space x just like this. On the y ax zero because I don't want n on the xis zero. I will close here the bracket and then this time. Now at this time, if you just click here, nothing special will happen for a simple reason that you need to add the last step. The last step, you need to go on the top just here, and when you go on the top, you need to enter a condition, so far, and you open the parentheses, and you need to replace here by space X. So you replace by the title that you put. After I depend what title you put here in my case, I decided to put space X. And after you need to enter equal bracket, and here you need to enter Si element. And the first element will be the point of departure. So my point of departure will be zero. You need to add two point this after My second point is the distance between each entity, for example, let's put 100, and the last point, so two point again, just here, and the last point will be the end of the last entity. Then I can close here and up turn this render. Now I can Zoom little out, and when you have this, you need to understand that on this area, the first value is the point of departure. The last value is the last point, the end print, and the midle value will be the distance between each point. And depending on that, you will have a number of entity. So now, what's happened if I click here, you can see, I can repeat this cube on multiple area, because I put zero, 100 egret, I have one, two, three, four, five, six, seven, eight, nine, I have exactly nine entity as you can see. Something that I can do, it's now I can translate just here on this area. What happened if I want to translate at the same time on the y axis and the Z axis. You can select this two line and you can go on the top and you can pass. Now I'm just going to replace space X by for example zero, and I will change here for space e. Space for space y. After zero, space y, I can replace here also by space y. Now we have zero, space y zero, and we have the same value. If I a little bit. Now here and I will define this value. I just need to check something here I define f, space, and here I define also for space. One, just zero, and I need to check my line first. I just need to check something. I'm going to change the value here t t space Y one more time, and here we'll replace for space y. Let's just try again, yes. Now it's going to work properly. As you can see, we can repeat also on the X and on the y axis. When we will work in training, I will show you that you can use the repetition and use the repetition with also blear operation Bolan operation. But just here, let's focus on the repetition. If I want it also on the Z axis, I can tape here. First, I can copy these two lines, copy. I can go on this area and pass. This time I will replace this value by zero. I will replace the z axis by space z. And I will replace also space y here, so I will take space z. Now I can zoom little out. If I click here, I can also repeat on this direction as you can see. But if you want to change the distance, it's possible. For example, on the space zd, I would like to increase the distance for 12 an 200. I can take 12 an 200, and in this case, I will to have something like this. Depending of the value on this area, I will define the number. I can reduce the number if I define zero to 100 to 1,200 on the Zaxs with a space of 200. I will btn this number of entity. But I can also reduce if I let more space, can put 400 and I will turn this render. Definitely, it is very interesting. Something powerful also is you can replace all these things with your primitive value. If you want to replace by anything that you want, it can be a sphere. You can take for example sphere here, and you can define a radius. The radius can be I can define a radius of ten, and I can close my parentheses and Smicoln, and I can replace by multiple sphere on this area. If I want something bigger, I can replace by 20 just on this area. I can also decrease one more times the space with 200 on the Zaxs to turn this render. Definitely, it is something extremely ph that you can do. You just need to respeak this process. First, you create your primitive shapes. Second, you create a translation and you replace the x or y or z axis by value. It means a title, you enter something. The last point is to add a condition with four Parenthesis, you put the title that you use in this area, and then equal, and you need to define the number, so it means point of departure, endpoint, and here the space between each entity. 32. Create circular repetitions: We are going to see how to create circular repetition and to do this type of work will be able first to create shapes and after we need to respect the process. Let's first to create this repetition, c primitive shapes. We will use the cylinder. So I can take directly cylinder. After two type cylinder, I will define eight, dus one and reduce number two. Let's define eight, I will put 80 on this area. I will define 40 and I will define 40 for this one. After Smicon and something that I will do to litter out just here, and I will be able to define this cylinder, just like that. This is the cylinder. After that, something that I can do for example, I think it's a little too big, let's just decrease with 2020 for my example. Yes, just like this, and something that I will do also to center this one with center equal true. After to do this work, I need to create offset. The second step is to create a translation. You just go on the top and you create a translation with translate, and you need to define the space on the axis y axis z axis. You enter where you want to move. For example, I can put a offset of 400 on the axis, zero on the y axis, and for example, zero on the Z axis. And then I can put coma and I can put directly a bracket, parenthesis, and if I just validate, my element will appears just on this area as you can see. What is the third step. The third step is to create a rotation. So thing that we can do is to tape rotate. After rotate, we need to enter first the value that we want, and we will turn around the Zaxis. If I want to turn around the Zaxis, I put zero on x, zero on y, and on Z, I will put a value, and you need to enter the title that you want. In this case, I will put a rotate. N X. After that, I will close my bracket and my parentheses, so zero, zero, rotate x. Then the last step is on the top to apply directly my condition. This is why I will take four, parenthesis rotate this time. After you can focus on what. You can focus on the start, the increment and the end. The start will be in degras, the number of degres. I can start at zero, for example, the end will be if you want to make a complete turn, 260 degrees, you can take 260, and the increment will be the distance in degras between each entities between each cylinder in this case. I will take rotate here. Equal. After that inside, I will put my bracket and I will take in this case zero for the start two point here. Increment let's just start with 42 print and 360 degrees if I want to make a complete turn and bracket and parenthesis. Now if I zoom out and I just validate just like this. I think I just forgot something rotate equal zero just on this area, and Yes, I know what is wrong, he I type rotate x, so I need two table rotate X, exactly the same thing. Now it's going to work properly. As you can see, you can turn around the z axis, and because I have zero, and because I have 260, we have a total of one, two, three, four, five, six, seven, eight, nine entity. But if I put 45, I will have exactly eight entity as you can see. You can change if you put something line 90, you will have just four entity, if you reduce and you put something like 20, you will have just 20, you will have this number of entity, just like this. Something important, if you want to not make a complete turn, you can change the end, and if you change the end like 140, you will make only one part just like this. This is why it is important. You can also change this value. If I put 40, I will obtain only this part. Here, if you want to make a complete tn, you just skip a value of zero and 360. Now what's happen if I want to change the axis? I can use the rotate here and I can change rotate x and Here I put rotate x. But in my type of case, it was if I create a rotation, it was rotate zd. Here when I focus on this, it was rotate z. I put x, but it's better here I focus on z. Now I want to work on y axis. I replace this one by zero, and here we replace rotate y. Rotate, y. I need to replace also here the zd by y, and what will happen if I validate? I will opten this type of render as you can see, tate y. But it depends also about the value on this area. For example, if I replace here, and I put 400 on this area and zero on this area, I will opt this render. So as you can see it not good if you increase the value with 40 I will turn this render. If I increase the value with maybe four t f, I will obtain this render as you can see. I can also increase here if I need. It's not pretty good. I can also increase with 80, and I will obtain this one. It's not pretty good because here we need to change. If I put this also 400 on the Z axis, I will obtain now this render. I can come back with maybe 40, and I will have this. Depending on the translation, you can have different type of render from the cylinder. The last step is to change and to focus on the x axis. Here I can tape zero. And here I can change for x, and I will change this one for tt. X this time. If I click here, I will obtain this render, now we turn around the x axis. But it depends about where you position the value, because if you position 400 and for example, zero, you will obtain this, and if you define 400 and here zero, you will obtain this. This is why in this case, the best thing to do is to apply zero and to apply f 100 on this area, and I will obtain this render. If you want to make something classical, the most of the time we will apply zero here, and we will apply for we'll apply a value like rotate ZD. So here I can take rotate ZD. I will replace this area by rotate ZD, and we will apply the value on this area with 400, and here we'll apply. Zero. After to this one, this is what we use the most of the time. Then I define the value like 45. If I want to decrease, I can decrease also here the translate value to reduces, or I can increase if I need the value, or increase the value if I need, like this. This is how you can work with circular repetition. It is something extremely important to use. 33. Add variables part 1: We are going to see how to craft variable with position. For these first things to do, let's go here and craft a cube. On this cube, I will enter a white like 80. I will enter a dip like 68 40. After to do this work, I will close my bracket, my parentheses, and I can also put center equal for this cube. After that with my semicolon, I can see my cube as you can see. I will translate this cube, maybe I will reduce a little bit the size on this area, and then I will translate this cube. I will translate here. But in the translate option, I will put zero at the beginning and zero and zero first. And after that, I will work like this. Perfect, and I will craft cube. I will select. First, I will change the title. I will take cube number one like this. Maybe I can change for cube number one. I will select this element and right click copy, and I will go on cube number two. I will craft the cube number two, click past cube number. And then cube number. Four. After to do this work, we will just create some translation. In the first cube, I will focus on zero on the y axis. The second cube, I can change the position like, for example, 200. The third cube, I will change the position like 400, and my last cube, will change the position for 800 or 600. And I will turn this render. Now after to do this work, I will change and we are going to see variable. Variable for position. I can take variable for position and what is the m of the variable for the position? In the translation options, you can replace one of these value on each transle line by a title by your name. It means if I want to move on the x axis, I can replace this by something like translate x, so I can take translate x here. Here I can replace and tape translate x like this, but you can take what you want. Here I'm going to take translate x because it is a translation, so I think it's pretty good to put translate X, but you can change the name and put what you want and translate x. After to this word translate X translate translate x and translate x, you can just go on the top and create your variable. To crate this variable, you just need to tape translate x. Equal, and you need to enter the value that you want of the translation. This will be applied on all the part where we have translate X. For example, I want to craft a translation of maybe 300 at tap 200. If you validate like this, you will have something like a era for a simple reason that in the translate each option, you need to finish by a semicolon. If you finish by a Semicolon, as you can see it's working properly. It means my four cube are going to move at the same time. This is why it is useful because you can add a variable, and if at the end of the project, you want to put a translation of all the elements, you need to put at the beginning translate, for example. If I want to translate moreover on the Z axis, I can add another variable. Here we have translate, and I can change that for translate and I will use ZD. On each part, I can replace the last value by translate ZD. I won't do that on the y axis. I won't do that on the y axis for a simple reason that we use the translation to see the cue. In different position on the x axis, but I can do also on the Z axis in this case. Translate on the Z axis and here translate on the ZD axis. After to do this type of forks. I translate Z on each part, I can go on this area, and I will be able to translate Z equal. Of the z axis, I can define a value. For example, I can define 100, sm column. If I do this type of work, I can translate also on the Zaxis. Why it is useful because at any moment, you can change. Here, if I want to put 800 and in this case, I want to put 400, I can change the value and it's pretty fast to move all the elements at the same time thanks to the variable. I want to come back at I want to have a negative value, I can put that -200 just here. If I want negative value on this area like minus f hundred, I can also enter a negative value. You can definitely move your different element at your convenience, just changing this value. You need to change the name here and you can drag and move like this. But something that I can do also, you can add a plus. If you want to don't have the same thing, for example, on the cubed number, I can put translate z on the Cubed number for translate ZD. Plus here, and I can put 100. In this case on the last one, I will have 100 more. Here for the first one, I can put translated, -100. In this case, I will have -100 also. This is a reason for which even if I wanted, for example, just on this area, the first one. I could put also a translate y. For example, I can go here, I can ta translate Y. Equal, and I can put something like 200, like that. On this area, I can make something like translate y, and I can put -200. On this area, I can translate translate y plus 200. Here I can ta translate y. Plus 400. I can translate y also plus 600. We can work also like this, and I think something is wrong, here I forgot to semicolon on this area, and yes, we can do something like that. Also. Here I have a translation on the y axis of 200. But something that I can do also on this one, I put -200. But if I don't put anything, we will move like this also. You can add some specific value if you need to move in a separate way, the different element also. This is how to work with variable for the position. 34. Add variables part 2: We are going to see how to use variable for the rotations. For this, we will use as a base here on this area will cryptosphere. This sphere, we will define a radius of 40, and after that, I can generate my sphere just on this area. For this sphere, we can also, if we need, add directly the symbol dollar F n equal, and we can put a number of subdivision like 100. This is my first sphere. At this first sphere after I have the possibility to scale this sphere, so I will put a value of scale, and I will focus on the axis. On the axis, I will put two on the one axis 1.5, and on the gxs 1.2. Maybe I can increase a little bit here, 1.7 and 1.2, and I will use I will close axis, and I will scale my sphere. After to do this type of work, I scale this sphere. I will also translate this sphere. I'll put a value of translation. And I will put zero just like z zero and zero. After I will change with this translation. This will be at zero, but if I want to create a little offset, for example, on the y axis, I can enter a value like 100 to dragon move the sphere just on this area. Maybe I will increase a little bit more 2.4, it will be pretty better for what I want to show. So after to do this work, I will change the name on the top and I will take sphere number one. So Sphere, number one. After to do this type of work, I will also would like to create a rotation. I will start with rotate options. We need to put the rotate after the translation in this case, and I will focus at zero first, zero, second, z zero, just to craft this line. It's okay for that. Let's select this sphere number one copy and just put the sphere on this area. This will be the sphere number two. We can craft translation at at least maybe 300 and the y axis. We'll turn something like that. I think 200 is not a lot. Maybe I can work with 400. After to do this type of work, I will sell this sphere rightly copy and go here past and we will use on this sphere. I will create the offset with 800. Just like this, hoops 600. Maybe it will be pre ti better. 600 is not enough in my case. We have 100 400, so it will be 700. I will take this sphere, I will change the name for sphere number, and I will craft the last one and past ten, I will change for the sphere number four and we'll craft a translation of one Tz. If I want to apply on this sphere, directly variable rotation. We need to replace where I want to create my rotation just here. If for example, it is a rotation on the y axis or on the axis, let's take gl of the axis first. I can replace this and I can take, for example, rotate x, but you can take what you want. In my case, I will take rotate x here, and I need to take rotate X, the same title on each rotate element on the x axis. Every time I tape rotate x, and on this area, I will tape rotate x also. Rotate x rotate x rotate x and rotate x, and I will be able to validate. If I validate, as you can see, we have in message for a simple reason that we didn't apply the variable. So we'll go on the top and I will tape variable rotate. A variable rotation. I will go in this area and I will tape rotate x equal, and I will enter the values that t one. If I take, for example, 40, Semicolon, I can create a rotation of 40 on the x axis, as you can see. If I want a rotation of 90, I can take 90 degrees. You can repeat this operation on each axis if you need. You can do on the y axis, and you can do on the z axis also. There's something that you can do, you can add a plus. For example, if I want more or less. I can put as a base 90 degrees. For the first one, it will be 90. But maybe for the second one, it can be rotate x, and I want to rotate less, so I can put -30 like this. If I click here, I have 30 degrees less, it will be 60 degrees. Maybe for the first one, it can be rotate x plus. 20, and I will obtain this render, and maybe for this one, it will be rotate x plus maybe 30, just like this and maybe for this one, rotate x plus 40. You can do something like this if you need. But you can change also the base. For example, my base can be 40. After to grad this base, I will put rotate x just here plus ten. Like that, Maybe the base will be 30. Let's focus on 30. Here rotate x plus ten, the second rotate x plus 20, here rotate x plus 30 and here plus 40, and we can do something like this. Plus ten plus 20 plus 30 and plus. We can also work like that and you can change the rotate x. If you want to do this type of work on yxs, and Zaxs, it is also possible thanks to this variable. This says how to Work is a valuable for the rotation. 35. Add variables part 3: We are going to see how to work with variables for the scale. For this, what we are going to do first, it is to cratosphere. This sphere, we will put a radius of 40. I will also increase my value on this area with the number of subdivision, dollar F N equal, and we will put one und. After to do this work, I can zoom little ten, I can see mysphere appearing on this area. Now, what I will do. I will decrease little b the sphere. For 20 it will be pretty better for the example, I will create a translation. Here we'll take translate. After I will put x, y, and z axis, I will put on the x axis, 100100 and on the zxs zero, just like that. I will translate my sphere here. I can even translate a little bit more because after I would like to scale, so I will put 200200. That's okay. This will be my sphere number one. Sphere number one. At the same time, just on the top, I will something and I will use scale, and we will put scale x directly. You will understand y scale y. And com scale z. After I will close with my bracket and also my parenthesis. Scale x, y, and z. Something that I will do to s this element copy and go on this area past, replace f she two sphere two, and here we'll put -200. I will go this area past sphere number S, and I will put 200 and -200, and here we'll tape sphere number four, and then -200 and -200. After to this type of fork, if I see, I can see my four sphere with a position, but we don't have anything for scale. Now what I can do, I can got this area and I can just tape variable scale. After to do this work, I need to tape scale x equal. I will tape scale x equal. Here, I can tape scale y equal, and I can tape scale z. Equal. Now I need to enter the values that I want to replace this value in the same way. For example, here I can tape on the x axis. I would like maybe four on the y axis, I would like maybe three, and on the axis two. If I put a column just at the end, This one and this one, we can see the scale value of each element, as you can see. If you want to put more, I can put more, I can put eight here, I can put maybe eight or so here, and on this area, I can put four, and we will increase the scale value just like this. And something that you can do where it is interesting, so I can increase my scale value just like that. But it's increase also because the translation is here. Now, something that I will do, it's to change something. I will come back with my value of four and two, and I will put the translate just before the scale. Or it's going to scale with the translation. I will put my translate every time hops I will put every time I translation just before the scale, translation just before the scale, and Here translation just before the scale. Now if I do this type of thing, it's pretty better because I will keep my fixed value of the translation. As you can see, you can scale at your convenience. If I want to come back on the zx at one, I can come back on one. But something that you can do is for example on the second one, I can put scale Z plus For example, I can enter value plus one. If I do this, this one will have plus one, or I can put this one plus 1.4, and this one will have 1.4. Or this one, I can go on the x plus, and I can put minus, you can apply -1.8, just like that. This one, it is maybe The first one, I can p crate a plus on the x plus 1.3, for example, you can change like that. This is my first example. Let's crate a second example. And for this, I will craft a cube first, and we will define a wide of 100, a deep of 108 of ten, and we will finish with this one center equal two, and I will define my cube just in the med. Let's close just like this and center in the medle. Then I will craft a cylinder, so I will go here, I will tape cylinder. I will define a of 40, dius number one of ten, and a dus number two of ten. And I will put com center equal true, and ergule dollar F n equal 100. After to do this work, I just need to put my semicolon and we can see the cylinder center equal true. Something is wrong. Why it is wrong cylinder. Yes, because I have this bracket. It's okay for that. I will create a translation of the cylinder translate. On the x axis, I will put 40 axis 40 axis zero. And I will translate here. A some things that I will do, I will select this cylinder, right click copy, go here, right click and pass. I will change for minus and minus just here, and I will go here, right click and past and change for -40 and 40 and right click and past, and I will change for 40 and -40. I will use the difference values, Difference. I need to put the difference just before the cube to ct bolian operation as exed before, and we can use difference here. I will open my symbol just close my symbol on this area and I will craft holes. There's some thing that we will do if you want to add a variable. Here on this area, I can tape variable. It is not re scale. It is a variable for the size of the hole here. But I want to include on this area. You can, for example, replace its cylinder by H equal, for example 40 and equal, and here you enter a value, and it will be radius. I will put radius. I will replace every time on this each cylinder. I will copy this one and I will just replace this value by directly right click past. This one, and here we'll replace this value and click past, and here I will replace this value. Just like this and right click and past. Now if I do this, I will obtain this render for a simple reason that I didn't have any radius, I'll just have very small hole, as you can see. But something that I can do is to go the top and just tap radius equal. If you have multiple variable, you can put us cylinder radius like this, and I can define the varue. If I define ten cool, just like this, I will be able to obtain this render. But something interesting is you can change. If I want to change the size, I can put, for example, a base like four, just like that. If I want to come back, I can put ten. But something interesting is here I can put cylinder, air equal radius, and I can tape for example plus two for this one. For this one, I can craft something like a minus two, here I can tape p two also. Maybe this one, I can tape air equal radius minus four. What happened if I click here, you can have different size. This is one of the interests of the code, you can first enter variable, but you can also add plus something or minus something. Thanks to that, you can have different type of render as you can see. After if you don't want to put this value, you can change also. If you want plus two again on this one, you can add plus two again. If not interesting if you enter plus the same value on each element clearly. But you can do that also if you need. This is how we can work with variables for scale or if you want to work with this type of variables for the size. 36. Master animations part 1: T We are going to see how to create animation with translation. For this to create this type of animation. The first thing to do is to create a base. For example, we can create a cube just here, so I can define my cube with a wide a dep eight. I can put also center equal true. First, I will define a wide. Just on this area, let's define a cube with a wide of 40. We define a eight of maybe a dip of 30, and a eight of 20. After that, I will complete with center equal true. After to do this work, let just see the render of this cube on this area. I think something is wrong because I just forgot to put my parentheses and how it's going to work. I have this cube, and I would like to create an animation of translation. How to work with this. To do this type of work, we need to create a models. To create a models, I can go on the top and we can create a models. But just before to craft these models, I will I will craft the models first, I will click on models just here, so we can take models, and you need to enter the name of your models. For example, we can use models translate. You can see we have this color for models. Here I can use translate, and we will be able to open after the parentheses here. And you can close the parentheses. Here I can open my parentheses and close the parentheses. After to do this type of work, just below, I need to focus on what type of translation I want to have. But just before here for the model translate, what I want to have for these models, I want to have the cube. I need to select the cube just here. After that, just on this area, I need to close with this symbol to have inside my model translate the cube. After that, I will just go below, and I will tape translate. I will open my parentheses. Here I will focus where I want to translate. If I want to translate on the x axis, I can put zero on the axis. I put zero on the y axis, zero on the x axis zero on the y axis, and on the z axis, I can enter a value. But to enter this value, you need to tape the symbol dollars. Then you need to tape the letter t, and you need to enter another symbol, and this outer symbol will be this one. After to enter this symbol, you can put the value that you want. If I want to create a translation of 100 for my animation, I will put 100. After I can close my bracket, I can close my parentheses and it's not finished. You need also to add the translate models. You need to put translate. Just here, and you need to open the parentheses and close the parentheses and then finish with a semicolon. It looks a little complicated like this at the beginning, but this is how to work. This is the base that you need to have. First, you create your base. The base of the animation will be the cube. Then you need to create the models and you enter the name that you want. Here is the model that I want to translate. You need to open parentheses and this symbol, this symbol. After you need to put the value that you want for the translation, and in this case, I can put translate and translate again. If for example, it's not very convenient to use, you can replace here by move, I can replace here by move because I have already translate on this area. If it's not very convenient, you can put move and you can put move. Now how to redo animation. To redo animation, I need to go on the design features and you can just change because here it's not the animation features. You have the possibility to change for animation. Let's click on view animate. View animate, and I can click here. Now you can see the time. Frame per second and number of steps. By default, the time if you don't enter anything, it's not to it's going to be okay. You just need to enter frame per second, like for example ten and the number of steps. As you can see now, you can see the animation appears and I respect a translation of 100 on the Zaxs. If I want it 200, I just need to replace this value and I can replace by 200 and now the translation will be 200. You can change the speed of your element. For example, you apply only one frame per second. It will be just pretty long because for 1 second, we only have one frame. But if I want something faster, I can put a higher value just like this. If I come back with for example swift frame per second, so 1 second swift frame, you can also work with the number of steps, and here the number of steps will be two. This is why if we want to increase the quality, we can increase the number of steps, and I can put 40. Inside One frame, we can define a number of steps also. I can increase put 100, just like this. It will be pretty longer, but I can increase also this value like 60. If I increase the value like 80 here, so we have a lot of frame per second and higher level of steps, we can craft this type of animation. Now, what's happened if I want to translate on another axis. I can take this value and cut, and I can activate a value of zero here, and I can replace this one and replace and here we focus on the y axis on the x axis. If I want on the y axis, if for example, you put the same value just here. You can also work on different values, here x and y axis at the same time. I can put also on the Z axis, replace and past. Take a glance, we can do this type of animation, just like this. This is something and things that we can use. I can change the value, for example, here I can put only 100, and here I can put 200, just like this. At any moment, you can replace your cube. Here we have the cube, but if we want something different, can be like a sphere, so I can tape sphere, parenthesis 20 radius, just like this, sem colomn, and we can do the same type of things using the sphere. If it's small, I can increase the size of my sphere. Let's put eight, and that's it, we can drag and move the sphere, as you can see on this area. And you can change one more time, you number of frame per second, and new number of steps. 37. Master animations part 2: We are going to see how to create animation using the rotations. For this, you need to create your base. Let's just craft a base for this animation, and it will be a cube. I can just define a cube here. After to define this cube, I will enter a wide. Let's take one more time an example and I will use 80. I will use 40, and I will use 20 for this cube. I will complete with center equal true, and then I will close my parentheses, semicolon, Zoom litle out and just see my cube on this area. Now, we need to create the models. To crate the models. I can go on the top just here, and I will crate models, and here we can tape the name that we want, can be rotate, but it will be pretty repetitive. We can craft models like something like term. I can open a parentheses, close a parentheses, what I want to have inside the models, animation, I want to have the cube. This is why I need to open this symbol and close the symbols. After to craft this type of things, I can go on this area and I will define rotate. After to define rotate, if I want to work on the Z axis, for example, I will focus zero on the x axis, zero on the y axis, and on the Zaxis, I need to enter the symbol dollar. So first I can tape dollar. I will take the letter t. These symbols, and then I will put if I want to turn with 660 degrees, I can put hundred 60 degrees, and I will close my bracket parenthesis, and I need to finish with what? I need to finish with the name of my model. It means turns, parenthesis, parenthesis, and I need to finish with my semiclumn. Now I can craft this type of rotation, rotation, turn around the zi axis, but I need to activate the animation with view animate. Here, I need to activate a number of framer seconds and then a number of steps also. What you can see, you can see the cube is turning around the zd axis. If I reduce the number of frame per second, as you can see it will be just two frame per second, so this is why we have this even if we increase the number of steps. But if I increase the number of step per second, we'll opt with a pretty better render. We can also put 80 and maybe here 100. But if I reduce with only ten, we can have something pretty fast just like this. Let's come back with 100. If I just go in this direction, so you can change the rotation, the position of the rotation. For example, I can go copy. I can go here, and I will define a pass. If I go here, we'll define pass, you can turn on all the axis at the same time also for your cube. Now, if I just come back with zero on this area and just come back with zero on this area. I want to replace this cube by something. I will replace this cube. What I will create? I would like to create like a ring. To create a ring, something that I can do is to create a first a cure, here, so I create first a cures. Let's just change and stop the animation so we can go and view animate to stop the animation first. Let's just create a first cur inside with a value of maybe 24. Som coolon and a second circle with a value of 20 like this and som colon also. I will have two circles. I can before this circles. Add something like difference, and I will englobe here this part and this part, just like this. Now if I just validate, you can see create this ring here. I can complete also with a linear extrude just before linear extrude, and I will enter a number, like for example ten, and we can turn this render. I created this type of ring. If it's too much, I can reduce only four. Now, if I want to see my animation, I can come back on view, animate and you can see the element is turning on the x axis. If I take this one and replace copy, And I can go here and position on this axis. We can also turn on this axis. If I replace this one by zero, we can only turn on the x axis just like this. Something that we can do is to, for example, copy these models, right click copy, and we can go here, right click and pass. I have now another part. We can also click here and create something like ring number one. Here we can take ring number two, and I will copy again this one, right click copy, and right click and pass here. And ring number sit. Now we have swear ring. The swear rings have exactly the same position and the same rotation. Something that I can do, it is on the ring number two. It is to replace here and to change the axis. For example, I can replace by zero, and replace on the y axis by this value. Here I put 260 degrees, but if you want less, you can have less. And here I can change, replace this one by zero, and here I can replace by this. Dollar t, this symbols 260 degrees, and we can create this type of animation. We can also if we want something pretty faster, we can reduce, and we can do something like that. Here. Now, if you scale, for example, we have the linear trade, you can scale elements. For example, I can define just here or the first value. I can define a scale value here, just on the top scale, and I can define a value on the exact sis like 1.2, 1.2. Oops 1.2, and let's define a scale value. Let's do something pretty more convenient, two, two, and two, and just like that. Here I can apply a scale value. If you put a scale value just before the ar trude just on this area, as it's not working properly because the scale value, it's just before the linear extrude. If we put just here, it's not going to work properly also. In this case, if I put here and pass the scale value as you can see, it's not working properly, so something that we can do, just to directly change the value of the circles. Here, for example, for my first models, I can increase the value here and it can be pretty better. You can increase on this area and you can just change this value. But if you change this value, you can also go on the here and stop the animation, just like that. If you change just here after as you can see, it's not very, very convenient. For a simple reason that you have your models and the turn features, it's pretty good to first define this value and after you will be able to eat it. 38. Master animations part 3: We are going to see how to crate animations, and in this type of case, we will crate an animation with the scale value. For this let's just start and crate a cube, so here I can tape cube, and I will define a white for this cube, eight. I will define a deep 40, and I will define a 820. After let's just click on this area, center equal true for this cube, and just put my semicolon. Let Zoom little out, and I will see the render of my cube first. This cube, I need to create the models to generate my animation. So just go on the top. I will start with models. I will define what I want to have. Let's just tape it can be something like scale, size, any things like this. Let's just crate something like models, and we will tape just just change. Oh, we can tape size, anything that you want. We can tape model size, for example. After to tape model size, I will open my parentheses, close the parentheses, what I want to have inside. As a primitive, I want to have my cube as a primitive. But you can repeat this type of animation for any element because here just show you with a primitive shapes, but you can create a complete object, and then you can create a group here, a group here and have all your element of this object at the end to, for example, apply the animation. You just need to put all the elements that you want inside the animation inside this bracket and this bracket, this symbol and this symbol. After to craft this cube, I want to scale. I will craft scale here, and I will open my parentheses. If I want to scale on the x y on the axis, it depends what I want to do. If I want to scale on the x axis, I will tape one, here I will tape one, and on the Z axis, we can apply your value. If I want to scale on all the axis at the same time, I can put the value dolar. Here I can define another value. Dolar. T, and I can put this symbol, and if I want to scale everything by two, I can put two, and I can repeat this process. Do here t, this symbol, and two, and I can continue do T, the symbols and two. After I will close my bracket, just like this, and I will something that I need to do also, is to close my parentheses and to enter the name of the model. If it's size, I need to take size and open the parentheses, close the parentheses and finish with the sem column, just like that. Now I can Zoom little out. If I want to see this animation, I will go on view and just animate, just like that. And I think I can make some adjustment about my value. Something that I will do to see the animation, I need to go around this area, and I need to tape something. Here, for example, I can tape ten, and here I can tape ten also. Now you can see the cube scaling depending of the number of fran per second and step. If you increase the number of step, it will be pretty slow just like this. Even if you increase the number of fran per second, If I increase, I can be something really slow. But if I decrease, like only four, it will be pretty fast. It depends about the values that we will enter on the frame per second and for the step. Let's just come back with the value of one grey. This is how to focus. If you want to scale everything with four, or just with different value, it can be four, this one, two, and this 13, you can replace the value. If here just want one, I can change for one. If here I want four also and this one, only one, I can change to obtain this render. As you can see, it's pretty good, you can do also the same thing for any element on this area. For example, I can replace, and I can create something like a sphere. I can just create a sphere just here. I will define a radius for this sphere like 20. And take a glance, we can resize this sphere directly using this different value. So I can zoom a solid out. Apply a value of eight here and just on this area, can apply a value of two, and you can just change the size as your convenience. One more time you can mix with different number f per sagon and different number of steps. Let's reduce like 80 to make something pretty faster. This is how to focus when you want to generate animations with this type of element. 39. Support modeling part 1: In this training, we're going to create support, and we will see different features. To create this super, something that we're going to do first is to create the base and the base will be a cube. I will craft the cube here and I will define a wide for this cube. Let's zoom little out, will define a wide with value of 80, and I will define a deep also and the deep will be 40, and I will define eight also, and the eight will be four. I will then complete with my bracket first, and I will put com center equal two. After to do this work, let's Zoom little I, take a look about this cube and my element will be located just here. Maybe I can increase little bit the white because think for my support, it will be pretty bit better. So I can increase little bit the white here, we have 100, little too much. Let's just focus with 120. Let's just focus with 100. So now let's craft a der cube. I will go on the right. I will craft an der cue just here, and I will define a wide for this cube, and the white will be four. The dep will be 40, and the eight will be 40 also. Maybe I will increase little bit the eight after, but first, let's position this element here. And I can complete with center equal t also, so c equal t. What does it mean? It means that my cube will be located here and now I can crate a translation, so I can take translate and let just translate on the axis with a value of 100 and on the y axis zero, and on the Zaxs zero. Two crate offset first on the right. So I can translate. My element is now located here. I will increase to be this value to go until 50, yes, it will be Pty better. Not 50, I will keep 40 because after we need to add two Clender. Let's just keep 40, and I will change also the position on this axis just here. We have the z axis, and I need to change the position, and I need to apply a value of 20. Thanks to that, we'll be able to put this on this area. If I don't want exactly this to be totally on the right, I can put a value of 18. Now, what I will do, I will create two cylinder. I'll create the first cylinder just here. Cylinder. Something that I will do on this cylinder, to create H. And we will put a value like 20. No 20, we'll put a value of four. Then radius number one. Let's just put four and radius number two, four. If I do something like this, my cylinder will be located here. I can also complete with dollar f n equal. Let's apply your value of 100. So my cylinder is located here. Some things that I need to do is translate and rotate. I can translate first. Maybe we can earn a little time. We can keep seeing this translation. Just put the translation here. And dragon move just on this value. So now my cylinder is located on this area. I need to change the position on this axis. Let's try with 40. Now the cylinder is located here. Let's increase a little bit with 50, just like that. I can also change the position of the cylinder on my directly f here on the y axis. On the y axis, I can put a value of 20. 20 will be little too much, so we can reduce a little bit. And I need to apply your value of 16, just like that. After to do this type of four, let's craft the translation just after. I can click here, a rotation, and I can go on rotate, and I need to focus on one of these axis. On the x axis, let's put zero on the y axis 90 deg and on the z axis zero. If I do something like that, I can have my cylinder just on this area perfect. Now I will duplicate this part, so I will select this s lines right click copy and right click and pass. Now I have a second cylinder on the same way. I will just change the translation. Instead to put 16, I will put -16 on the y axis to have a second cylinder here, and we can use the features. We have this element here. We can use features to craft just one element. And I will open this symbol and close the symbol at the end. And I I just validate, I can upturn this render. Something is little wrong. Let's just undo the feature. Something is little wrong for simple reason is that the translation is not pretty good. I need to change the translation on this axis. Here we have 100. I can change the position of all the elements. For example, the first translation on this cube, we can reduce if we need. We can put this one here. On this area, we have 100, if I put 78, I will go here, it's perfect, and on this area, I can put 78 here. Now, let's reuse the features so I can tape. And that's it. I can obtain this render. Now I need to position this element just here. Whether I use a translation before the ule. Whether I can translate all the elements here. It depends about what we want to do. After I think maybe it's pretty better to just translate before the mule. Thanks to that, we can separate and on the x axis, I can put Minus ten first, y axis zero, and Dax zero. Close. Thanks to that, I can translate here. Let's increase the value. Here, we have -20. Let's increase a little bit more, 24, 26. Normally, if I put a value of 28, I will be pretty good. Now I want to have this element also on this area. Something that we can do is to create a group. Here we can put something like part number one on this area. Here we can create something like part. Number two. It means this one. I can slick my part number two and right click copy and just go on this area and pass to crack the part number. This is a part number one, part number two, and this is a part number. Let's take a look, maybe it's okay for that. On the par numbers, we just need to translate with a different value. Here we have -28. I can increase with -138 will be located here, so it will be 128 Because we have 100 for this base. It's 128. Perfect. After you can reorganize if you need, but I think we can organize like this first. 40. Support modeling part 2: We're going to continue with the creation of this part. Something that I would like to do is to create all here and hole here. But we will work with inside the P number two. We can add a cylnder and use the different features and repeat the process on the P number S. For this, just inside the part number two, I can create a cylinder just on this area. I will define a cylinder. And the cylinder will define a edge. Let's put something like 20. Dus number one, I will put something like 12 and reduce number 212. And I can create this type of cylinder. I will complete this cylinder with center equal true. At the same time to put center equal true, I will complete with dollar F n equal 100 for the reservation. After to do this type of work, I can use my colon and the cylinder will appear here. We can create translation and rotation so translate. After to grate translation, I will focus on the x axis with minus and I will define value. Let's apply -50 y axis, I will focus with zero, and ZD axis, I will focus with 30 to start. Maybe I will make some adjustment. The translation will be blocktd on this area. As you can see it's pretty good, maybe it's about the translation, I can increase on this area with 40 here. And I just just cato rotation. Just after the translation, not before I can crato rotate, and we need to rotate on the y axis. X axis, it will be zero, y axis, it will be 90 degrees, and z axis zero. Bracket parentheses, and let's grab this rotation perfect. Thanks to that, I will be able to crate le. Let's just move a little bit on the Z axis, 30 hoops. Let's just focus es translation Zaxs. Think 35 will be pretty good if I want to put my hole around this area. Let's reduce. Let's put 30 f. Let's cate a difference. The crate a difference here, We need to just go just before. We need to link translate. Just before translate, we need to open this symbol. After this symbol, we need to close to have a group. Just before we can use difference. Parentheses parentheses, open this symbol, and just go in this area and close the symbol and thanks to that, something is wrong, let's take a look. But what's happened, here I have my translation. I'm going to come back, maybe something is wrong. I put my translation here. Maybe I need to change something. Yes, it is because we are inside the Part number two. On the Part number two, the location on the translation is not -50, but on the P number two, it will be 50. On the Part number two, we need to be located here. It's better. Even a little bit more like 52, just here. Yes, it's better. Now I can do this type of process because it was not on the right part. Just before translate, I can open this and just after close this, and now I can use difference. Open this symbol just at the end of the Part number two, close the symbol and we have this difference perfect. Now if I want to repeat this on this part, I can copy this element, right click copy. We can go on the Part number three and just below right click and pass here. I can repeat my process just before the translate on the Part number three, we can group all the element. No. Just before we can use difference one more time. Parentheses parentheses, open this bracket, and just close this bracket. I just need to invert here, we have 52. We need to invert for -52, and I I valid data, I have also this s. Perfect. Something that I would like to do is to turn to add an element to another cylender on this area. This will be my part number four. Let's come back, just go below, and we can take part number four. On this part number four, we can create a cylinder. Let's one more time focus on the eight of this cylinder and we will put value. Let's put 68, and reduce number one, we will put ten. Maybe we'll make some adjustment after ten. I will define also cin equal two. Then I will finish with dollar Fn equal 100. Let's remove this bracket because I don't need bracket for the cylinder, and use my semicolon. Let's take a look. I have this cylinder here. It's pretty good. I can just change the position with the translation, so I will use translate. I will translate on the x axis, zero, y ax zero, and axis, I will put minus, and here we will put -60 just to start. And my translation will be located here. Now I want to put this clander just on this area. This is why I will reduce the translation. Here we have -50, I need to reduce a little bit more. -40, and I can reduce a little bit more with minus. If I put a value of six, I think it's pretty better. Let's try with minus seven, we have a little offset, so it means it is minus six. Just like that. A After if it's not enough long on this area, we can change the value of the cylnder. It means if I want something like 80, I can increase the size with 80. But if I put 80, I need to change also the value on this area. I need also to change the value here we have minus and if I put minus f, I will have little offset minus f, and I think it will be -43 to perfectly match with this area. It is same if it's too big here, you have 1010, you can change, you can reduce so you can increase e few need. I think we have a little of set, little again, so it's -42. Yes, perfect. That's it. This is an example, but what we can do, so we have structure this conception with three parts of the part number one with the reference cube. Then we have the part number two. It is this part and we have the hole inside. Then we have the part number. It is this part with exactly the same thing that the P number two, we just need to invert some values to obtain the same render. Then we have the part number four, it is this part with the cylinder. Let's just take a look on this area and we can use here as orthogonal view, perspective view, and the activities element. Uh huh. 41. Spatula modeling part 1: In this training, we're going to craft the spatula. For this, we will see different features. First things to do, I'm going to go on this area and just craft the base of this spatula. We will work with a cube, so I can craft a cube here. First I will define the wide of this cube. We'll focus with a wide of 80. We will focus with just a dip of 2080 here. After I will make some adjustment and just eight of four, just like this. After that, I will also if I want to have my cube in the center, I can complete with center equal two. Let's just zoom little out. And validate this cube. We have this base. First, here it is too much. I will reduce with the value of two. After we'll create the base of this pula, I will change that and I will change with the value of 20 to just upturn this render. After to do this work, we'll create a second cube. We can copy this cube and just go on this area, create a second one. The second one will be 2020. Something that I can do to translate the second one, so I can just translate. On the x axis, I will translate with a value of 40. On the y axis, I will translate with a value of zero, and the axis zero. After that, let's click here, I have this element on this area. We will reduce this element. Here we have 20. We can reduce a little bit with a value of ten. Yes. Perfect. On this area, we can also reduce with value the first cube with a value of ten. Now some things that I can do, it's here the translation is too much. We can reduce the translation. Let's work with 20, perfect. Now it is good for what I want to do, and I will use features to create a link between these two entity. I will use UL and After to do this type of work, I will open just like this and then use the symbol and we close with the symbol. We can validate to craton is this part. Now, for my spatula, I want to noder element just here. I can define slick my first cube copy just after the hole I can pass the second cube, and I will change the value on this area for 90, and I will have this new cube. And something that I will do its to crate a translation. Before I will use translate. After two te translate, I will open and on the x axis, I will put minus something. I will start with Minus 2000 on the y axis, and zero on the zd axis. Here I put -200, but yes, let's just start with this. Validate and now my element appearing here, as you can see, we need to link this element just on this area. This is why I will reduce with 101st, just like this, and I will continue to reduce like 60, and I will continue with 50 to perfectly link to this part. Because if I put more like 56, as you can see, it's not going to be good, so this is why the value is -50. Why I didn't link this part and this part in just one entity? Because I want to use another features. I will create another cube, but I will select this small cube here. And the translation at the same time, right click and copy, and we will go just below. I will pass here, but this one, this first part we will put just before the features. It's going to be pretty good. It means this part here, we will put just before the features. Now we have this translate and this cube, it is better. Now I will add another one just here, and I will translate a little bit more. Here, we have a value of L et's try with the value of 40. So now I have the small element. I can increase a little bit with 61st, and I will change the value here, we have ten. I can change for 20. It's pretty better, not enough. I just change for 40. I think it's pretty good, maybe a little too much. I will focus on 30. That's it. I will create some rotation for this element just after the translation. After the translation, we can use the value. We can use the feature rotate. After to use this features, I will define value. On the x axis, we can define value of rotation of 300 on the y axis, zero on the Z axis, bracket and parenthesis. Let's just crate this rotation. Because I created this rotation, it's not on the x axis. It will be on the y axis that I want to rotate. Yes, just exact. But I need to put a negative value. Let's replace 30 by -30. Now it's pretty good. I can also cra offset on the z axis, so we need to put a value. Let's try with 12. I think it's not pretty good. Because I have the translation just before. Because I have the translation, yes, I need to translate but on the z axis. Let's translate with ten. Think it's pretty good, little bit more. Let's translate with 12. If I zoom a little bit, yes, I think 12 will be pre good, and here I can change the value also. A is to be close, but not perfectly close. Let's try with two, and I will obtain this render. Lex this. Now what we'll be able to do it to link this part and this part using the il feature. Just before Oil first things to do, we can open this symbol, and just after this il features, we can close this symbol. Here we can open this symbol again, link translate Rotate cube intyle inside the same group using this symbol. And just before this use filteres, we can crate again. So I can click on. And open parentheses, close parentheses. Use these symbols and just at the end, use the symbols. What I will be able to do if I just validate my render, I will obtain this render, just like this. This is why it is interesting. Here I have a cube with a value of the features rotate, I have this cube with a value of 12, but if we want to reduce, we can reduce, we can put 12, and we can reduce this area as you can see. That's it. It is okay for this first part just on the top. I will organize just creating the part number one. Thanks to that, we have this translate, we have the first features, and we have also a second features just here inside. 42. Spatula modeling part 2: We are going to continue with the creation of this patula. We will focus on the second part, so I can go in this area and just craft my second part part number two. This second part, we will craft handles on this area. How to craft this handle, first, I will generate a cube, and this cube, I will define a wide. The wide of the cubes. Let's define a y of 200. I will define a eight of 36 and a dp of 36 and eight of 20. I will close my bracket and parenthesis to define this cube, and I will craft a translation translate. On this translation, x axis, let's start with just some 200, y axis zero and axis zero f. I think it's important just to see where this position first in the big line, your element, and after we'll be able to make adjustment. We have the base of this handle. Now what I want to do, I want to first reduce little bit this position, so I can focus on 100, maybe 60, it's too much. Let's just focus on 120, it's too much, 120, yes, like this. After to do this type of work, I can just keep this position like this. I want to use the ll features also. Not the ul features, the Minko ski features to add rounded corners. This is why I will complete with the cylinder so I can tape cylinder and the edge of the cylinder will be four, the white four and four also. I will cup four and four just to start and validate with this, and after that, we can use the Minkov ski features. So I can click here, just tape Ming Kovski. Parentheses, parentheses, opening symbol, and just at the end, I will validate my close symbols, and I will just be able to craft this Minko of ski. And I need to increase the resolution. This is why in this cylinder I will complete with dollar f n equal, and let's put a value of 100. Now the resolution is different, but what I want to do, it's not on to add it corner here, and this is the reason for which I can just change this value for two, and I will obtain this render. I can also change this value for two, just like this. Now as you can see, we have this element on this area. I want this in the opposites in the opposite. This is why I will copy this cylinder rightly copy, and just go here, right click and pass. This cylinder, I will invert the value for four. On this area, we invert the value for two. Thanks to that, I have also this rounded corner here and this rounded corner here. Perfect. Now I want to create the le in this area. To create a hole in this area, I will select all this group of cylinder like this to keep this base, and I will go on this area just below. I want to first create a group with this Minkov ski. I will add these symbols, then close these symbols, and I will create an der group here with adding the symbol on this area and the symbol on this area. Now what I want to do. I will change the value here to craft my element to create this. For this for the cube, I will change my value, and I will define 60. On this area, we will define 20. On this area, we will increase with a value of maybe 40. After to do this work, I can put a translation. Maybe I can increase here to be sure to cross all the element. Here we have a translation. I think I can drag and move the translation 160 and take a look, here we have the element. Something that I can do is to change the translation or we can put in front of the cube. Center equal true. Just on this area, we can add center equal true, and just validate to have the cube just here. One of the problems is, as you can see for the Mingo of ski for this first cube, it is not in the center, so it's not pretty good, so I need to change that also on this area and center equal true, and now I will obtain this render. But one of the problems is I need to change all the position. Here, let's just change with a value of maybe 300. Let's take a look and not 300 on this area. Let's just come back. Let's just change the translation. Yes, Let's just change the translation 200 here. Perfect. Now I can use also the translation of this element, and we can change the translation. For maybe 218, I will have this position. It's not enough. Let's increase with 200 forte. I think it's pretty good like that. But I want to add also maybe rounded corners on this element. I need to use also the Minkov ski features. Inside, I will re use the Minkovski pops. Yes, just like that. We'll tape again Mosk. Parentheses, parentheses, I will open these symbols, and I will just go here and just close this symbol, and now we have rounded corners. I don't need to apply this second cylinder. It's not useful for what I want to do, so I can remove this one. Perfect. Something that I will do is to crate abolan operation deference. On the part number two just here, now we can create a difference, parenthesis parentheses. I will use for the deference. I will open my symbol, my first group with the Minkovski inside. And the second group with the Minkov ski inside. So what I need to do, I have this element here this element here, so I can just close on this area. If I just valid it, I have my holes just here. If the hole is little too big, we can make adjustment. It's pretty fast. I just need to change the value of this cube, and if it's too big, I can put for example 50 sit, and I will reduce little bit this holes. Now what I'm going to do is we the part two, and we have the differenj on the top here. We can create the translation of all these element. So I can click on translate. And I will focus on the x axis, and I can put minus Let's try -40 on the y axis zero and on the z axis zero to start. I will close my bracket and parenthesis, and I will be like this as you can see. I need also to dragon move on the Zaxs. I need to change that. Zaxs, let's put 20, and I will be able to move here. Maybe 20 to me. I can put a value of 16 perfect. And I can focus here -32 to go a little bit more inside just like that. And it's perfect. We translate all the element inside the difference. That's it. This is how we can create this type of spatula. Let's just take a look in these two parts, and I will just change here. We was working on the perspective view. I can change for orthogonal, I can also deactivate the view of the axis, and this is the type of thing that you can do with this software. While more time, the important part is if you want to make modification, you have just to make some change on the code. You don't need to change all the elements to change all the things. You can just make some adjustment, for example, on your primitive shapes, can be on the primitive shape, but it can be also on the translation, the rotation, on the different features, and all these type of elements, you can just change the value. 43. Part modeling part 1: In this training, we're going to create a part. For this, we will use different features. One of the first things to do is to create here and we will create polygons. To crate this polygons, I will take polygons and directly, I will start with my different print. Something that I will do, I will tape directly points, and I will go with equal, and I will start like this to crat my first point to zero and zero. Then I will create a second point at on the x axis at 110 110, here, I just need to make some transformation, just like this. 110. My second point will have also zero around the y axis. Then I will position a der point. And I will take one more time 110 and four. After I will position another one, and I will come back with value of 2040. And then I will position my last point. Click here, and my last point well position of zero. And 40. I can close my bracket first time a second times. After to close this bracket, I can also use parentheses as I explained before, and I can zoom little how to take a look about the render of this polygon. Perfect. Now what I will do is also to create a circle. I will click on circles. I will create a circle with just a small radius, and I will put a radius of ten and dollar Fn equal and will put a value of one and re. After I will translate the circles, so I will use translate. About the translation, I will focus on the x axis. On the x axis, I will translate with a value of 100. On the y axis, I will translate with a value of I need to go this area with 40, and the axis let's take a look about the axis. On the axis, it will be zero. I can go here and something that I will do to click and translate and my circle will be located on this area. I just need to make a little bit transformation. I think here it's pretty good. If you increase the translation like 140, your circle will be located here, just to show you where will be the location. In this case, yes, 100 will be great here. But on the y axis, I think it's a little too much. We can reduce maybe with 35 to use those features. If I apply 30, yes, maybe it will be good. Let's take a look. I will use the features to link the two entity. I can go on this area, le open the parentheses, close the parentheses, and inside, we want to have the polygons, and we want to have the circle with the translation. After that, we can do something like this and perfect. Thanks to that, I have this rounded corners with a value of ten just here. If I take a look to my translation polygon print. The location is located here. But it's not exactly what I want to do. Because if I take a look about my polygon print, here we have 20, I'm going to change for 20 just here. We have 100, 110, 120, and here I can put 2020. We have also the feature. I'm going to remove the e features. I just want to take a look ys. Let's do something like this. Yes, 2020, and here we'll change for zero and 20. I think will be pretty better for what I want to do, and I will change the circles with a value smaller like four like this. I will change the translation of the circle also. Here I we'll put Like here, I have 110, as you can see it's too much because if you put something like that, so circle will be on this area. I need to change. I will put 104 just like this. Here on this area, I will change for maybe 20. As you can it's good, maybe we have a little offset, so here it will be six and on this area 20, and now I can reuse features so I can t and I will take the polygons and the circles just here, and I will be able to do this features. If the translation on this a is not pretty good, I will have offset. Maybe I can change the translation with a value of 16. Just like this. After to do this type of work, I will apply a linear extrude just before. Here I can take linear extrude and we will ct value. And I will put 80. Just like that. Perfect. Some things that I will do so here we have the value of 80, maybe it's a little too much. We can reduce with the value of 60 to obtain this render its prati beta. Now we'll do the same type of thing on on the same type of directions. Below I will c s just here, and this s will have a size wide. And I will put a wide of 40 just on this area. If I just validate my square, my square will be now located here, it's pretty good. I just need to craft a translation for this square. Something that I will do is to click and translate. I will translate on the x axis zero yx zero and zxs 20. B if I put some bit more, we'll have offset here. Not on the z axis because here we turn, so this is on the y axis. Let's focus on the y axis. If I put 30, my element will be here, so now I want to pass on this area, and this is why I will put 20. After I will create also OC curs, so I can just go below cta curves. This circle, we can enter radius $20 f n equal 100. Sm cooln circle will be located here, and now I can create a translation of the circles. Let's create translate, and we will focus on the x axis with zero. On the x axis, I need also to move on the x axis, I will put ten on the y axis, we will put 60, and on the z axis, we will put a value of zero. Let's take a look first and the circle will be located here as you can see it's pretty good. One more time, if you want to create more offset, you define more value here. The circle is located here. Something that I want me, it is a value of eight we will pass directly on this area. Something that I will do, I will change for 60 and he kratom offset with a value of 20, perfect. Now I have this element and I can use the whole features to link the two elements. I think it's pretty better or I can just use also union feature after, but if we use, we can use the features and do something like this. After that, I can validate and just on this area, I just change the symbols and we can use features. I will apply your linear extrude just before this one, linear extrude. The value that I will apply will be 60. I can grab my ex just like that. Perfect. We have this base, we can complete. We can make something like part, can make part, number one, for example, with my linear extrude, and then just on this area can take my part. Number two, just here with the linear ext also. 44. Part modeling part 2: We are going to continue with the creation of this part. Something that I will do is here, I would like to create a cylinder and to create all crossing this area. We'll add a cylinder first just below, I can add cylinder. This cylinder, I will define. If I want to cross, I will put something like 120 and radius number one. But the radius number one, I will put a value of 12 first and redus number to 12. After to do this work, I will define my cylinder. If I just click here, the cylinder will be located on this area. Something that I can do, it's perti better if I add to this Cylander, first, center equal true, and it's perti better if I add also dollar f n equal 100 to increase the number of subdivision. So now my cylinder is located on this area. Let's create a translation of this cylinder. Translate just on the top, about the translation, we need to focus on the axis. Be careful because here the axis, we are not working on the same view. So the axis is here, y axis here, z axis here. This is why I need to translate on the x axis a little bit. Let's put 20 on the y axis, I will focus with a value of 40 and on the z axis, I will change with 20. So Let's take a look first with this here. I will go on this area, and I need to go a little bit on the top. This is why here is the y axis, so I can increase this value. Let's put 50. It's not enough again. Normally if I put a value, something like 60 is pretty good. Because if you increase, if I put 70 will arrive exactly on this area. This is not what I want to do. Fly con 80 will arrive like this. I just want to show you that we can drag and move on the different axis using this type of value, just like that. If I increase, like 100. I will have some space. It's okay for that. Let's change that. And to position in the right way, I will put 60. Then I have 2020. I think it's pretty good, and we can cross this area. I can also make little adjustment on my CD axis and put something like y to be in the miter. Let's crate the difference. I need to crate the difference here we have the linear extreme. Let's crate a difference on this area. I can take difference. Parentheses parentheses, open my symbol and just go here. And close the symbol. Thanks to that, I created this. Now I want to craft another element to crate the le also with a cube on this area. Something that I will do is to add a cube just below. I will craft a cube and I will define a wide for this cube. Here we need to change about the different axis. The first axis will be the wide and I will focus with a value of 100. Then we will have the deep For the deep, I will put something like 80, and for the eight, I will put something like 24. This, if I just validate, it is located here. It's not too bad, but I want to make some translation first. Let's click and translate x axis. First, translate x axis. On the x axis, we are going to make a little translation with minus, for example. On the y axis, we need to make a translation. We don't need to make a translation. I can put zero, and on the z axis. We need to make a translation and In this case, I will translate with yes, n the Z axis, I will translate with -20. And I will take a look here first, and I think it's pretty good for the location here, we have this axis, on this axis first, I can change little bit the position. We need to put 20. Let's take a look s, just like that. Now I need to change on this axis, and it won't be a negative value, but a positive value. Yes, perfect. Now, what I need to enter Ba if I zoom on this area, We put a value of 20 for the upset. I put a value of 18, think it will be protibtor to have exactly the same size, the same thing on the two side. Yes. Perfect. L et's create directly a difference. For this, I have my first difference. Just before my first difference, I will open this symbol, and just after the end of this difference, I will close this symbol. Then I have again this element. We can if we want to open this symbol, but we can just stay like this, it's going to work. If I put just below per number two, and just on the top of this difference, I can tape difference again. Something that I will do is to open the parentheses, close the parentheses, open my symbol here and just on this area, close the symbol totally at the end. I will take a look and we can create like this this type of render. Now what I will do. I want to create a last element. Just here I want to create directly another le. Let's create one more time a cube. But this time this cube, I don't want to position on this part, I will create this cube on the first part. I have my first part here, and just below, we will craft the cube also. Below we can create a cube, just here. What I will enter for this cube, I will enter another wide. For the wide, we will focus with a value of 20 for the DPT, we will focus with a value of let's put 80, and for the eight, we will focus with a value of 40. If I just take a look, I can just click here, so this cube will appear on this area. Maybe I can invert the value because here we have 80, so it's pretty good. But on this area, here, I can invert the value for 40 and the value for 20. Yes, I prefer. Now, it was good about the direction. Let's come back with 20 and let's come back with 40. I just need to c a translation. For the translation, I will go on this area, translate. L et's translate on the x axis. Let's put a value of here we have 60. Can put a value of 60 definitely. Y axis, I will focus with a value of 20 and on the z axis. I will focus with a value directly I will put if I just take a look here, can focus first with a value of 12. If I take a look about this translation, the translation is located here. I think it's pretty good, but it's not enough for this axis. Let's increase 80. Yes, now the element is located here. For this one, if I change for ten, just on this area, I can have my render just here, and I think it's pretty good. Let's change also the value. I need to hear value of ten. I also need to cross totals this area, and this is why on the y axis, I need to change. If I put -20, instead, yes, now it's pretty better. I can use the difference features. First, on this area, just before the linear extrude, I can open this symbol to crato groups, and after this linear extrude, it is the same, I can close this symbol. Now just on the top, I can use one more time difference. Parentheses parentheses, open the symbols, and just at the end here after the cube. I will define the symbols and we can create all just like this. After that's it for the creation of this part, so we use different bolean operation and different type of difference, as you can see. We can also take a look, change the view on this area. Each time when you create a difference, you have this render about the color. It's definitely normal. I can click here, deactivate this view and deactivate this view, just like this. It takes a bit time at the beginning when to crat the polygons to have the right position. Because on the axis, when we craft the polygons, we crate the polygons on the top view. This is why after when c the ex, we need to change the different axis, and this is why it was. 45. Square modeling part 1: In this training, we are going to craft square and to do this type of work. We will start directly with a cube. Let's go and craft a cube. Let's go to start with this cube, and I will enter a wide and I will craft wide value of Yes, I will enter a wide with a value of 200 and I will enter a deep with a value of 40, and I will enter eight with a value of four, just like that. After I will do this type of work, Zoom little out just here. Something that I will do just to go little out here and just validate the view of this element. Just on this area, I just need to invert this one and I will craft my base. After that, I think it's pretty good, but it's little long, I will maybe change a little bit, my size. Just here, I wanted to work with this value, but I think it's not enough, I will increase a little bit with 50 here. After to do this work, we will just center, so I will add on this area center equal true, validate, and I will center my element as you can see. Well craft a cylinder also. I can go on this area, craft a cylinder to use the Mk of ski features. I will enter just H. I don't need to enter H. I will just te two, radius number one, four, radius number two, four, and I will craft something like this. So our cylinder will appear on this area. We don't see anymore, and I will use just the Minko of ski features, Minkoff ski, and I will open like this and I will define my cube and my cylinder inside the Minko of ski. Just like this. After to do this type of work, I need to increase for the Minko ski, I can go here, we have the cylinder, and we can put dollar N equal and increase with the value of 100 for this area. If it's not enough, we can increase little bit with maybe eight and maybe eight on this area to do something like this, perfect. After to do this work, this will be our base. I can go here. I can take base just like this. After I we will add cylinder to create different type of holes. I will create a cylinder just here. And the edge of this cylinder will be 40. The radius number one will be four. We are going to start with the value of four. Maybe we'll increase a little bit after, and R two will be four. After I will show you that we can add variable also. I will define my cylinder. The cylinder will appear here. I can increase with first, I can put center equal t, and I can also add dollar F N equal under, just like this. After to do this type of work, as you can see, we four, maybe you can increase for eight and eight just here, and I will change the position with the translation. This is why we'll use translate. And I will open like this, and I will translate on the x axis with a value of 20, and so we can go here and translate with a value of 2080, y axis 20, axis zero. Y axis, we can start with maybe a value of first ten, and Zaxs zero, just like that. I can put my translation validate, and I think I inverted, just like this and validate. Now the element will appears on this area. It's not enough for this value, we can focus on 14, just here. I think it's pretty good. Here on this area, we have 80. Maybe we can increase a little bit with 90. And here we'll change also put 16 and on this area, 84, perfect. It will be perfect for this first position. Now I will select this one and right click copy. G here, right click and pass. We're going to create something like group one. I can go on this area. I will define just group number one. Each time we'll translate copy and past copy and past. We just need to change the location. For example, here I have 48 and we will put -16 to obtain this render, as you can see. After for this one, I will change with another value like 60, and we will have this elements here. I think it's not enough, we can change maybe five, 54, just like this, or if it's too much, we can decrease 48. Let's put 48. On this area, will put also directly 48. And we have also -16, just like this. Now let's repeat this element in the order side. I can select the group number one copy, and just go on this tape the group number two. Here we are group number one, and we can tape the group number two. I can here for this group. We can just open something to organize and we can open here, and we can close here to have a better organization. Here it is the same, I can open here, and I can also do this type of work to have a better organization. Here we have the base, so it's okay for that. Even if for the base and the Mikovski, if we want, we can also create some group here. On this area, we can also create some group here. Thanks to that, we'll be able to reduce at any moment. Now in the group number two, I just need to invert the position. We have 84 and 60. Here I can tape -84. Here I can tape also -84, and -16 here, I can take -48, -48, and we will have the element in the same way. I just need to put to bolean operation and the bolean operation will be on the top before the base. I will define difference. On this area, I will take difference. What I will use, I will open like this and I will define between this group that we have with the Minkovski, and the Oder one. I can do something like this. If I do like that, I will upturn my render. As you can see it's pretty cod and perfect to create this type of part. 46. Square modeling part 2: We are going to continue with this project. To continue with this with this project, we have the possibility to enter a variable to change the size of the holes, as was explained before for the variable. Totally on the top, we can add a variable. I can take variable just here, and this variable will be for the size of the hole that we have. I can put a variable size like this. On this area, size, I have the possibility to change so we can go on each cylinder, and we have 48 and eight. Something that I can do is to replace for something more simple and just to define eight equal, and we can keep 40, and here we can take ir equal, and we will replace by radius. Here we will replace by radius. Variable sizer. I can put variable radius here if we prefer, and I will replace by variable radius. Now something that I can do is to go and copy this one, and I need to replace each dimension of this cylinder by this one. We need to ops. I think I make something wrong. I need to copy Yes, just like that. I need to copy all this element rightly copy, and I need to replace on each. I could do this before, but I wanted first to craft this part and after to show you how to work with the variable in detail. I can put here. We just need to replace each element by this value. As I explained, you can do this before, but here it was to focus first on the conceptions and after to focus on the conceptions to focus on the variable. So let just change each time I replace my different cylinder, and on this area, replace my different cylinder. It's okay for that. After to do this work, if you just activate a preview, as you can see nothing will happen, you will have just a small hole. Now what I can do, I can just tape radius equal, and I just enter the value that I want. If I want a radius of ten, I can define a radius of ten, Sm cooln don't forget to put a sum colon just here. As you can see, I will be able to increase the radius. This is why it is powerful to use the cube because you can, for example, you want to print this model, so you can print with a radius size of ten. Af after if you want to have exactly the same thing, but only with a different radius, you just need to change one value. If I want four, I can change for four. If I want 12, I can change for 12. As you can see it's pretty good, it's pretty fast. You just need to change the value. But something powerful also is if I define a value of eight. I have the possibility to only on one part to increase. For example, on my group number two, I can put here radius plus and it can be two. Here I can put radius on this one plus two. I will obtain something different for these two ones. It can be also radius here. I can put plus two, on this one, it can be also here I can keep this one, but on the first one, just this writ can be plus two, and here it can be plus two. You just need to change your data and you can obtain something like this for your square as you can see. It is something extremely powerful. After that, I can just see, let's take a glance about the render of our element. Here is the render. You can deactivate this view, and this is our part. If yes, I want to have the same size, I can also remove radius here, remove radius here, and we can remove the radius here and the plus radius here to come back with this value. Now I can go in this area. We have eight, I think it's pretty good that we can change if we need. 47. Plot modeling part 1: In this training, we are going to create a plot, and it's going to be interesting because first we will create a base and after we create element around this base. First things to do to create this plot, I will create a first cylinder. I will go on this area and I will create a cylnder, with eight, and I will define eight of ten, and then radius number one with value of 80, and a radius number two with a value of 80. And after that, I can put a. I'm not going to apply Center, but I will add subdivision. So after Koa will add dollar Fn equal, and I will put a value of 120. I can zoom little out and just start with this cylinder. After I will define a second cylinder just below. I will go on this area, we'll click on cylinder, and I will define another dimensions. Ten, one more time on this area. But here we'll change the size for 50 for the radius number one and 50 for the radius number two. Then bracket parenthesis, and I will be able to translate this cylinder to put little bit on the top of the first cylinder with translate. And we'll apply a value of x ax zero, y ax zero, n z axis. I will change with value of 40. It's okay for that. Let's take a look about the position of this cylinder so 1050. We have then now a second cylinder, and we need to put a translation. Here, I don't see anything because I forgot to change he put to bracket. It's not going to work properly. So now if I just validate yes, it's okay, I have my second cylinder. I will also change for dollar F n equal, and we will put a value of 120. Perfect. Now I have these two cylinder. Maybe it's little to hide. Let's just reduce the value of 40 for, I would like to link this two part. For this, we will use features. Totally on the top, I will create parentheses and parentheses, open these symbols and just close these symbols and just validate to create this type of element perfect. Now something that I would like to do is to craft all in the medel. First, I will create an other cylinder. This cylinder, I will put the g of 100. Radius number one, we will put a value of 30, radius number to 30, and I will add center equal true this time, center equal true, and at the same time dollar Fn equal 120. It's okay for that. I have this cylinder, I can zoom little ot and just validate the render and we can see the cylinder appearing on this area. Maybe I can increase and it will be the size, 140. Not for the number of subdivision just here on this area, 120, it will be pretty good. If you just want to cross to just to see better the render, I can put 150, and I want to create a hole in the midle. To create a hole in the madels, I can go just on the top. And I will add deference. After I will open the parentheses, close the parentheses one more time, and use the symbols, I will go at the end and use the symbol, also, and if I just validate, I can craft my hole in the dels. Now let's just talk about the organization and the organization will be just my part number one. I can take my part number one just here. It's okay for this first part. After I will craft another element and this element will repeat around this base. It's okay for this part. 48. Plot modeling part 2: We are going to continue with the creation of this plot. Something that I will do is to go on this area and we will take part number two. I will focus on a square and a circle and after I will use features because I want to create rounded corners, but only one rounded corners. First, let's create a square. And this square, the wide will be 200, the eight will be 100. I will complete by I want center equal true. It's going to be okay. And I will just validate. Now I need to translate this element. I can take translate, and after to use the translate value, I will focus on the x axis, and first I will put at 100. After on the y axis zero and z axis, zero also. It's okay for that. Let's take a look about this square. First, I need to translate this element. Element will appear in this area. I need to come back to my axis. As you can see it's too much. Something that we will do is to reduce. I think I will add a center equal. It's going to be p better for what I want to do. I will add center equal just like this. After to do this work, I will also change the value. Let's tap 201st, little to merge let tap 240 and arrive around this area. Perfect. After to do this type of work, I will increase lit this value with 40. I will craft a circle just on the right. To craft this circle, I can just go below and I will add cs I will define a radius for this circle, the radius will be 20. I will craft the translation. I can use this translation, copy this translation, and just pass the translation. I will put the translation at 400 to start on the x axis, and my circle is located here. It just little too much, we can dice little bit. Let's try your value of 280, and it's going to be good for what I want to do. Now what I will do is to link these two parts. For this, we can use one more time the ll feature. I can go in this area. I can take ll and s, parentheses parentheses, open the symbols and close these symbols here and validate and we can use features. Now, just on the top of the ll features, I want to craton extrusion. I will use the linear extrude linear extrude, and I will define a value of ten for this linear extrusions, and I will just validate. Now what I will do it to add a cylinder to craft all in this area. But first, if I zoom a little bit, as you can see, we don't have enough subdivision here. Something that I can do is to click on the circles and add the dollar F N equal, and we will use 121 more time. Now we have a Peter subdivision. I will craft another cylinder just below. First, before the linear trudge here, we can crate a group, so I will use these symbols, and just at the end, here I will use this symbol, and after that, I can crate my cylinder. Let's define a new cylinder with a H value of 40. Then we will use another value of 12 and another value of 12. 40, 12, and 12. Semiclumn, and I will translate this element. I can just click this translation here and right click copies the translation, right click and pass the translation. Here we have 380. Maybe I can reduce a little bit more for 340, and I can add on this area center. Equal true and dollar f n equal 121 more times. So let's click here, and as you can see the cylinder appearing on this area. I want the cylinder a little bit more on the right, so it means here, so I can increase the value. Let's put normally if I put 280, yes, the location will be perfect. Now I need to subtract the cylinder from the cube from from this entity. For this, I can use The difference features. First things to do, here it is to create something like a group. I will use this symbol and I will close this symbol. Now just before the linear extrude, I can use the difference feature, but you need to put this just before the linear extrude after to use this symbol and to close with this symbol. I can use difference. Parenthesis parenthesis, open the symbol one more time. I go totally at the end and close again with this symbol. Now I can validate and I can create my difference. Now, totally on the top just before the difference, I can create a translation to translate all all the elements below, and this is the reason for which I will use for my translation. I will focus on the axis with minus. I will put minus I think -80 will be pretty good, zero on the y axis, and zero on the Zaxs. After to do this work, I can just validate and we can drag and move the element as you can see on this area. That's it. This is how to focus. We have this element. Something interesting we'll be able to adjust. If it is too long, we can also make some transformation. If I put Minus 1100 here, maybe it will be pretty good, we have still the element inside without any problem and it's going to work properly. Let's focus for example, with 180, -100. It's okay. Now we have this element, and I would like to rotate this element. How to do this. First, before the translation, we need to create a group one more time. I need to use this symbol and to have inside this symbol all the element just below, and I need one more time to close the symbol. It's extremely important to understand the structure when you use this symbol to create complete groups. Now I have all this element, as you can see, all this element, and I can apply transformation on all this element. How to do this. I will use the rotate features to turn around the Z axis. First type rotate, and on the rotate features, I will focus on the x axis at zero on the y axis at zero and on the Zaxis, I need to apply value. I need to define a word. What words I will use, we will define repeat. I will close my bracket colon, I will close my bracket parentheses, and just before the rotate, we need to add a condition now. I will use four parentheses, and I will define repeat. As explained before, in the different features that we learn. I use repeat equal and I need to open this bracket and I need to define the start to increment at the end. The start point will be at zero. Then the increment in my case, will be 45 because I want to have eight t, and the final will be at 360 to make a complete term. I will close this bracket and we can do something like this. Now if I Zoom little I would, we can repeat this element all around eight times when I click here. That's it. That's perfect. Take a glance about the sickness, it matched perfectly here. Something that we can do after if I want to change the number, I just need to change this value here. If for example, I define 60, I will have less entity like six entity. If I define 30, I will have more. Just like this. This is why it is extremely powerful to use the code because just changing one value in this case, you can for example, have your models, you change one well value and you can create a transformation and adjustment for, for example, more element a round, you just need to change one features here. In my case, let's put for example 45. That's it, this is how we have created this element. We have created the structure with two parts. This is a part number one just here, and we have the part number two just here also. Now, some thing that I will do, is to click here. We can deactivate the view of the grid. I can also work. This is the orthogonal view, as you can see, and this is the perspective view. Very interesting training to see some features like the features, difference features, linear extrate features, how to create primitive shapes, create translation also on this training. Okay.