Spline Masterclass: 3D Modelling, Sculpting, Animating and Web Integration | ItsDavid | Skillshare
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Spline Masterclass: 3D Modelling, Sculpting, Animating and Web Integration

teacher avatar ItsDavid, 3D & Webdesigner, Developer

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

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.

      Welcome and Course Overview

      1:41

    • 2.

      Spline Dependencies and Sign Up

      0:53

    • 3.

      Getting started with the Spline Dashboard and create your first Scene

      2:11

    • 4.

      Introduction to the Spline Interface and Controls

      11:05

    • 5.

      Basic Shapes & Modelling

      16:04

    • 6.

      Light Sources & Shadows

      5:19

    • 7.

      Materials in Spline

      30:19

    • 8.

      Boolean Modifier

      3:49

    • 9.

      3D Paths

      7:28

    • 10.

      3D Sculpting with Brushes

      4:02

    • 11.

      Advanced 3D Modelling Functions

      19:23

    • 12.

      Physics

      13:03

    • 13.

      Cloner Module

      6:20

    • 14.

      States & Events

      25:24

    • 15.

      States & Events Project

      12:09

    • 16.

      Particles

      22:18

    • 17.

      Implementing Variables

      20:12

    • 18.

      Components

      27:46

    • 19.

      3D Camera

      13:20

    • 20.

      Spline Export Settings And Scene Optimization

      14:14

    • 21.

      Export into your Webflow, Wordpress or Framer Website

      4:59

    • 22.

      Export as Image, Video or for 3D printing

      6:03

    • 23.

      Project: EVE from WALLE | Part 1

      30:06

    • 24.

      Project: EVE from WALLE | Part 2

      36:40

    • 25.

      Project: Stopwatch | Part 1

      26:20

    • 26.

      Project: Stopwatch | Part 2

      29:18

    • 27.

      Project: Portal | Part 1

      17:52

    • 28.

      Project: Portal | Part 2

      17:49

    • 29.

      Project: Flight Unit | Part 1

      22:46

    • 30.

      Project: Flight Unit | Part 2

      23:16

    • 31.

      Project: Flight Unit | Part 3

      18:27

    • 32.

      Project: Flight Unit | Part 4

      14:50

    • 33.

      Project: Flight Unit | Part 5

      17:25

    • 34.

      Project: Flight Unit | Part 6

      15:27

    • 35.

      Project: Flight Unit | Part 7

      17:18

    • 36.

      Project: Flight Unit | Part 8

      18:26

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About This Class

Master 3D Design & Interactive Experiences with Spline

Unlock the full potential of 3D design with Spline, the revolutionary tool that’s transforming how we create and collaborate in the digital space. Whether you're a designer, developer, or creative professional, this course will empower you to craft stunning 3D scenes, model intricate objects, and design interactive experiences—all within an intuitive, web-based platform.

What You’ll Learn:

  • 3D Scene Creation: Learn to build and customize 3D scenes, adding depth and dimension to your designs.
  • Material Editing: Dive into material layers to fine-tune the appearance of your models, from textures to colors.
  • Cinematic Lighting: Create immersive environments by mastering lighting techniques that bring your scenes to life.
  • Interactive Experiences: Design dynamic, interactive elements using events like drag-and-drop, mouse hover, and more.
  • 3D Sculpting & Modeling: Discover how easy it is to sculpt organic shapes and model complex objects with Spline's powerful tools.
  • Animation: Animate your 3D objects effortlessly, adding motion and realism to your designs.
  • Realtime Collaboration: Collaborate with your team in real-time, making it easier than ever to work together on 3D projects.

Why Spline?

  • Web3 Ready: Perfect for web3 projects, Spline makes it simple to integrate your 3D designs into web environments.
  • Realtime Collaboration: Work with your team in a collaborative, real-time setting, ensuring everyone stays on the same page.
  • Ease of Use: Spline is designed to be accessible to everyone, from beginners to seasoned professionals. No coding required!

Who This Course Is For:

  • Designers: Graphic, web, or product designers looking to break into 3D.
  • Programmers & Developers: Those interested in adding interactive 3D elements to their web projects.
  • Freelancers: Creatives seeking to expand their skill set and offer more to their clients.
  • 3D Modellers & Animators: Professionals aiming to explore a new tool that simplifies 3D design and animation.
  • Game Designers/Developers: Those who want to integrate 3D objects and physics into their games.
  • Anyone Interested in Visuals & Art: If you’re passionate about animations, modeling, or digital art, this course is for you.

Get Started with Spline:

Join us in this exciting journey to master Spline and create breathtaking 3D designs. Whether you’re looking to enhance your current skills or explore a new creative outlet, this course will guide you every step of the way. Let’s bring your ideas to life in 3D!

Meet Your Teacher

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ItsDavid

3D & Webdesigner, Developer

Teacher

Join me, David, a creative agency owner from Freiburg, Germany, as I share my passion for design and technology. In this course, you'll dive into the exciting world of 3D Design, Web Development, and UI/UX Design. Whether you're just starting out or looking to sharpen your skills, I'll guide you every step of the way with practical insights and hands-on experience. I'm excited to help you grow as a designer and developer. Feel free to reach out anytime -- I'm here to support you on this journey. Let's create something amazing together! More at Spline Course.

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Transcripts

1. Welcome and Course Overview: Welcome to Spline Master class. This course is for everyone who loves three D design. Whether you're just starting out or you're already a pro. This course is designed to help you grow your skills at any level. But what is Spline? Spline is an intuitive three D design tool that allows you to create, animate, and edit three D models directly in your browser. It's perfect for anyone looking to bring their ideas to life through interactive experiences or detailed animations. Spline projects are easily integrated into websites and apps and can be used for three D printing and virtual reality, expanding your creative possibilities even further. Join us as we learn together and master the art of three D design. From modeling objects to animating them like a pro, this course covers it all. Our mission is to unleash your creativity and guide you toward becoming a successful three D designer. We're thrilled to have you on board. Let's get started and turn your creative visions into reality. Hello, guys, and welcome to Spline Masterclass. My name is David. I'm a creative agency owner from Fry Book, Germany. We use Spline a lot for our client projects, and if you are also interested in how you can integrate Spine into your workflow, then this course is just right for you. In this course, you will learn the essentials of Spline from creating and also animating three D objects to integrating them seamlessly into your designed projects. Will also explore some more advanced techniques to help you to create interactive and immersive experiences. So happy to have you on board, and then let's get started. 2. Spline Dependencies and Sign Up: So to get started with Spline, you simply have to go to the website here. So the U L bar, just simply type in Spline dot design. And then you will be redirected to the website. And if you go down here, maybe you now see that you have different kind of options to choose from. So for example, you can just use the browser integration here, which I can also just recommend. It's quite fast and also hardware independent, but you can also just download Splide for MCO S and also for windows here. But if you choose just the browser integration, you can then just click on Browser, or you can just click on Get Started. And then you will be redirected to a sign up process, and if you've done so, your dashboard should look something like this. 3. Getting started with the Spline Dashboard and create your first Scene: So now if you successfully created your accountant spline, your window will look something like this here. So this is just the main dashboard. And on the left side here, you have some different topics to choose from. So for example, now, if we maybe go to my files here, you now see all your files that you just generated or created in the grid here, so you can access it from here. Then next up, we have the generate tab where you can just create some shapes with the help of AI. This is a kind of new feature topline, but feel free to check it out. And then the next one here is shared with me tab, where team members or anyone else can just share, some projects with you and you can access it then from here. So next up, we have the community tab here. So in this tab, everyone of the community can simply publish their own projects here with everyone else. So maybe if I click on one of those projects here, you can see that I can like it or even remix or duplicate it. Can also start a conversation with them and give some feedback. So this is just a nice way to get some inspiration, and you can also just use it for your own projects here. So, and then we also have some tutorials here from the Spline team. So this is also a nice way if you're new to Spline. You can just check out those here, and this just gives you a little nice explanation of how spline works and what's possible here. And we also got here a little library with some yeah, pre bil stuff here from Spline, so you can also just check this one out. But for now, we will just go back to our home tap, and from here, we will create a new project. And to do so, we will just click on this blue button here, so new file. And then we will be asked what kind of project we want to do. But you can also just leave it out and click on any space here outside of the box, and then you just created a blank project spline. 4. Introduction to the Spline Interface and Controls: So welcome to the lecture fundamentals of Spline. In this lecture, we will do a little introduction to the Spline interface and also the controls. We will make some basic shape modeling and talk about light sources and shadows. And we will also introduce the topic materials. And yeah, let's get started. So whenever you create a new object or project in spline, your window will look something like this here. So this is just the basic and default scene set up. And in some here, you have three tool bars, so you have a left tool bar here. You have a top tool bar and also a right tool bar here. So, and maybe we will just start with the top tuba here. So if we go on the left side on this little plus icon, we now see a bunch of options that we can choose here. So we have two dimensional shaves, we have text elements. We have three dimensional shaves, for instance, and we also got some things like cameras or light sources here. But we will just go and take a deeper dive in some other videos of this cause. So for now, we will just talk about the interface and controls here. So we will just leave it out for now. So and then we will just continue with the right side here. So this one is a nice little AI generation to where you can create shapes by the help of AI. Then we have some often use functions here that are just yeah, very popular, and so you can access them just faster. Then you can choose in between the selection tool or the commenting tool, so you can also comment anywhere you want here and just leave some comments for your team partners. And then next up, you can edit your frame here, by default, it's just your screen size, but you can just change it to any size you want here. Then we got this little zoom factor here. So if we zoom in and out, this value is just getting changed. Then we have the pot tap here, which we talk in the end of the course, and we have also this little play button where we can actually just a render our scene here. So whenever you create a new scene, you have those two objects here created automatically, so you've got a little rectangle here, which we will call the base plane, and you also got this direction alight here. So and maybe for clarification, those two objects are not like really special, so you can create them whenever you want here from the top tuba also. So it's just a simple rectangle and the directional light. So if you don't want them, you can delete them by any time here. And now what you may also notice is that depending on what object I select here, it will be also selected here on the left side, but So again, maybe if I just click on the tan or the base plane, it will then also be selected here in the left side bar. And then also if I maybe just drag across here, I can select both of them. And then you also see that both of those objects are now highlighted in blue here. And now we can also add just new shapes to our scene here. So if we go back to our top tuber here, I will maybe just insert this cube. So if it's activated now, I can hover around my base plane here or also anywhere in the scene. But for now, I will just use the base plane now. And you may be noticed now that it's getting a red highlight here, and this just simply means when I click on it, it will be connected to the base plane here now. I could also just, yeah, place it anywhere in the scene here, and then it's just a moving around in the sky here, so I will just leave it here on the base plane. So now you just created a que per on the plane. And now, of course, we are in a three dimensional space, so we can also just orbit around here. And to do so, you just have to click Option, and then your left mouse key, and then you can rotate around in your sphere. And then you also see now that your cube you just created is connected to the base plane behind of it. But you can not only bit around, you can also, yeah, drag your view around. And to do so, you can just simply click on your mouse wheel, and then you can just move your object from one side to the other side or also up and down here. So this is just a nice little orientation help. So again, you can zoom, you can bit while holding option and your left mouse here. And then you can also just drag it around here. Then on the bottom here, you have the orthographic or the perspective view. So maybe if I will rotate it now here a little bit and change to the perspective view. You now see it looks like, yeah, you have a bit of more field of view. So you see it a little bit wider. But this is just personal preference, so you can just check out what you prefer here. So now I will maybe just reorientate the view here to the front view, Zoom in a little bit and align the camera here to the middle. And now on the left side, you also see that the cube was also added to the left side by here. And now if we click on any object here, you also see this little coordinate system here. So for example, the cube is now selected. And now while clicking on this arrow, I can just move it around here. I can also move it to the top here or to the bottom. Maybe if I rearrange the view again, you also see the third arrow, and here you can just push it forwards or backwards. And you also can change the angle here, so you can give it a twist in any direction you want here. But of course, we can not only move them separately, we can also just move them together. For example, if I drag across here, you now see that both the cube and the rectangle are now selected, and then I can just move them together here or also giving them a twist here. But now you can imagine if we have multiple components here, I can get quite confusing here. And to get also a little bit of structure inside of your project, you can also group up those elements. So for example, now, if both are selected here, you can do a right click here, and then you see the group selection here. You could also use the shortcut command N G here. And then you see a group was created, and whenever this group is selected, you can then also just move them together here. For an even better structure here, you can also then just rename your group or shapes dependent on what you have now here. Again, just do a right click here, and then you see the rename function. So I will maybe just call it new group. This is just also a little nice way to get more structure in your project. And then also on the left side here, you have the possibility to hide different kind of shapes here. So for example, now, if I want the rectangle or the base plane to be invisible, I just simply click on this little icon, and then it will be removed from the scene, so it's not really removed. It's just invisible. And you can just make it visible again, then by clicking on the icon again here. And again, for the group, if you click here on the icon, you then just simply hide the whole group here. And then what's also possible is to lock groups or specific shapes here. So by clicking on this little lock icon, and whenever it's locked, I cannot select them anymore or move them. So this is just good when you have some objects that shouldn't be moved anymore, so you can just save them here with this lock icon. And then on the top side here, you also have an assets panel here. So this is mainly used to, yeah, integrate your own assets into Spline. So for example, you can use your own images or videos and also maybe sounds. So this is a way to upload it here to Spline, and then you can integrate it afterwards to shapes or animations or anything else. But this will be also shown in a later video, so stay tuned for this one. So this is just here for a complete guide how to use the left side bar. So what's also a nice feature is the library. So if you go onto the bottom here, you see the library tab, and from here, you can just simply integrate some pre built shapes here from the spline program. So for example, now, this shopping bag, I can just drag inside of here. And maybe I will just hide our group here. And then you just have this little nice shopping bag already integrated into spline, and you can use it for your further projects. And then down below, we also have the import function here. So again, you can, as already mentioned, you can upload your own videos or images here, but you can also use three D models instead. So you don't have to build them manually. You can also just integrate them here by GTF, STL, FBI or OBJ file. You can again, also integran sounds or Gausan splits here, and also some local spline scenes. So if feel free to use the import function as well here. And maybe also a little introduction here to the right side bar here. So the right side bar is mainly here for things like post processing, modeling, or animating your projects. So you have just a bunch of different options here that you can activate, deactivate, or even adjust. So you don't have to worry about it for now. So in the further course, we will just talk about it step by step, and then we will just guide you through all of those properties here. But for now, I hope this was a little nice overview to the spine interface, and then I will see you in the next lecture. 5. Basic Shapes & Modelling: So for now we will take a walk through to the different kind of shapes that are available in the spline editor. So if you're not interested in watching every property of every shape, feel free to skip to the next part of the course. So but for now, we will start with the first shape. So if you go to the top toe by here, you will see some two D shapes. So in total, you have the rectangle, the ellipse, the triangle the pentagon and the star f, the first demonstration. So first, we will take the rectangle here. Place it on the plane here. For better visibility, I'm going to change the color of the plane now, so you guys see the shapes. And if you press now option and shift, you can resize this plane to any size you want. Also, if you look on the red side now, you have a table called shape here, and also here, you can change the size of the plane here or the rectangle. And also you can change the cornices of the rectangle, so you can make it rounded. You can extrude the rectangle. You can boveel it for smooth edges, and you can increase the bevel sides re. So the second shape is the ellipse. So if we go to the top Toba here and click on the lips part. You can again put it on the base plane and with option and shift. You can make it bigger or make it bigger. For instance, you can also change the properties here in the right tuba. In X and Y position, you can change the size here. You can also make a ring. You can change the angle. So it's more like a progress bar or something. You can change the sides, so it's more edgy. More rounded. You can extrude it, of course, and bevel it for smoother edges and also increase the bevel sides. The third object now is the triangle. In the top tuba, click on the triangle. Again, you can increase the size with option and shift, or in the right. You can increase the x component for the y component. Then you can choose between the equilateral or the wreck. We see the difference here. You can again smooth out the corners for a more round triangle. You can extrude it. Bevel it for smoother edges and increase bevel sides. Then the fourth object, it's called a pentagon here. If you click on the top tuba, place it on the plane, and again, increase the size with option and shift in every direction. You can also change the size here in the right tuba in way, axis. You can increase or decrease the sides of the pentagon. For instance, if we take eight here, you have an octagon. You can also smooth out the corners again. You can extrude it. Beveled, and increase the bevel sites. The next shape is called the star. And the tortuba, take the star topic here, increase it with option and shift the size. Again, you can also increase the size here in the right tuba in x and y. You can increase or decrease the sides of the star. You can move out or move in. The inner part of the star. You can adapt an angle, only a half star or a full star or something else. Then again, you can smooth out the corners, more rounded star. You can extrude it of co again, and then bevel it also. On much smooer edges. It looks maybe like a gear or something. Again, you can increase the bevel sides. The next shape will be the text element. The UI is going to be skipped for now. We will talk about this later. For now, we talk about the text element. Place it here on the base plane. On the right side, you see tap called content where you can write anything you want. I will texplain for now. Then you can increase the font size as you want. Make sure that the parent element also fits to the font size. Make this element a bit bigger if you want to have a more bigger font size, can also d the line heat now, the spacing between the ladders. The font type, can also change here. You can also upload an n font if you want, and you can also choose between old Italic or some other styles. You can align the text as you want. Both in horizontal and vertical direction. You can choose between the case. And also, again, you can extrude the text Bevet. As you want, and also increase it level sits. Then up next, we have the path element. Again, top Tuba and then choose the path tool here. Click on the base plane, and then you can begin to draw your path here. Maybe something like this, for example, with Escape, you can go out of the path tool. Then again, on the right tool bar, we have now some settings that we can go to. For instance, we can change the shape to a polygon or star or something else. We'll keep it as a circle from now. You can increase or decrease the size in x and y, you can form a ring. It's like a tunnel or something. You can adapt the angle, so half a tunnel or full tunnel. Can change the sides here, so more edgy, or more rounded. Let's go for this now. You can or decrease the depth. You can maybe make a transition with it or adapting your model with it, can change an offset, so it begins later. Can change the angle. The twist, and the scale. For instance, the beginning now is much smaller, and the end is bigger. And then also in the top part here, you can increase the corners, so it's more rounded. And also, you can increase the subdivision layer, so it's more precise. Next up, we have the three D elements. So again, go to the top two bar. You will find the three D elements here. So we will talk about cubes phere, cylinder, Toros helix cone pyramid, and so on here. So now let's take a simple cube. Make it bigger with option and shift. Again, on the right side, you can now increase the corners, so it's more rounded. If it's zero corners, it's pretty edgy. And you can also increase or decrease the corner sits. Next step, we can go with the sphere element for now. So take the sphere here, increase the size with option and shift. Again, here on the right two, you can now adapt the sizes and x y and that. Of course, we're now in the three D space, we have another that axis now. And here you can also slice the sphere. The next shape is going to be a cylinder, and the top to b click on cylinder, make it a little bit bigger with option and shift. Then on the right to b again, you can increase or decrease the size and x y and that. Direction. You can. I'm going to bring this up a little bit. You can increase or decrease the size of top and bottom here. You can choose between an angle. So maybe half a cylinder or a full cylinder here. You can choose if you want to have a cap or not. You can make it hollow. If you look inside, it's now hollow. And you can increase or decrease the corner for more edgy cylinder, and also again, the sides of the corner. The next up, we have the Taurus. So click on the top two of Taurus, place it on the base plane. Again, on the right side, you can increase or decrease the size. Can increase or decrease the tube size, be careful with it because it can be quite overloading. So then you can make it more edgy or more rounded. You can also adapt the radio sides here. You can slice it in any degree you want. Again, like a progress bow or something. You can also if you slice it, you can also increase the corner here for a more rounded edge, and again, increase also the corner sides here for more precise. Then next up, we have the helix. Top tober again, choose a helix shape, place it on the base plane. Then again, we can adapt x y in that direction. You can make it twisting as you want. So you see it better. So you see what the revolution does. You can make it more edgy or round it again with the sides part here. You can increase the radius of the path. Can also adapt it to this more edgy or more rounded part of the radius, can in or decrease the corners. Again, also the corner sits better precision. For instance, you can model like a suspension of a car or something with it. It can also be quite helpful or a spring, for instance. Then next, we have the cone. Place it on the base plane, make it a little bit bigger. Bring this up real quick. Now again, you can adapt the x y and that coordinate here. Change the sides here. So like more edgy, or more rounded, both in y, and x direction, can change the angle. The corners. For instance, you can make a water drop or something with it. Again, also increase the corner sides for a better precision here. Then next up, we have the pyramid. Make it a little bit bigger now with option and shift. This up here. And again, increase or decrease the size. Bring up more sides to it, both in x and y direction. And also smooth it out. Smooth it out if you want to. Then next step, we have the icosahedron. Let's take this one for now. Place it on the base plane. Make it bigger with option and shift. Move it up real quick. And again, change the size of it in both x and y, and that direction, can give it more detail or less detail. Can smooth out the corners and the corner sides again. Then next up, we have the dodecahedron. So again, place it on the base plane and same as before. Make it bigger, move it up. And like same properties now here, you can change the details. You can make it more softly. Can increase corner sides or change the properties in x y and that direction. The next s we have the Taurus not. Choose the Taurus not here, place it on the base plane. Move it up a little bit. Get bigger with option and shift, like that. Then again, on the right side, you can also adapt here the Y and that axis properties. You can increase or decrease the path radius here. The pf slides, so more g or more rounded. You can also adapt the radial sides for more or more rounded, and you can also change the factor P and Q here. Maybe like this, like that. It's more crystal inside here. And last but not least, we have a lave that it's also quite helpful to know about. And here on the right side, you can also adapt x y and that axis to anything you want. You can decrease or increase the x and y sits. For this, you can drag around. You see what it does. You can also make a drop or something or maybe like you know it from a rocket, the fire that comes out of the rocket. You can model something like this. Also the lave can be quite helpful to use. 6. Light Sources & Shadows: So let it shine. So in this tout, we're going to talk about shadows and light sources and how they affect each other. So if we head over to our basic spline scene here, we see our base plane, and to show you how we can achieve shadows and light sources, I'm going to place two objects again on the base plane. So just the basic up. I have to reduce the corners again. And then make it a little bit larger here. So we see the shadows nice and smoothly. So maybe one bigger in the back, and then we're going to duplicate it command. And place a small object in front of the bigger one. So in the base scene, you also notice that there's also a direction light active. This is just a basic setting. So if there wouldn't be any light, you would basically see nothing. So this is also the default of the default light, you can activate it or deactivate it. But to show all the light sources, I'm going to place a new one here. So if you go to the top tub here and choose a directional light, and place it in front of the two objects. A little bit centered, a little bit up here. Now you also see that the first one is producing a shadow to the second one here. So if you activate the light now, you see on the right side that there is a light tap, which have some different properties. For instance, we can change the color of the light. We can change the intensity of the light. You can also choose if the objects that are lightened up by the direction light receiving shadows or not. I can deactivate the shadows and reactivate them. Again, I can change the resolution of the shadows. Maybe go with a huge resolution, we see a more clear shadow, but I would be quite careful with it. So higher resolution shadows are more computing intense. So be careful with this. You can also change the size of the shadow, the blur and also the p numbra. So if you guys don't know what pin number is, we'll show you this picture here. So for instance, this is our shape here, and this is a directional light. And this is here, the second shape in the background, and you see the darker part is called the umbra, and the more light lighter part around the umbra is called the P numbra. So yeah, this is basically it for the directional light. And we have also two more light sources. So for instance, we place a point light now. Maybe move it here between both of the shapes. And also again, now on the right side, you see some new properties for the point light. But again, you can change the color of the point lights, or maybe some blue. Can change the intensity, the distance, the decay, so it's basically the opacity of the light. You guys may know it from from colors or something, so you can change the opacity here. You can also again choose if you want shadows or not, and the resolution and the rad is here. You guys see now the difference between both of the lights, so the point light is more centered and the direction lights in one direction. So then we can also put the third light source, which is available here in the Toptuba, which is the spotlight. And maybe bring this up here a little bit. So this is a spotlight here, and again, you have some properties that you can change now. So you can change the color here again, the intensity, the distance, the angle, which is new here and the spotlight, can change slur, DK opacity. Again, you can choose if you want to have shadows or not. Yeah, this are the basic principles of light sources and shadows here and in combination with materials, and so on, you will see in the further cost tutorials that it can be more complex, so this is just an easy example to get to know light sources and shadows. And yeah, we will work our way through this. 7. Materials in Spline: So in this lecture, we will talk about materials, which is quite important, but also big topic here. As you can imagine, no matter what shape you're building, or also no matter what animation you're creating. It comes to life with some different sets of materials, and this is what I'm going to show you now, what's possible here, and let's get started. So back in our Spline program here, I will just quickly create a little text here. And for the content, I will maybe just write material. Make it a little bit bigger here. And now you notice whenever you create an object, no matter if it's a text or a shape or anything else, you always have this kind of like gray look here. And this is just the default material created by spline here, which consists of a color and a lighting here. So in general, this is a material tap here, so every material properties will just be inserted or deleted here. And again, just by default, you have your color and lighting here, which then concludes in this gray look here. And now what's quite important to notice here is that materials are generally build up in layers here. So for example, now we have a lighting layer and the color layer, but we can now also add another layer here, and this can be done by this plus ich in here, and then a new layer is created. So by default, it's again, just the color layer here. But if you now click on this little arrow down here, you now have a bunch of options which you can choose from here. About all these options, we will talk in a few minutes. For now, I will just give a quickly and general overview of the material tap here. So this is how you can create a new layer, but you can also just delete it here by using the red X here, and you can also just hide your material layer by clicking on this i icon here, so you can hide it or show it. Here on the top by the value 100, this is just your overall opacity here. So if you maybe reduce your opacity here to 30, you now see that the material tax is getting a lot darker here because the opacity was reduced. And this can be then just changed again to 100 here. But also, some layers have, yeah, their own opacity tap here, so you don't have to reduce the opacity overall. You can also just change the opacity here from layer to layer. But again, this is not possible for every material layer, so keep in mind to look at what's possible here. So the next s, we also have this little icon here, which is the blending mode, so you have normal multiply screen and overlay. But yeah, what this does, we will also talk about in a few minutes here, so I will not go deeper inside of here. Next s, you also have those four dots here. And if you click on it, material assets library will open here. So by general, you can also just a save your material at any time. So by just clicking on this plus icon, you will just save your settings from down below here. You can also just give it a name, so maybe just defol material. And you also just have some materials here from the spline library which you can use. Here are a bunch of different materials from patterns to gradients, but also metals and many, many more, so you can just take one of those if you want. And yeah, this is just the general introduction now for the material tap here. And maybe if you don't bound the material, you can also just unbound it again, and then you have your layer structure again. So again, this is just when you're using a material from the library here, you can then just unlink it again, and then you have your material layer structure again. So and now to show you guys what the different material layers do, I just prepared a kind of matrix here for every material layer. So we have just here on the left side, all material layers that are available in spline here, and on the right side, we have a different blending mode here. So now to show you guys what the different material properties do in the end. I just prepared a little yeah, like matrix here, which has every material layer inside of here, and also every blending mode here, which I just talked about. So we kind of have now here maybe for the first material layer, the lighting layer. We have now here the normal lighting layer, then we have a multiplier, then the screen. And then the overlay. And this is just then continued for every material layer here. And then we will just simply walk through, do the different material layers, and we will just start now with the lighting layer. So now we have our four spheres here, and again, they just differ by the blending mode here. So they have all kind of the same material properties, but just another blending mode here and the lighting material layer. So and if you insert a lighting material layer in your material group, this just basically means that your material is actually interacting with the lighting environment. So, for example, if I maybe just deactivate the lighting layer, you now see that the color is just gray here and doesn't really interact with our directional light or any light source that is available in the scene. And this is just in general, what the lighting layer does. So and then if we go inside of the lighting material layer here, we just see a bunch of options that we can change here. So, for example, I just made every reflection here in the color rete, so you see it just a little bit better. But we will maybe just start here with the type of the lighting. And for the type, you've got four different options to choose from. So you've got Lambert, Fong, physical and tune here, and the most commonly used are Lambert and Fong. So they differ kind of like in the way that Fong has a specular reflection here, and Lambert does not. So Lambert is most likely to get used for, like mad materials, and Fong is for yeah, more like shiny materials here. So the funk type is just in generally selected by defolt here and spline. And you just saw that I changed the color of it, so you can just change the color of the specular reflection here, and you can also increase or decrease the shininess. So you get a more concentrated area of the specular reflection here, or you can also smooth it out a little bit here. Now if we choose a type lambert here, you now see that the specular reflection disappears now. And now if I change the color here of the lambert, you see what it does. So you don't have a really concentrated area of reflection. You just have a more kind of like smoothed out lighting behavior in lambert. And this is just great for using in mat materials. So next s, you have the physical lighting type here. This one also got a specular reflection, but you can just change some more options here. So you can increase or decrease the roughness here. You can increase or decrease the metalness, and also the reflectivity here. And last but not least, we have the tune lighting layer, and this one is also just a little bit of a mixture of everything here. So you can change the color and also the shining is here. So next, we have fresnel here. And again, for the setup, we have the same material setup for every of those spheres here. They just differ in the blending mode here. And maybe what I have to mention is that we just kept now our lighting layer here, so maybe if you just deactivate it, you see how it looks like without the lighting layer, but I think the lighting layer is just an important layer, and I will just keep it inside of, every other showcasing here for the materials. So, and next up, we have met caps here. So Mt caps simply stands for a material capture. So it's, yeah, kind of a material with a single texture that stores static lighting and reflection information here. And you can just access some met gaps here from the spline library. So if you just inserted a met caap layer here, you can just simply brow some of the suplne libraries here. So you have different options to choose from, and every of those just has a different texture and also some different reflection informations here. But I will maybe just stick around with this here. And now again, you see by using different blending modes here, how it looks. And this connection here between all of those layers is actually one I personally also use a lot. So the lighting fresnel and Mt cap one here. So with this combination, you just can create some yeah, realistic materials. And you can just try it out for yourself with those different options. You also have the possibility to just upload your own MDCap here. This can be also done. You will find most MDCaps online, some free ones, but also some paid ones here, which you can just upload. And yeah, this is it for the MDCap here. So next we talk about image and video. So those ones have kind of like the same setting, so they only differ in the way that video is like an image sequence here. So yeah, it's just shown as a video while I'm rendering here, for example, you have this little t here, and this is just a static frame or a static image here. So if we maybe go inside of the image setting here, again, you have some different kind of options to choose from. So there are also some images here in this blin library, which you can use, but you can also just use your own image here. Then on the bottom, we have some more settings here, so the most important one is maybe the protection mode here. So we have the possibility to choose in between U V planar spherical, cylindrical or triplanar here. And this is just depending on what kind of shape you're using. So for example, now, we use the sphere here, so it just makes sense that we use the spherical protection here. But yeah, if you're using the cylinder or also like a plane or something else, yeah, it's quite dependent on the shapes you're using here. So now maybe if I just use planer here, you now see that it's yeah projected on the plane here, and now you can for example, now, choose the axis, which you want to be displayed. So for example, now, this is that axis, which the image will be projected to. Then you can also choose if you want to have both sides projected here. So for example, I can also just only use the front side here or the back side, but also both, of course, Then you have the wrapping here. You can just do clam repeat or mirror here. Then you also have some sharpness settings here, so you can choose in between pixelated or crisp or smooth here. You don't really see it. This is just a minor effect here. But maybe you see it this way. Then you can also choose if you wanted to crop the image or no, and you also can apply some scale if you want to in both x and y. You can also choose an offset. So just a symmetrical image, but yeah, for other images, this can be also just quite helpful, and you can also do a rotation here. And again, if you want to upload an own image, you can do so. So for example, I've got some leaves here, but this could be anything you want here. And then it can be also just quite helpful to use overlaying modes here, for example or any other blending modes. So you can just create some really nice materials with this effect. And yeah, this is just again the same for the videos here, so you have kind of like the same settings here, but it's just a video and not a single image here. So next s, we will talk about deaf and gradient here. So those two might look very similar, but they have some small differences, which I will explain in a few seconds here. But first, we will just start with the properties of yeah, each material layer here. So and then if we go inside of the deaf settings here, we have some different options to choose from again, so we can use mask or color mode here. We can change the origin to be vector or a. Then we also have a blending mode here, so we can choose linear or smooth. This is just a, like, a little difference, but you can use it if you want to. And then we have the ramp here where you can change the color of your deaf gradient to anything you want here. You can also just add colors here by clicking onto the color slider. And then you have the type here, which is by default add linear, but you can also use a radio one. And this is maybe the time where we'll just introduce a cross section now. So the deaf is more likely to get used for like three dimensional objects here. So if you're using a radio, yeah, like deaf gradient, you have to notice that your gradient actually applies from the middle of your shape to the outer side of your shape here. So you have to keep in mind that. That is why you only see now the yellow color because the green color is basically inside of the sphere here. And then I will just simply change back to the linear type here, and we will just continue with position here. For the position, you can choose a local or world coordinate system. And then you also see that the origin values are also getting changed when you go to the world mode here. Then you have the direction here. So for example, if I place a one inside of the y value, you now see that I get a 45 degree angle here, and this is just the same year for, maybe like that, so it will be pushed inside here. But you can just play around and get a little nice rotation here. And then you also have the near and far values here. This is just where the gradient starts. You just see it here by this little arrow here and the color pill. You can just move it around here, this is just a nice little indicator, and you can do this also for the far value. And this is it for the deaf settings here. And now for the gradient headings now, you maybe notice that it kind of looks like it only has one color here. But if we rotate around, you now see that the gradient is actually applied to the whole surface of the sphere here, and this is the main difference between both of those here, so deaf and gradient. So again, the gradient of the deaf material layer just go inside of the cross section, also, but when you're using gradients, it's most likely to get used on the surface here. And now for the settings of the gradient layer, it's kind of like the same as for the deaf one here. So again, you can choose mask or color mode here. You can use a type here, so linear radial or polar. Then again, you can also activate the blending function here. You have your color ramp here, which you can change. And then you can also just set an angle here, rotate your gradient around. And again, you have some offsets, and you can also morph the gradient here. So for the next material layers, we will just go back to our matrix here. So those ones we just actually discussed here, and now we can continue with the bottom ones here. So next up on the list, we have the normal material layer. So this is a quite simple one, which has just this yeah kind of looking. So you can activate x y and that here, and while you're activating another color is added here, so this is just a simple normal layer from spline itself. So this is just not quite important. You can use it, of course, but it's not really that customizable. So next up, we have noise here, so noise can be also just quite helpful in some situations here. But if we look inside of the settings here, maybe, again, you have the mask mode here, but you also have some different kind of types to choose from. So you have two simplex modes here. You have Ashima, FBM, Perlin or Voronoi here. And maybe if you just go from type to type, you see the kind of like difference from each other. And then you have just again, some simple properties that you can change. For example, the size here for simplex. You can increase or decrease the scale here. So less scale just means yeah like more noisy here. You can also change the movement here or the colors, for example, we have four colors here, and you can also just increase the distortion here in x and also in y. And then you also have some factors here which you can play around with. And, with noise, you can just create some awesome materials here. So for example, maybe if I just copy the material here and paste it on this one and choose the overlay function here, you see some really nice noise here and just in combination with some other material layers. You can just create some really cool looking materials. Yeah. So next step, we have the rainbow effect. I like to use this a lot in combination with some iridescent materials. But maybe if you just look inside of the settings here, again, we have the mast mode, and then next up, we have the frequency. A higher frequency just means that you get more of those like rainbow rings here. Then you can also change the movement here. And you can change the color here. So get it like more retro style here. Then you can also add some noise here and also scale up the noise or scale it down, and also you have just some offset settings here. Again, just feel free to use those effects with the different blending modes that are available, so you can also just use the screen multiply or overlay function and get some really cool effects done. Then next up, we have the tune material layer. By now you don't really see that much, but it's actually just because of the default state. And if I just use maybe some red and some green, for example, you see it a little bit better here. Maybe if I move it out a little bit, You see what the tune does, so you can just create some nice outlining effects. And as the name maybe says, you can also just use it for some cartoon style. And then again, you have some different options here, so you can apply an offset here if you want to can create some noise and also scale up the noise here. And this is just also a little nice, but not really often used material layer. So the next se, we have the outline material layer here. This one, I also personally use a lot in my projects. Maybe if we check out the settings here. So first, we've got the outline here. This is this white line around the sphere. So of course, we can just change the color here of the outline, and we can also just change the with here with the slider. And the next step, we have the t threshold here, and this simply describes, how much you see of the outline when zooming out. So, for example, now I zoom out like here, and then when I increase the threshold, you now see a lot more of the outline still, and when I'm decreasing it, you see less of the outline here. And then for the contar, you can, of course, also just change the color here, and also the wif here, and the threshold again. So this is again when zooming out. Then you can increase or decrease the frequency. So depending on which we you choose here, you see more lines or less lines here, and then you can also change the direction here. Again, maybe if you just choose y here, you get this horizontal lines, or if you're just using x, you're getting vertical lines, and if you activate both, you get 45 degrees. And then you can also change in between cont or continuous here, also depending on your use case. And then next up on the list, we have the glass material layer. So this one here, I just added an outline effect, so you see it better here because otherwise it would simply be invisible here. But maybe if we now rotate around, maybe here on the top side or something else. You now see what the glass material does here, so you can basically look through the glass element here. And if we go inside of the settings, you can change three properties here, so blur thickness and refraction here. And maybe if I decrease the blur, you now better see what's behind of the sphere here. So you can increase the blur and see less of what's behind, or you can decrease it and basically see through here. Then you can also adjust the thickness here of the gloss and again also the refraction. With those settings, you can again just play around and see what fits to your design here. But the glass material is also very popular and often used. So definitely try to get familiar with this one. And then we will just continue with the display material layer. So this is the only layer that doesn't have a blending mode available. And maybe it looks quite different if you use it by default because I changed the value actually, but maybe if you go back to the a default value here of eight. It doesn't really see that deformed here, but you can change it in plus and also in a negative direction here, and then it kind of looks like this here. If we go inside of the settings here, we have again the same options here as in the noise material layer. So we have two simplex times here, then we have a Shema FBM Perlin and Voronoi. And again, all of those types look a little bit different from each other here. And then you can again just play around with the settings here. So for example, we can make those little edgy stars here, and with the scale factor, then you can also bring in some movement, and again, have the option to choose some values here for the offset. So and last but not least, we have the pattern material layer here. And if we go inside of here in the settings, we can choose in between some different paddings here, for example, we have a ring, we have a polygen crosses, diamonds, checkboard, And lines, of course, and also some waves here. And then we have just some properties that we can change. So maybe you remember from the image and video material layer, we can change the projection mode here to spherical or also triplanar, depending on what shape you're using. Then of course, again, we can change the offset values here. We can also change the colors of the pattern here. We can decrease or increase the frequency. So if we want to have more circles here or less circles in both x and y direction, Then we can also change the size here of the circles. We can also bring in some variation. So not every circle looks the same here. Again, we can apply some smoothness and also some zig zag here to bring in even more variation. And again, we have some rotation. Also, this kind of looks like now like a baseball maybe. And then we can also just cut it in half or so both in vertical and also in horizontal here. And now we only have one thing left on the list, and this is the mask mode, actually. So to show you this one, I just prepared this little sphere, and it's structured like it has two images here on top and then just delighting in color layer. And the first image is here, just this red here from the library, and the second one are those little bricks here. And then to show you what the mask mode does, I will create a new layer, and for this one, I will use the noise one here. And then inside of the noise settings, we will then just activate the mask mode now. Now what you see is that this noise effect is actually applied to this image down below, and maybe if we now change the scale of the mask, you now see the difference here. Maybe I will reduce it a little bit here. And then you actually see that the noise is applied to the image here. So everywhere where the noise is or should be, it's showing the image down below here. And for example, now I can also maybe change it here to something like this gold med cap. So now you see that the gold met cap is shining through and you can just do it for every material here. And also every combination here, so it doesn't have to be an image. You can also just choose a color, for example, now. So I will just go by yellow now here, and then you have this nice little ball here where the noise looks Yeah, yellow here. But again, you also have just then parts of the met cap here. So this one, so this is just a really good example of how you can merge those things together and create some really, really cool materials. And this is basically what the mass mode does here. But again, you can just play around with it. So there are endless possibilities how to use it. This is just a little example here in combination with the noise mode, and 8. Boolean Modifier: So let's talk about Boolean operators for now. Boolean operators are mainly used to create complex shapes out of more basic shapes, so you don't have to draw them manually and extrude them afterwards, which can be quite hard to achieve. And some people of you may know it from other design resources like Figma Illustrator, so it's a common way in graphic design to build some shapes. And this technique can also be adapted to three D space, and that is what I'm going to show you right now. In the default scene here, I'm going to place two objects side by side. So for instance, e. L et's reduce the corners here a little bit. So it also looks like a cube. Then also a little bit bigger. And then also put a cylinder here on the left on the right side. We also have to reduce the corners here and also make it a little bit bigger. A little up here. So and for better visibility, I'm going to colorize it also. So you guys see a better difference. So white for the cube maybe and some purple for the cylinder. So now you have to select both of them, so just drag across here in the bind scene. And on the left side, you see now both of the shapes are blue now. And on the right top corner, you now see a tab called Boolean modifier, which shows three options. And for instance, we just take the first one for now, which is called subtraction. This is the first Boolean modifier. And now you see that the cylinder is not visible right now, which is totally enormous, so you don't have to worry about it. You see it on the left side, if you click on the cylinder, it's still there, but it's invisible. And if you drag it now to the direction of your cube, you see what the first boolean operator does. So it subtracts one shape from the other. Maybe a little bit up so you can also split them here. So this is the first Boolean modifier. And now we are going to check what the second does. If you head over to the group again and now select the second Boolean operator, which is called intersection. You now see that only the part where the both shapes are intersecting, which each other is now visible again. This is what the second boleon operator does. And then we also have a third boleon operator, which is called Union. And if you click on that, now both shapes are visible again, and it's grouped up. So basically, a union is that you merge two shapes together, and yeah, that's the third boleon operator. So this were all three Boolean modifiers, and now you can imagine that it can be quite hard to draw and extrude them those shapes manually. So it's a nice way to model some shapes in spine. And this technique, we also going to use a lot in the further videos, so it would be quite good if you are familiar with the technique. 9. 3D Paths: So let's talk about the three D puffing tool, to access the three D puffing two, you can just simply head over to your top tool by here again, and now you have here the choice to choose the puff tool. And then you already see that your cursor is actually getting changed to your little pin tool. And then you can actually just start drawing now, for example, now here on the base plane. So you can just simply draw a little shape here. And if you actually click and hold your mouse, you can also create some curvature curvature here around. And then if you click on the last vertice of the shape here, you can simply just close it. And now afterwards, you also just have the possibility to rearrange your shape, so as you want it, can also just edit your curvature afterwards. And you don't actually have to do it with the bench here, you can not this one here. You can also just increase the corners here on the side. Delete this one for now. Again, you can just simply also rearrange the corners here, so you get a little bit more smoothness in your shape. Now what's quite interesting. Now you have also the possibility now here to change some settings here about the par of extrusion. For now, we'll actually just hide the base plane for now. And then you can actually change the cross section type here. You could reference rectangle here, for example. Now you see that the p has actually a rectangle cross section now. Or you can choose a polygon now, where you can also just increase or decrease the sides here. So anything, again, you already know from the basic shaping tools. You could also maybe choose a star here now. I increasing the def here, and you'll see that it has a little star cross section. And you can also build up your own custom cross section, which we will do in a few minutes. But first, we're actually going to talk about the other options here. So maybe we will start with the polygen now here. So again, you can increase or decrease the sides here, you can increase the corners for more rounded polygen and you can now here, increase the depth, so you can choose maybe like 0.5, so you have a 50% close shape, and so on. And then you can also choose an offset here. You can increase the angle or decrease the angle, rotate it around. You can also twist your shape here, and then you can also declare if you want the starting scale to be less than the end scale. For example, from little to big here, the opposite, how you want it. You can actually scale down the start and end as you want. And maybe we can also just talk a little bit about the star cross section now here. What's also quite important is now that if we actually bring this up here, so we're closing down the shape and here the twisting mode, which is quite often used, and you see that you actually not always hit the right endpoint here. You actually have to imagine now that, for example, if you have six sides here. You always have to choose a multiply angle of 60 here. So for example, the full rotation is 360 degrees. Now if you divide it by six sides, you actually get 60 degrees. Actually, if you now enter here 60 degrees, you always see that the shape is closed and the same as for 120 degrees, or maybe like 240, anything that's a multiply of 60, And yes, this is quite important. Also for a rectangle here, for example, now we have four sides in a rectangle. So we have to choose anything of a multiply of 90, 90, 180, and so on. And then we also have the possibility now to actually choose a custom cross section now. And for this, I will just simply just remove the headings I've done before, so no angle, no twist and just the full shape now. Now if we activated the custom note, we can, for example, no draw our own cross action. So just hit the pent here, for example. You can also use just the basic two d elements here now. But for example, now we will just choose pent and then I will draw maybe something like this year. Okay. Now you can just leave the editing mode here now and head back over to your path element. Now you can choose in the object category. You can just simply choose your shape now. And then you actually see that it looks quite wild here. But you can actually just then maybe resize your element a little bit, so it has more space. And now you actually see that the cross section is actually the same as the vector we just draw. And also now this path is actually just connected to this shape. If you just dit it, not here, But here on the right side, you can still edit it. And then if you rearrange the corners, you also see that the corners of the three D path is also getting changed. So you can also edit it afterwards. A, that's it for the three D puffing tool. Again, we just talk about the basic functionality of the three D puffing tool, so you get to know all the functions and modules that are available in spline. And then afterwards, in the project, we will use all the techniques and make some great designs with it, so stay tuned for this part of the lessons. See you next one. 10. 3D Sculpting with Brushes: So in the next chapter, we talk about brushes and sculpting in particular. Sculpting is a pretty nice way to give you your shape some fine adjusting, or you can also build some completely different shapes with it. You can use it for terraforming, for instance. And yeah, so we head over to a plane seen here again, and we will place a plane here on our base plane for now. So the difference is just that our base plane is in technical is a rectangle, and we will now place a real plane on this base plane. So just put it on the plane here, and then exceed the size boil holing option and shift. And for now, you can now maybe make the rectangle invisible here. To activate the brush Mud, you can simply click on your shape. For my example, now it's the plane here. And then on the right side, you see under the topic shape, that there's a button called Smooth and edit. And if you click on this button, you now see that your shape or in my example, the plane is now subdivided into some rectangles. And to enter the brush Mud now, you see on the top tuber here that there's a little pen. And if you click on it, you're entering the scalp mode. So in the scalp mode, you have four different options now. You have to choose between the grab mode, the draw mode, the draw clay mode, or smooth mode. So and what the first mode does is basically, so it grabs something. So if you now click and drag on the plane, you now see that you can simply grab the plane, pull it up, pull it down. And this is what the first brush does. And what you can also do is, you can increase or decrease the size of the brush here. So for example, on the right side, you can reduce the strengths, and you can also reduce or increase the radius of the whole brush. And for the second brush, Martin, now, you can click here on the drawer icon. And by clicking and dragging it across, you now see that the surface is getting elevated now. For instance, you can also push down the surface by holding command in control. Now you see that the circle is getting red. And now if you drag and draw here on the surface, you see that the surface is getting pushed down. Now we also have the draw clam out here, which is the same as one before, the draw out here, but it has a flat base, so it's more yeah flat as it called. And you can also draw and elevate the surface here. And also again by holding command in control, you can also push it down here. Then last but not least, you have the smooth tool here where you can smooth out your edges if you want to. And again, you can also decrease the strength here a little bit for some better smoothing Also one tip for smoothing is you can also increase the subdivision layer here. If you're going out of the brush mode here, you see that you have some really different vertices here, and you can get rid of it if you increase the base subdivision layer here on the right side. So if you increase the layer here, you see that all the vertices are now more even, and you also get a more smoother solution here. 11. Advanced 3D Modelling Functions: So in this chapter, we talk about some more advanced three D modeling tools. So you guys already got to know the more basic types of shapes here in the designer, but it should be clear that you can't build everything right of those default shapes here. So we will introduce some more advanced shape building tools here. And to show you guys the three D modeling tools. I will place a cube on our base plan here. Again, make it a little bit bigger while holding option and shift. And then move it a little bit up here, maybe. And on the right side here, I will remove the corners for now. And also, our base plane, we don't have to use this one right now, so I will just hide it from the scene. And then you can click on your QP on the left side bar or you can directly click it here in the view. So what we are going to do right now is we again click on the smooth and added added button here. And then you already see that y, that the cube is now looking a bit strange now. But we can change this now by decreasing the subdivision modifier. But in this tutorial, I actually want to do the opposite, so I will want to increase the subdivision modifier here. And now you see that it's that it appears as there right now. And now you see on the top side here that there are some options to choose from. And we will I will guide you through the different functions here. First, we talk about the three first options here. For example, if you harbor about this first option here, you see the phase, and what this simply does is that you can actually select one of the facing sides here. For instance, if you click on this side here, you can drag this side however you want. I will prevert it for now. Then you have the second option which is selecting an edge. So you guys see maybe the difference here, so I can't select the front here again. I just can select the edges right now. And if I click here on one of the edges, you can change the edge in every direction you want. And then the last option is actually the vertex, so you can't anymore select the edge here, you can just select a single vertex. If I click here on one vertex, it just moves the vertex in the direction and choosing. What you can also do is you can select multiple vertexes or multiple edges or multiple phases like this, you can just can drag across here the vertices, and then you can move around all the vertices selected. Or for example, you can also select multiple edges here. For example, this ones here. Then you can move the group of edges around. Or you can also just select multiple phases here and then also move them around or rotate them, twist them like anything you want. What you can also do is you can not just drag across the scene here, but you can also click option and shift here, and then you can select multiple phases or multiple edges or multiple vertices. O. Then we come to the next part, which is the modeling part. So for instance, we can now go on the right side here. So these are just the selections of the edges, the vertices, and the faces. And now on the right side here, you see another option, which is called extrude. So if I activate now the extion mode, and for instance, choosing now the side here, you see that it's selected right now, and you also see a little blue dot here. And if I click on the blue dot, you see now that I can actually insert a new A new layer here, so the shape is getting transformed in this direction. And I can do this for every of the faces here now. For instance, let's do this also, and then the top one as well. Now, I don't really like the looking of this, so I will do this again. So clicking on the face side here again, and then I will make a little one in front of this face side. So it looks a bit more. So this is like a common shape type that you see often in spline. And this is it for the first option here, the extrusion mode. Then you have the insert mode. If I activate the insert mode now, and for instance, I'm clicking on this facing side here. And again, you have, again, the blue dottia visible. And if I click on the blue dottia and move it towards or backwards, you now see what it does. So it actually makes the facing rectangle smaller or bigger depending on which direction I'm pulling the trigger here, so I'll make it a little bit tinier here. And what you can do with it is, for instance, you can now again, activate the extrusion mode here, and then you have you can select this little phase here. And then again, you can extrude it, but in the direction, so you can make a hole or something. That's what I'm going to do right now. And I will do this for all of the facing sides here, you can make it a little bit tinier here. Go back to the extion mode, and pulling a hole here inside. Also for the top layer here. Again, inset mode, make the facing side a bit tinier, going back to the extion mode, and then drill a hole inside of the shape. So then you have the third mode here, which is called the loop cut. So with the loop cut, you can actually add some edges inside of the existing shape. So for instance, let's let's put an edge here inside. So you see now that it's visible here in the red color. And if I want to add now an edge, I just can simply click on it. And now one edge is created in the center now of this direction here. And I can choose that I want to add more edges here, so I can hover on it again. So adding an edge here, adding an edge here, maybe here again. Again, again. You see actually what it does. So first, we had a quiet round shape here. And while adding some of the loop cuts, you now moving the edges in the corner. And now you have a more edgy shape. And again, just for clarification, you can still just move anything you want around. For example, I want to move this facing side now a little bit to this side, or I want to move this edge now to this side. You can do whatever you want here. O again, you can also select multiple vertices here and move them around. So you can play around with it here. So again, just the first three runs are the selecting tools, and the remaining four ones are the main three D modeling tools. So this was just the first example, but we will make another example here to show you guys all the details about the three D modeling tools. So I'm going to delete this old shape from now from now, and we will make Qb again here. And again, make it sharp here with the zero corner element here, and then going to the smooth and dit. So again, we will increase the subdivision modifier for now. So I now I want to show you more details about the loop cut now, so I will select the loop cut from here. And then you see maybe more what the loop cut does. If I'm adding here in a loop cut, you see that the edges is actually moving out of the box. So you get a more edge element. And what you can also do is you can drag this edge by choosing the edge slide here. I now add it here in a loop cut, and now I can actually drag this one up and down as I want. And this is also quite helpful feature. So for instance, I can also drag this out of the box here, so you get a little hole here, which can be also useful in three D modeling. And that's basically what you can achieve when using the loop cut and the edge slide here. So and maybe a little tip here, you can actually select some vertices or edges or facing sides here, and same as in creating shapes where you're holding command and shift, you can maybe you notice you can hold command and shift, and then the whole shape is extending simular. So this feature, you can also use in the advanced modeling tools. So I've selected now all the vertices here on the top side. And now if I'm holding command and shift. And now I'm clicking here on this little ball and move it inside or outside now you see that all sides are exceeded and decreased simular. For instance, I can also rotate it around here, maybe also on this side, selecting all the vertices, holding command and shift, and then you can decrease or increase however you want the shape to look like. That's it for the four shaping models here. And on the right side here now you have also just a simple selection tool. Then here you have the sculpt mode, which we talk about in another video. And then here you have also some properties that you can change actually, which affects the way that the three D modeling tool works, and to visualize how this properties affect the three D modeling tool. I will create a new cube So just place it here and make it a little bit bigger again. So reducing the corners, and then again, go in this move and added mode. I will now keep the cube as it is, so without the subdivision modifier. And now what I'm going to do is I select the facing mode now here, and I will select two of the sides here. So by holding command and shift, I can select the two sides here. Over a little bit here to this side. And then you see the extrude and inset mode here. So you can actually choose between a group or individual mode. So when I'm going to extrude this shape now, so again, select both of the sides here. And when I'm extruding, now you see how this extrusion works in the group mode. But if I redo this with the individual mode, you now see that both of the shapes now are independent from each other, so they're going in their specific direction. Again, this is the individual mode. And when I'm changing to the group mode, you see that they are getting extruded simular and a simular direction. Then the second thing you can change in the properties here is the extrude direction. So again, we will select both of the sides here. And now when you activate the drag mode and extrude it, you know, see that it's actually extruded in the direction of my cursor. So if I redo this now with a normal mode, you see the difference here. So then you have to choose between the selection properties here. So for this now, I will again increase the subdivision layer here. So it gets it gets transformed to a cup to a sphere here. So next up, you have the selection mode here. So for instance, if I select and drag across here, you see now that some of the parts are selected now, and if I'm choosing to delete these parts maybe. You now see that also the parts behind the parts I actually selected selected are also getting deleted, and if you don't want that, you can actually change the property here to just front. So if you now select some edges here and remove it, you just have a hole from the parts that are that we're selected now and the parts behind the selected parts are still there. So we do this again. You can also choose between the selection mode here. For now, it's just if you drag across here, you selecting the boxes, but you also have a paint mode now. I I select the pat paint mode now, you can actually paint by clicking your mouse and hovering across the shape and then all the parts are getting selected. Then the last part actually is a hole filling mode, for instance, I will draw a short hole inside of here. Delete this one. And what I forgot to talk about, you can actually fill holes by selecting the edges of the hole, so in a little bit. So if you select all the edges around a hole here, You know that this option here pops up, which is called fill hole, and if I click on it, you now see that the hole is getting filled. But you have different properties to choose from, so you can choose if you want the hole is getting filled flat curved or engine. And for example, I can do it flat now. I can do it in the engine. You can play around with it. So it looks a little bit different from property to property. But yeah, that is how you feel the holes in. That is also the whole explanation of the property part here. 12. Physics: So let's talk about physics. So to activate the physics mode in spine, you have to go to the simulation part here in the right tuba. And then you see the first choice of physics, you have to activate it. And then you should be good to go. So first, we will make an example of how the physics properties work. And first, we will now again, hide the base plane here, and we will create a new Q per. So put it on you, make it a little bit bigger by holding command and shift. So but we want more like a table or something. Turn around here. So something like this. Okay. Maybe give it also another color, so maybe some white, so you see it better. And then on top of this table, we will place some more objects. So choose the planar. And then again, make the cube a little bit bigger by holding command and shift. And reducing the corner, so it looks more like a cube. And then we will place it onto the table here. On top of that, we will make another cube, so you can simply select the cube now and hit command and D, so you duplicate the cube. Place it on top here. You can make again another cube. You have three in total. So then we will give every cube another color. So you see the difference a little bit better here. So purple maybe some blue also here. Okay. And now we will group up these cubes here, so you can select every cup and then hit command G. So you group them, you can see it on the left tube, all the cubes are grouped. And then you click on the group, and then you see on the right side here a tab called Physics. And first, we start here with the body type, first, it's positioned by default, and we will change it now to a dynamic value. And what this does is basically if you move this group up now, and start the simulation. You now see that the cubes are actually falling down. If you change the body type back to position now, and again, simulate, you now see that nothing happens, so it stays in this origin position now. So going back to dynamic, we can also give it a little twist here. But you actually may notice that all these cubes are stuck together, and to get rid of it, you can simply select the group here and say that the children are not fused, but separated now. And you may notice now that it's still not falling down yet, because now you have to go one layer down and give all the cubes now in the settings here the dynamic take here. So also body type, you have to select every cube to dynamic. And when you now simulate again, you see now that the cubes are all bouncing in different directions. So every cube now has some different settings. So for example, now, you can change the collider model to a simple faster model or a precise slower model. I will keep it with a simple faster model now here. You can change the weight of the cube, so you can give every cube a different weight. We will come to this later. You can also give them another gravity scale. So one here is like the normal gravity, so 9.89 0.81 meters/second squared. And if you now adjust this value to maybe like two, it gets multiplied by two, so it is like something like 16 meters/second squared. And this object will now fall much faster down on the floor. So for example, if I'm now giving the bottom QP now a gravity scale of two. And maybe we will bring this up a little more so you see a better difference. And then when we simulate again, you see that actually the guys don't see it, that grad, so maybe a little bit more up here. So you see that the last cube is getting much faster on the ground. Can also give the second one a little less here. And the top one, also So you now see that with e gravity, they are still stuck, so maybe some more gravity here. And then when you simulate again, you see that the two top cubes are falling much lower than the third cube now. Okay. Then what you can also do is friction. So I will bring the whole group down again here. Maybe like rotate it back. And maybe for example, now, if you give the last cup here some adjustment in the friction now, so we take the zero value out here and also do it for the other cubes. And we will make the table here a little bit bigger. And when I'm simulating now, you see that the cubes are all sliding now, like they are on ice or something. Yeah. And that's basically what the friction value does. I will remove the table size now again. And what you can also do is you can change the bouncing values. So for instance, I know, I will move this up again a little bit. And we will make the last cube a little bit more bouncy. So choose the one the value of one now. And you actually see that it's quite really bouncy. So Maybe if I rotate it, now you see a better difference when I simulate again, so you see how jumpy it is. So it's like it's a very high value now. If you reduce it a little bit, Yeah, you see the difference now. So this is a bound factor. I will shut the cup. I will rotate it back. And then we also have the damping factor. So for example, if I'm increasing the damping factor for every cube, So I have now every damping value now increased and bring this a little bit more up the group here. You actually see that it's more damped now. Of course, the last cube is still has the increased gravity scale, so we reduce it again and also decrease the bound level here. I don't know what it is on the. On the other cub, we have a 0.2, so we also take 0.2 now. And then, I think I missed it already. O the gravity scale is also the 0.2. So change it now here again. And now you see that it's kind of smoothly now because of the damping factor. And yet, that's basically what the damping factor does, so it slows down the whole scene a bit and give some more smoothly animations. Next step, we will talk about the weights now. For example, now, I will bring two cubes now out of the group by dragging it out. I can delete this group for now, and then I will put one cube on this side and one cube on this side. And now when I simulate, nothing happens right now. Because actually the table is now fixed in its position, but I will change it now. So if I click on the table now and again change to the dynamic body type, you see actually that everything is falling down, but we don't want that now. So we see another setting here, which is a translation and also a rotation factor. So if we deactivate all the xis here, You see then actually that it's only rotating, it's not falling down. And we can also deactivate now the other two axis, the x and y axis, so it only whips in that direction. Now if I'm going to simulate, you see now that it's falling down on the left side. And then for example, when I'm changing the weight of the right cube now to maybe something like five. And then I simulate, again, you see that it whips down to the right side because the weight on the right side is now bigger than on the left side. So of course, it makes sense now that it's moving in the right direction. But also you can maybe, for example, give the left one, like a weight of three. But you can increase the volume of of the cube now. Maybe also a little bit higher now. And when I'm simulating now again, you see it's bouncing back to the left side. But on the other hand, I can increase this value now again to maybe something, much higher, so 100 or something. And when I simulate again now, it's moving to the right side. So you guys maybe see what I'm trying to explain. So maybe you know it from the math school, so it actually depends on the volume and the density of the material. But yeah, you can play around a little bit with it and get to know how to use the weight and gravity scale and so on. Yeah. 13. Cloner Module: So next up, we're going to talk about the cloner module, which is a feature I quite like because you can create some really awesome shapes with it. And to demonstrate the cloner module, we place a cube on our base spline plane here. Here, make it a little bit bigger by holding option and shift, and then move it a little bit up maybe. Then if you have the cube selected, you see here on the bottom right corner, you see the cloner element, which you can activate, and then you can also already see that there are two more cubes added to the scene. You can increase the value here by increasing the count slider. So to any value you want, let's stick around with ten here. And then you can choose between some options, so you can make a radio clona, you can make a linear clona grid clona or object based clona. So first, we're going to talk about the radio clona here. So this one not. So let's look at this from the top side here. So you have some properties you can change. For instance, you can increase the radius a little bit, or you can choose where it should start and where it should end. You can also say if you want to show or hide the middle component here. So I normally hide it like every time. Then you can also choose if you want to align all the items around the main component. So it's facing directly the middle one. You can choose which axis you want to have the clone around. For instance, the x axis, y axis, the axis, Then you can also change the position here. And what's also really cool is you can also change the scale from here right here. For instance, you can make some really cool snowflakes or something. You can also increase the y size here for maybe a flower, and also that axis. Know this not this here. Then you can also rotate it to any direction you want by increasing or decreasing those sliders here. That's it for the radial component here, which is quite cool. Then again, the linear is basically cloned around the linear w here. Then you can also choose the grid style. Where you can now increase or decrease the count in every direction. For instance, I can increase the x value here. It's increasing in x direction. I can increase in the y direction or that direction here. Also again, you can play around with the size. Then finally, we have the object based clone element. So if you now maybe take an object as a reference, to object here and take maybe our base plane. You see that now the cubes are intersecting with the base plane, and you can choose if you want to spread it randomly around the base plane, you can make a polygon centered. You can put the cubes on the edges or on the vertexes of the rectangle. And again, you can make some really, really awesome stuff with it, so I can recommend you to get familiar with it. Yeah. So what's also a nice feature about the clonal element is this one here, so I will just show you an example. So I will just put the basic QP on our base plane and make it a little bit bigger. And move this up also a little bit. And now we'll just change the color again here to some white. And then to the right side, I will maybe place the sphere here on the plane and give it the color of purple now. And what you can actually also do is, you can, for instance, activate the cloner module here, and you can choose the object type so not radial linear or grid here. You can actually use an object where the clona should be applied to. For example, I will now choose this cube now, so the it up. And now you actually see what it does. It actually spreads around the sphere on the cube. If we increase the count value now, you see that many more spheres are created on the object surface, and now you can actually just play around with the properties here, as it is, now, you could spread it randomly across the sphere or you can maybe also do the polygencen mode here on the edges or the vertices here. You can play around with it. This is also a nice little feature about the clono module. And yes, you can actually make some quite cool effects with this also. 14. States & Events: So, let's talk about state and events. So state and events is a big topic. So again, if you're not interested in watching the full detail of every step, you can also skip to the next part of the course. But now we now talk about state and events. So let's head over to our blind sen now again. For demonstration, again, we play some objects here on our base plane. But for this now, we actually extrude our base plane ale bit. Here in the right tuba. Let's give it a little extrusion, and also color it a little bit maybe in white. And we will make the plane a little bit bigger here now. We'll holding option and shift now, maybe we out a little bit first. Holding option and shift, you can increase the size lee here. So now we have a nice little plane here. And on top of the plane, we will now place a cube. So put it on here. And again, while holding option and shift, make it a little bit bigger here for better visibility. Okay, now, we have now this cube here. And now I will introduce the state and events part. So make sure your cube is selected here. And on the top right corner here, you now see two topics. One is the state event. One is the state, and the second one is the events topic here. So to create a new state, for instance, you can just simply click on this plus icon here. And now you see that two states are created. The first one is the base state, and then you have a second state here. So what state simply does is, so you have the base state now. This is just like this gray cube here now. But you can actually change the cube in a way that it's traditioning to another state. So for example, now, I will give this state now another color, like maybe some purple here again, And then if you swap in between the states, you see now that the base state is still gray, but the second state now is purple. And what you can achieve now with the two states is that you can trigger an event. So if you click now on this plus icon on the event topic here and head over to this one here, the start event. You can now add a transition to this. Choose the first option here, which is called transition, and then click again on it. Now you see a bunch of settings that you can change for the first one now is called the target, so the target is our cube, but you can actually change anything here that you want to. And then we have this transition part here. The first transition is base from the current state now, but we will change it now to our initial one, the base state. And the transition so be Q every 3 seconds. So we put a three here on it, and we get also an e in out transition. So we are first to the base stage, then we have a transition here, the and out for for 3 seconds, and then we're achieving the second state here. And what this simply does is if I now simulate, you now actually see that in 3 seconds now the color is changing from gray to purple. And now, what you can also do is you can add as many states as you want. So I will now add a new state, so the state two. And again, here, I can change the colors, so maybe two blue. And then we can also add this state to our tran transition. So again, add over to the events topic here, and then we can add a new transition here by clicking this plus icon, and then automatically add it is now the state two. So if we again, give it a transition delay of 3 seconds here, and close it and simulate again. You now see that it's fading from gray to purple and then to blue. So then you see actually that the transition is stopping now, but you can actually get rid of it by adding now a loop event here, so click on the loop here. And then you can choose between if you want the loop to be counting, for instance, just one time, or you can also make it to infinity here. So it's repeating every time over time, time, again and again. And then you can also choose if you want to cycle it. So for instance, now, if I'm just simulating this one here, You see that it's fading from gray to purple to blue, and then it's restarting, but you can actually make it cycle like ping pong animation. So head over here to the cycle one. Then you can choose a ping pong topic here. And now you see that it's fading from gray to purple to blue, and then actually it's reverse now, so it's back to purple and then back to gray, and then so on. And what you can also do, you cannot just simply just change the color, you can also change any property you want here in the states. So for example, I am now in the second state, and I want to increase the size here maybe for the cube, so I will increase x property here. And when I simulate again now, you see that the color is changing, but also the width of the cube. Of course, what you can also do is like give it a little twist for instance, so changing it here to 45 degrees under that axis, and now you see that it's moving in the give it here a little twist or 45 degrees. Now when you simulate, you see that the color is changing, but also the angle of the cube. And again, you can do this for any property you want here, so maybe one more example, can also translate it in a different direction here in x y and that position. And now you see that it's transitioning smoothly in this new state here. So and to activate the transition, you can not only just call the start event here, you can choose many triggers here. So for example, the mouse events. So if you click and then leave your finger up, you are calling the mouse up event. So simulate again, and now if I click on the cube, and then I'm releasing my finger on the mouse, you see that the transition is starting now. And you can also do this for the mouse down event. So when I'm clicking down, the transition is starting. And you can also do it like for a simple mouse press. So while I'm pressing the mouse, the transition is starting, so I have to keep my finger on here. And if I'm releasing, the transition is stopping now. So this is the mouse press event. Then you also have the mouse hover event. So as an M says. So when I'm hovering over the shape, now, the transition is starting, and then you can also have some key events. Same for the keys now as for the mouse. The key up event, you can choose this one and then can enter a key, for example, I'm choosing the key K now. And when I now on my keyboard, press the button here. And again, this is a key event. So if I'm releasing my fingernail, the transition is starting and I can also do it now for the key down event, self I'm pressing key, the transition is starting. Then also you have the key press event. Simulate again. If I'm pressing the k button now, the transition is getting started. Then we also have a scroll trigger here. So if you select the scroll trigger. You see two options here. You can add you can start the transition by steps. For example, maybe I choose you like 20 steps. And then when I simulate and scroll, you see that the transition is going on depending on how far I zoom out. So maybe you can also increase the steps here, so it's delayed a bit. You can also choose a type scroll here. So it's more you have a page dependency depending on the view, the page, where it starts. You can also set an offset and so many else. But keep in mind that the scroll mode only works when you're exporting in the spine view, so be careful when you simulate. Maybe it doesn't look like it. Then next up, we also have the drag and drop trigger here. So if you click on it, and maybe simulate now, you know can actually drag around this cube. And what we also learned about physics, now you can actually apply physics to this cube. So if you head back now, select the cube and scroll down a little bit here on the right side, you can now change again the physics to dynamic. And when I simulate again now, and dragging this cube around and leave it, you now see that it's falling down. So back in the drag and drop property window here, you can, for instance, change the cursor here. You can also apply a damping. So you now see that it's much more mover when I'm pulling the cube around here. Then you can also choose if you want it to be adaptive to the camera or maybe to an axis. For instance, if you click the y axis now here, you can only move it up and down. You cannot anymore move it to the right side or to the front and back side here. This is what you simply can do for every axis or even the floors here. Then you can choose if you want the plane mode to be keep initial to the plane position or to use the current object position. Then you can change between the world coordinate system, parent and object based. And then what you can also do is you can add some drag limits here. But first, I will actually change it back to the mode adaptive to camera. And then also our table here. I don't want it to be dynamic anymore. For the simulation, we stick up with position now from here, and then back to the cube. And then we can add some drag limits. For example, some x values here x min and x max. I will increase it to maybe like 70 here in the minus direction. And something like 70 here in the positive direction. And when I simulate now again, you now see that I only can move the cup in the x direction and it's plus and -70 coordinates, but still in every other direction, it's still possible. But maybe for some more purposes now, you can, for example, change the plane mount now here to also x xs, and now you can actually just move it in the x direction, and maybe if I now increases a little bit to maybe -200 and plus 200 now, you can move it up and down here. And for maybe some real world projects now, can, for example, I will add something here. So we will add a cube now here, and we will create a kind of slider. So put it down a little bit. I don't know if it's centred right now. Oh, yeah, it is. And maybe another color here, some black. And maybe you now see what it looks like. It looks a little bit like a slider, maybe I will decrease the size a bit. And then when you simulate now, you see it's like a slider, which you can pull up and down. Now you can also increase the min and max values a little bit more, so like minus 250 plus 250. Maybe even a little bit more, so it's right aligning with the edge now here, but you actually see for what you can use this for. Maybe make this a little bit smaller here also. And then you have a nice little slider here. And next step, we also have another feature that is called the drop feature now, so let me just redo now the basic properties here, so adaptive to camera. And I will remove the drag limits from now. And then I will activate this drop feature here now. So then you see that some new properties are added here. And the first one is called the Snap two function. Here we can choose either if you want to snap it to the object position or the surface. So for instance, this might look a little bit awkward, but if I'm now moving it here, do you now see that it's snapping to the center of the object. So because here from the plan now you have here your base coordinate system. I will delete this also again, so you'll see it a little bit better. So again, if you simulate now, it's snapping to the base coordinate system. So no matter where I drag it, it's also just snapping to the middle of the part here. But I can change it now, and to do this, I can change it from object position to surface now. And when I simulate again now, I drag it here across it's snapping to the surface of the table here. That's basically the difference between the two Snap two types here. And you can also choose if you want to have an offset here, and you can also reduce or increase the snap speed. For example, a lower snap set speed, we now look a little bit smoother here now than the one before. So this looks like maybe a little more realistic. Then you have the auto orient feature. So for example, if I'm leaving this one on off now, you actually see that it's not facing the side like it did before. So it stays in the same orientation as it's by default, for the comparison now, you see that it's actually rotating depending on which side it's snapping to. And this is what the auto orient does. Then you can also choose the fall back motere. So if you want to that then you can also choose a fall back mot here. So if it's stay in the drop position, it's returning to the original position, or it's returning to the last snap position now. Here you can choose the drop on, so you can say that this shape drops on every other shape, or you can actually give a list of objects where it should snap on. So for instance, if I am now adding a new shape here, so maybe just a cube. And back on the main Que per. I select now the list of objects here and choose now the up two. You now see that it's snapping to this object, but not to the table anymore. And now what we can also do is we can change the behavior, so we can make an action based on the behavior on rag or on drop. And for this one, I will now remove our state that we have created before. And then we will create two new states here, and we will just change the color of the second state here to a green. And then if we head over back to the Dragon drop property window here, going to the behavior on drop here, and then we can make a new transition here for the cube, and we will take the base state here, and we will do a transition here to the second state. So what this does is basically when I'm moving now this cube around, and it's snapping to the object. Now a tradition is triggered, and the cube now is getting in the second state and the color is changing from gray to green. And maybe what you can also do is you can also like at a sound maybe. So if you click on Sound now here, you can choose a sound file from the library here, so maybe I don't know. No a bell here, but maybe some pop. Yeah, that sounds good. And now when you simulate now and it snaps. Oh, that's the wrong sound. So head over back to the drop sound here. We don't want the bell. We want the pop song here. Okay. And now again, when you simulate, now you see it's snapping to the surface, the colors changing to green, and you also get a little pop sound. It's not pretty slow, but again, you can play around with the settings here now, so I will reduce the damping factor here a little bit. So it's more faster. Yeah, this is what you can do with the dragon drop mode here. So in next step, we have the look at feature, which is quite cool, so again, go on the events tip and then choose the look at function. And for example, we now rotate it back to the original base rotation factor of zero here and bring this up a little bit. And then if you simulate again now, you see that it's actually facing your cursor. So if you imagine this is a robot or a face or something else, you now see that it's always looking at my cursor. And this is what we also are going to do in later project and the EF project, which is a really cool feature now. Yeah. Also here, you can change some properties. So you can choose a target here. I would let it just be the cursor. Then you can also choose if you want it to be aligned with the camera or with some layers as the floor layer or the front back layer here. For example, if you choose the floor now here, you now see that that it has some constraints here. It can only move in the floor direction, so not up and down, sidewards here. Then you can also give it a damping factor. So it's a little bit smoother. And here you can also just change the direction. So if I'm heading back to aligned with camera and choosing maybe the y direction here. You see that it's rotating in another direction. So for instance, b the base state is that, but you can also give it like the x direction. H Yeah, you can play around a little bit with this properties. Then what you can also do is adding a reset function here. If you hover out, it's resetting. For example, now, if I'm hovering out of the window here, it's getting back to the base state, but you can also get rid of it. You can say you don't want a reset, if I'm hovering now out of the window, it stays in the position that was detected before, and you can also decrease or increase the reset speed So for example, I will now add a reset, and then when I'm having route, it's getting slowly back to the original position. 15. States & Events Project: So and to summarize the state and event topic, we will make a little project for now. So first, we will just make our base plane invisible or delete it just. And then we will place a new rectangle here anywhere you want and zoom in a little bit. And then we will form a little button here. And on the right side, we will increase the corners a little bit. So it's more rounded. And then also give it a little bit of extrusion here. So you can rotate the sen a little bit. So maybe like this here. And then we can also do some bevel for some smoother edges. And to make it a little bit more modern, I will also change the background color here, so just click anywhere in the scene. And then on the right side here, you see the BG color. I will take just a white background here. And then we will head over back to our button again. And on the button, we will place in ipse. And then scale a little bit up. So while holding option and shift, you can scale it evenly. Maybe like this. And then again, on the right side, give it a little bit of extion and also some bvel. Maybe like this. O's a little bit. Much extion now. Like this move it in front of the button here. So and check the alignment so a little bit more down here. Okay. So for now, we are ready with the basic shape here, and we will do some materials now also. So I would like to make it in a clean white here. So head over here to the material settings, and I will make it now white here. So the lighting tape is good now, but I will also do some Fresnel here. So click on Fresnel. So White is also good. These settings are also good. So you get a little bit of more contra here. And then I also want some more spectal reflection here. I will also add a madcap here, a Mt cap layer. And for now, I'm choosing from the library like this one here, so you get a little nice reflection. And now you see that that it's getting black here now. I don't want that. I'm choosing here on the MTCp function, the overlay topics. Now you're getting the layer overlaid. It gives a little nice shininess here. And this I'm also going to do now for the button here. So I will leave this now for now. But let's add also a MDCap layer here. And again, from the library here, the shiny one. And also choose the overlay function here. But now in the state, I actually want the button to be red, so I will change the color here to some red. Maybe a little bit darker here, so, something like that. So it only shines in the red color. And then I can also add a little bit of outline here. So maybe maybe also some red, just a here. So it's more separated now. Okay. Then I will also add a little bit of background where the button actually slides in the position. So I will add another rectangle here on the existing button. Then I will exceed the size a little bit. Maybe like this. Okay. Now again, increase the corners here, so it's a little bit more rounded. Yeah, that looks good for now. Maybe some more on the right side here, and a little bit down. So it's more and I will change the color to a really light gray here. It gives a bit of modern look. Now we have the basic shape here, so the basic button. Also it just already looks pretty cool in my opinion. But maybe we can also add a little outline here. Let's add another layer here and choose, is it the outline here and make it also red. Maybe a little bit brighter red here. Like this. Now we come to the functionality of the button. We actually want that if we click here on the button, this whole button moves to the right and displays now in a green color, so it's like an activation mode. To do that, we will click here on the ellipse. I will quickly rename it. So you have a better understanding of the shapes here, we call it button. And then we can also rename this one here, the rectangle two to maybe to the slide background, and this rectangle is our whole button, and we will rename this to the button wrapper, maybe. Okay. Then choose a button. And now we will introduce two new states here. We click just on the plus icon here, and then we have the base state and the second state here. And this is basically just our base state. And if we do a transition to the second state, now we want this button to move to the right here. And to do that, just activate the second state here. And then you can move this button to where it should be in the end. Maybe like here. And now, we also want that the button is getting the color green. Still we are still in the second state here, so you can just change the color here to something green. Yeah, maybe like that. And then we will also head over here to our slider background, and also here, we will introduce a second state. Again, we have a base state and the second state. And also, if we trigger now this second state, the outline color shod also change to a green here. Yeah, maybe like that. Again, in the bay state, it's red, and in the second state, it's green. Also, we have to do this for this outline here. So back to our button here in the second state, and we will change the outline color here also to a green. So this is it for the states now. So if we head over back to the base set here, you see that the position is getting changed. And to activate this transition now, we will create a new event and not by start here, but with the click of button here. So maybe just the mouse down event. And then we will trigger a transition now. So this transition is applied to the button. And for mode now, we will choose the toggle function. So this transition is not only played once, so it doesn't just go on the right side, but it also toggles back to the left side if I click on the button again. And I want to transition from the base state to the state here now. So the second state. Okay. That's it for now. So if I simulate now again and click on the button, you see that it's moving to the right side, and the color is also changing to green. But what you might notice is that this little background here is not getting green, and to also activate this transition now, we can just simply head over back to our event center here. And then we have to create a new transition. Again, click the plus k in here for a new transition, and then choose the target, the slider background, so not the button anymore, but the slider background. Then again, also the toggle feature, it just when it moves to the right, it's getting green, and if you toggle it back, it's getting red again. Then also we do a transition here from the base state to the second state. Y, that's it. And then when you simulate again now, you have no, this doesn't work for now. I think I missed one feature here. Okay. Okay. So I don't know why it changes back to one, but if you click here again on the toggle function here from the button now, now it should work. So when you simulate again, you now see that the outline now is changing to green and the button also. And if I click on it again now, it goes back to the original position and also back to the red color and the red outline here. So I think this looks pretty cool for now. So this is a nice little project to introduce you to the state and events topic. And in the further course, we will make some more advanced and complex events. So this is just a little introduction. So you know how to apply states and events. 16. Particles: So in this video, we will talk about particles. So how you can create things like particle forces, particle emitters, and how to connect those techniques to create some different kind of animations and effects. So let's get started. So we are back again in our basic spline scene here, so the only thing that I changed is the background. So this one is black now. So you see the particles a little bit better here. And we can also just delete our base plane here, so we have a little nice and empty view here. So to create our first particles, we can just go again to our top tool by here, click on the plus icon and then scroll down a little bit. And here you see the function called particle emitter now. Now if you click on it, you already see some particles that are getting created here, and I will zoom in a little bit, so you see it better. And then you see on the right side, there are a bunch of options that popped up here. So maybe we'll just start with the first ones here. So you got the simple option to choose the colors here for the particles. So you have a color A and a color B code, and maybe I will just now change this one here to blue. And then you actually see that this color is getting from blue to yellow here, so the bottom ones are blue, and the top ones are yellow here. And maybe if you just change the colors, it will be vice versa. And yeah. But you also have the ability here to choose a coloring mode. So now it's in the blending mode. So again, it's blending from blue to yellow here. But you also got the option here to choose random. And now you see that some particles are are yellow here or blue or even green, so like the combination of yellow and blue here. And this is what the coloring mode random does. Then next up, we also have the size function here. So for example, if I increase this value now, you now see that the particles are getting bigger or even smaller, depending on the value of the slider here. And you have also the ability here. If you click on this little icon here, you can also change the starting value here and the end value of the particle sizes. So in this example here now, it will start by the value one, and it ends by 50, so it's actually getting bigger while it's yeah emitting from the surface here. Next up, we have the rotation value here, and this simply means that while I'm increasing the value, the particles are getting rotated. So for example, a value of one actually means 360 degrees. So now because we have like yeah circle or rounded particle here, you don't really see the rotation, but maybe later on where we introduce some like yeah custom particles, you will see it better. So I will just skip this for now and continue with the birth rate here. So the birth rate just simply means that if you increase the value, you now see that more particles are getting created. So like born or emitted here, and this is what the birth rate means. So lower value of the birth rate just simply means less particles and a higher birth rate just means more particles here. And the next step, we have the lifetime here. So by default, it's 1 second, so the S just simply stands for seconds here. So for example, if I choose a value of three here, you now see that the particles are actually living like 3 seconds until they vanished here on the top, and this is what the lifetime means. So the next step, we have the fading modes here. But first, I will actually just give every particle the same size here. So you see the difference a little bit better in the fate mode. So we have the Alpha ft here, and this simply means now that the particles are getting faded out here, so just the linear fade out, so it starts by full opacity here, and then by the end, you have zero opacity. And for example, now I can also choose like linear fad in. And now, now you see that it's fading in, so like zero opacity here, and then It has more opacity on the top side, and you can also choose fade in and fade out. So then in the middle, you have the full opacity here and the bottom and the top, it's less. And then also you have like the ese in and ese out function. And you can also use a constant here, and now you see it's a little bit more colorful because they all have full opacity here, and this is what the Alpha phaate does. And then you also have the size fade here. And what this does is now by default, it's a fade out here. So you now see that the particles are actually bigger here and getting smaller on the top. And this is because of the fade out here. So, for example, if I'm choosing the fade in mode now, you now see that it's yeah smaller at the beginning, and then it's getting bigger while it's fading out here. Then you again have also the possibility to choose fade in and out. Again, small, big, and then small again, and then also ease in and ease out. And again, constant, so the size just stays the same in the whole animation here. And then next up, you have the speed value here, just by increasing this value, you now see that the particles are flying much faster here and by a lower value, they are much slower here. And you can also change the orientation mode here from axis to surface here. So for example, now, by default, it's the axis here. And you have now different kind of directions to choose from. So for example, now, if I maybe go to the top view here, you now see that the particles are getting up here. And now maybe if I change this x value here to 90 degrees, you now see that the particles are now flying in 90 degree x position here, and I can just maybe use something like 180 here. So now they want to actually go down here, but because of the gravity, actually, they again fly up and then maybe 270 here. You now see that the particles are now flying in the opposite direction, and this is the same di for the y and that axis here. And then we can just activate the surface mode here now, and I will just go back to the front view here. And to show this one, I will actually just choose another shape for the emitter here, so not a plane, but maybe a box here. And now we see what the surface emitting does. So basically, now the particles are getting emitted here from the surface of the box. And before we had a plane, so you don't see the emitting there quite good because of the two dimensional shape. And here with the box, you now see that all the particles are now getting emitted from the surface here. So the last option here from the particles step is image one. So you can just use custom images as particles here. So for example, you can choose images here from the libraries. So you have a bunch of different options to choose from. But you can also just use a default image or any image you want here. So for example, I will use some stars here now, which I got from this side, so icons dot IO or any icon site or image site you want here. And then you have custom particles here. And then for the particle emitter functions here, you can again just choose any shape you want. You can also use a custom object, which I will show you afterwards. And again, you can also just change the size here of the emitter, and you can use an autoplay, or you can also deactivate it, and you can also change the emit time here. Now it's just infinite, and you can also maybe do it like one time by a custom duration here, or you can also loop it here, you can maybe just choose a delay here. So it will only repeat it like every 1 second here. And yeah. And maybe one little thing I forgot to mention is that you can also give them now a rotation factor here. So a little nice transition. So for example, if I'm placing a zero here, you now see that the particles are getting rotated here, so 0-360 degrees. So why their lifetime is ending here. And then on to the next step here, which is called particle forces. Here we have the opportunity to choose a gravity value. So now by default, it's on the value one here, so the particles are flying upwards. And by choosing a negative value here, they will actually fall down and depending on the value. So by instance, I will choose a big value. They will fall faster down here. And with the very high value, they will just simply fly, much faster upwards. So I will just simply get it back here to the value one here. And now we also have the opportunity to choose a collider here, but this will be explained in a few seconds here, and we will just continue with a particle noise tap here. Next step, we can talk about the particle noise here. But for this, I will just simply change some settings here in the particle step. For the size, we will maybe just take five here, and also yeah, revert the rotation factor here, for the birth rate, maybe use 1500. And for the lifetime maybe two, and for the Alphapht, we will use a linear phat out here and a speed of 100 maybe. Also, I will just delete the five star edge here and we'll simply choose this one year from this spline library. And for the shape, we will use a plane instead of a box here. So it should look something like this, so all the particles are now getting fired up. And for the plane size, we will just simply use a 100 by 100 plane here, so it should look like this in the end here. So now if we head over to the particle noise tap here, we have three different types to choose from. So the first here is curl, then we have simplex and also FBM here. So maybe just start with the curl one here. So for example, if I increase the scale now here, it looks something like this here. While I'm increasing the scale, the noise looks a little bit different by time to time. For example, this is now the full scale, and this is just a less tiny value here. Then, for example, I can also increase the variation here, so it is kind of like the speed. While I'm increasing next step, we can also change the variation parameter here. This kind of works like the speed of the particle noise here. While I'm increasing the variation, now the particles are getting accelerated here. And then we also have the seed function here. Maybe I will use 5 seconds here. And then you see, how the animation is getting changed by that. Then next up, we have the simplex noise. This looks like that here. And again, while I'm increasing the scale, it looks a little bit different here. So there are also like kind of clusters that are getting created here, while increasing the value or decreasing the value. And again, you can just accelerate them or change the variation in particular. And then last but not least, we have the FBM one here, which looks like that here. And again, you can increase or decrease the scale here, and here you have also some cluster building. And you can also change the variation here. And maybe if yeah, you have some noises where the variation actually doesn't really slow down your particles, so you can just use the speed function here in combination to slow down your particles here. So and then you have another tap here called particle randomness. And for example, now, if I am increasing the value of the scale now here, You see that you have some bigger particles and also some smaller particles. So you just apply some randomness to the size of the particles. And here, you can also increase the rotational factor here. So the particles are actually rotating around here. So now we talked about the basic particle emitter functions here, and then we will just continue with the particle forces functions. And to do so, I will just delete this particle emitter for now. And create a new one, so we have just the same defold properties here. Again, choose a particle meter here. And here, we will just maybe increase the birth rate here a little bit and reduce the size. And increase also the lifetime, maybe to something like 5 seconds here. And yeah, this should be fine now. Then I will give the emitter here a little twist, for example, like that, rearrange the view a little bit and then I will also decrease the gravity here to something like minus one here, and maybe I can just increase the speed a little bit here so it gets shooted out here from the emitter. Maybe even a little bit more. So like that. Now with this set up here, we will introduce a particle force here. Choose particle force here, and don't worry if it looks a little bit strange here. And then by default, you will actually have the force type collider here set. And now you simply also see what the collider does here. So you now see that the particles are actually bouncing back from the surface because it's selected as a collider here. Also, if you maybe just go to the particle emitter here, you now see that in the collider model here, the particle force is selected here. And then you also have some different kind of properties that you can change. So for example, you can choose if you want the collider to be a box or a sphere here. So now it's, yeah, getting bounced back from the sphere surface here. And you can also increase the size of the shape here, so maybe make it a little bit wider here. And maybe also move it a little bit down here. And now you see that the particles are actually bouncing back from the surface. And now you may see that this bouncing here is quite strong, and you can also just change that by going back to the particle emitter here. And then under the particle force step here, you have an option called elasticity here, and why reducing the value here, You also see that this bouncing here is getting reduced. The elasticity in particular here. Maybe if you do like zero here, it's like a sticking here and a very high value here now, shoots the particle here away from the surface. But that's actually not the only collider model that is available. So if we go back to the particle force type here and go to the force type here. We can also choose an attractor here, so not a collideer, but an attractor here. And now you see that the particles are actually getting sucked in into the collider here. So this is a second type of force. And again, here also, you can you can choose if you want the collider be sphere here or a rectangle or a box in particular. Then you also have the possibility to choose the range here. By default, it's at infinite here. But you can also choose the inside area. While the particles are hitting the surface here or the inside area, then they are getting sucked in and not just by default by emitting here. This is a difference from the range here, and then you can also increase or decrease the intensity here. You see what changing the value does here to the particles, and then you can also apply some damping here. A And then also just yeah, increasing or decreasing the size of the attractor here. The last one is just a helper function, so you can hide it or show it. So this is the yellow rectangle, which indicates how the attractor looks like. And yeah, this can be just hide it or shown now here. And last but not least, we have the force type vertex here. So to show you this one, I will actually just rotate the emitter back here to zero, and then I will also move it inside of the yellow collider here. And maybe just rearrange the view here a little bit. And I will also make it a little bit wider here. So by changing that value here. So maybe like that. So it's kind of like square here. And then if we look from above and choose the force type vortex here, you now see that it's getting rotated here the particles. And now again, you have some properties that you can change. So for example, for example, you can increase or decrease the intensity, which is kind of the speed of the particles now, so a high intensity will rotate faster here and a low intensity will rotate slower. And then you also have the aperture. So an aperture of one here is like a cluster, so they stick more together here in the vortex and a lower aperture, we just increase this gap here between the particles, and this is just much more smoother and not really clustered together here. Also again, here, you can just change the height and the width of the collider here, and this is simply what the vortex does here. Maybe one more function is that you can actually apply particles to objects here, and I will just show you here. Maybe just create a new particle emitter here, so this is just a a default one. And now you can apply those particles to any shape you want here. For example, I will go with a text here. Place a text wrapper on the screen here. And for the content, I will simply write particles, maybe increase font size here a little bit. Now if you head back over to the particle meter, you may notice that, by choosing the shape type here, you can also use a custom object here. If you selected, you have another tab opened called object, and here from the object tab, you can just choose a text or maybe like any three D object you just created here. Then it maybe looks like this here, and this is just because we have to adapt some values here. So while we may be increasing the birth rate, you see maybe the shape of the particles text here, and then we can also maybe reduce the particle size here, and maybe also the lifetime here. So those are the values you have to change to see the result here. And now you can just play around with it. You can apply it to a sphere or a bole in operator or anything you want. So this is also a really nice feature about particles, and yeah. 17. Implementing Variables: So let's talk about variables. Variables are a nice way to give your three D scene some dynamic behavior. And to do so, we will now again build some shapes around the functionality. So you guys see it already in action, how variables work. And for this, we are now again in our basic default blind scene here. And I will create now rectangle just on our base plane here, which will be used as a button. So maybe just a little one here in the left down the corner. And I will give it a white color for example. So we have some more contrast, and also maybe a little bit rounded for the static. Maybe also some bevel here. Let's also change the background here. It looks a little bit more nice and clean. And also we can change the color of the background here a little bit. Okay. Maybe also some smoother edges here. Okay. So now, we will make a little button here. Let's move it a little bit here. And this button actually should do the functionality of increasing a variable. So I will also give it a little icon here. So it looks like a plus icon here. That. Yeah, that looks good. I then duplicate it with command and D, and then you can rotate it to -90 degrees. And now you have a little plus chen here. And maybe I will move this a little bit in the center now. So maybe like this. You can also make it a little bit smaller by holding option and shift, and then you can size it down evenly. Okay, now we have a button here. And for better visibility here and better understanding, I will quickly change the name here of the rectangles. But first, we can group this up. And so select the three rectangles here and then hit command and G, so you can group them up, and then you can rename it to button, maybe. Okay. That's it for now. Now we need another shape. Maybe, we can just also do a rectangle here. Maybe we can also actually just duplicate the button here. Hit command and D. Now we have a second button. Move it up a little bit and then you can just delete the plus k here, and also rename it to maybe. We can just call it rectangle again. Okay. So now we have a nice plane here with a button and rectangle. And what we want to achieve now is actually by triggering this plus ic, the variable or the extrusion actually changes from the second rectangle here. So to do so, we will activate or select here the rectangle or maybe I will give it another name because rectangle is a bit too simple. So maybe like diagram. Okay. And then if we select this one here, so the shape under the diagram here, we can actually change the extrusion here of this element. But, we can actually also connect it to a variable. So if you or on the elements here, you always see a little plus ic in here on the top right corner. And if we click on it, we can actually search for a variable or we can also select one. So if you enter the four dots here, you actually come into this little selecting tool here, And for our application we will just simply choose a number, but you also have the opportunity to choose a boolean or a string. You can also select dynamic variables like a time or a counter, and also some random variables. But for now, we will just choose the number here. And this is then actually just our base state number, so we can actually maybe just choose ten here. And now we've created a variable called number with the value of ten. And then again, we can actually choose this value here in our extion. So if you just click here on the plus, I can, you now see that a new variable was created, number with the value ten here. And if I click on it now, you see actually that the extruion value also changes to the number ten. For example, now, if I actually change this variable number, you now see that it's connected to this little diagram here. By changing the variable, you're also changing the extrusion number. But we will keep it now at the number of ten. And then what we can actually do is we can now trigger an event by the button, just click here on the Group button again, and then we will create a new event. So by default, it's a start event, but we actually want to do it by click of a button, so we can use the mouse down feature here. So click on the Mouse down feature and to trigger it just simply on this object. So just on the button here. And then now you see again, the actions list here, and we will now select here the said variable function. Now it's selected here, the set variable function. And if you click on it now, you can select a variable. And if you have done everything right now, you should see your variable created here, the variable number with the value ten. And then you can also add an expression to it. And if you click on it, now you have some opportunities to choose from. And we can actually We can actually use some different properties here. For instance, you can take the mouse position. You can make also random value here, you can add subtract, multiply, divide some values. But what we are going to do now, we just simply take our variable here now, so the number variable. As you might notice, this value is ten. But now if we actually click on the button now, we can increase this value. You can just type in plus ten here, maybe you can also use this at at function here. So if you click on it, is just simply put the plus sign here. And then we're actually changing the variable here. So the number value we're changing the number value by adding a value of ten to the existing variable. Now if you simulate this whole now and click on the button, you now see that the variable is changing by clicking on this button now. So this is actually what simple variable does. So you can trigger an action by it, you can increase the value or just do some crazy stuff with it. So this is just an easy example now. But yeah, you can for example, also put minus sign now here, so you can also decrease the value of the diagram. So you can decrease it or maybe also half the value here by some click of a button. So you are really free in your creativity here now. But I also have some other possibilities here with variables. Here we just show some static values here, but you also have to choose from dynamic values. For example, we can make a little ellipse here. Then we can also change the color here again, and then give it a resize we're holding option and shift. Again, you can size it evenly. And then we can maybe make a little ring here. Yeah, that's good. And now what I'm trying to do now is we can connect this angle value here to a dynamic value. So it's like stopwatch here. So if you click on a button now, the angle is now changing to the dynamic variable, so you can achieve that by clicking here on the angle. And now we will create a new dynamic variable here. So again, on the four dots. And then hit the plus ion here. And then you have to choose between the dynamic variables here, and then we choose the counter variable here. So by default, it's zero, so if you let me just quickly reload the scene here. I don't know where it's Okay. Now we're back. Then if you click on the angle here now and clicking on the dynamic value of the counter. You now see that it's disappearing because the angle is now set to zero. And we can actually trigger this angle event, but we can just simply create another button here. We can duplicate this with command and D, and I will rename it quickly to maybe like counter start. And then we also duplicate it here the mouse down event, so we can actually just delete it for now. So we have this button here for the increasing variable event, and this one here for the counter start event. We can also maybe delete this plus icon here and put a text on here, which says plate. Yeah, it looks good. Make it a little bit smaller here. Move it here onto the button. Decreasing the fun size here a little bit. Okay. Now we have a plus button and the play button here. And now we select the counter start button again and enter a new event. For this event, we will also choose a mouse down event, but not now the set variable mode, but the variable control mode. If you going into the variable control mode, you now see that you can select a dynamic variable. To do so, we now see our dynamic counter variable, which is set to zero by initial state. And then we can choose an interaction mode. So for now, we will just hit the play interaction, and we don't want to delay, so it just starts instantly. And that's it for now. And now if you had back over to your ellipse now, you see you already have connected the dynamic value, but if you play it now, nothing happens, So we will step back into our dynamic variable setting here, and then you actually see some little settings. I can hear. So if you click on it now, you see the initial value, you see an interval step and end value, and you can also do an on end event, so you can actually restart it or just stop it. So for now, I will I only want that it place once. And then for the steps, we can maybe choose 110. And the end value we need an end value. If you imagine we have an angle of 360 degrees, that is full circle, and that should also be our end value, so it doesn't exceed 360 degrees. That should be good to go. And the interval is set to one so every 1 second. Will bring this maybe a little bit down here. Okay. Now, let me check the M town event quickly. Okay. So now, if we simulate again now, we see that actually the progress bars now actually getting added up by a value of ten every second. For example, you can also make this even faster. So if you head back over to the ellipse now, and go back to the counter event here. You can actually play around with the settings here. You can make it like an interval of 0.1 seconds. So if you simulate now again and hit the play button, you now see that it's much faster now. And yeah, what I forgot to mention, you also have to drag the text element, again, in the counter start button. So otherwise, if you click now on the text, the event would not start. So be careful with this one, so if you add new things to one element, you also have to put them inside of the group here. So what we can also do is we can actually trigger some events based on the state of variables. So if you imagine now, we play this animation now, and This is, for example, a stopwatch, and this stopwatch now comes to an end so it receive it's going to the 360 degrees. We can maybe like change the color of it. For now it's like in a white, but if it's the full circle, now we can make it red, for example. And to do so, we will introduce now conditional statements for variables. So we can just select the ellipse now here. And we have to create a new state event. We have the base state and the second state now again, on the second state, now we want that the ellipse is getting red or the ring is getting red. Then we have to apply an event for now. And to do this, we can actually we want to trigger this event when the variable is changing. So for now every second, the variable is changing, and then we want to trigger this this event. So we will actually use the variable change event now, and then we will select our counter variable. And then we will actually as I said, we will introduce now the conditional statements here. So it's like if you are familiar a little bit with programming, you have the I and statements. For example, now we can select our variable here, so the counter variable and then say, if this variable is actually greater, so we can choose this one here is greater than like 359 here. So if it's bigger than this value, some action will trigger. And for this, we will choose the transition again. And then again, the target is still the ellipse now. And then we will change from the base state to the second state now, and we will do this immediately, so with no delay or ease. And so what this simply does now is actually it's getting triggered every time the variable is changing. And if you remember this counter just increases and increases every second or every millisecond or whatever value you choose there. And then actually, it's getting asked if the counter is actually greater than 359. If so, we actually trigger this transition from the Apse. So it's getting from the white state to the red state. If you simulate now again and hit the play button, You should actually see that the color is changing, why the variable is now over 359, and under the value, it's still white. Yeah. And this functionality, we're actually going to implement now in a much more realistic project now, with some more nice looking materials and also some nice looking shapes. So if you are interested in this project, you can keep watching, so we will just we use everything we learned now in this course for now. So you will learn how to apply the states, the conditional logic, the variables, and so on. 18. Components: So let's talk about components. So components, you may also know from other design resources as well. So they are actually a common way to make things much more easier and to actually enhance your workflow. And to show you guys what components do, we will actually make a little project out of it. But again, if you don't want to do all of the steps, you can also get the fire from the spine community or in the download section down below. But we will actually just make a little project here in spine now. So again, we have our base plane here and the defol scene. And we will just maybe make a little cue here on top of the plane, make it a little bit bigger here, like that. Then again, we can just hide the rectangle layer here. I will change the background color here to maybe a little light black. Now we have this little cube here and on top of the cube, I will actually place another rectangle and this will be a button later on. I will make this a little bit bigger. Like that. We will quickly another color here, so you see the difference better and also give it some corners here. Also some extrusion. I will just go for the other view here, maybe, not the corners extruion here. Maybe, maybe like 30. So we do the corners here a little bit again. And we can also give it some bevel here, maybe like two. And on top of this rectangle, I will place the text now and this text will be press. And now we have to actually resize the text here, bring it onto the button. So make it a little bit tinier, actually, so maybe ten is a little bit small. Maybe like 12. And then we can also just do some spacing actually here. Maybe like that. Place it to the center here. Okay, maybe a little bit more to the right. Okay, like that. And then here on the bottom, we will introduce a sphere, actually. And this one will be later on. Yeah, like a light bulb, maybe. Maybe a little bit smaller. Like that. Again, bring it to the center here. All right. And then I will rearrange the view here again, and I don't want it to be spherical, so I will actually bring it a little bit to this side here, make it centered, and this one is actually just the basic. Design, we will do. And now for now actually, I will just quickly rename everything here. This one will be the light bulb. This one is button text. This one is a button rectangle. And both of them, I will actually group up and then rename this one to button. Again, the group is just command and G. And the upon will be our body. And. This should be it. Maybe actually because of the light bob, we will actually also introduce a point light here. I actually is lightened up. So bring it he maybe to the center and also to the center or this side. And yeah, this looks good. And then actually everything of this, we will also group up, and we will rename it component. Yeah, maybe component group. Okay. So then we will actually start over with some of the materials, and maybe I will just start with the body here. And I will actually maybe reduce the cornice a little bit, maybe like that. And just make it a little bit darker here. Maybe we can just give it some madcap here actually, so choose MDCap. Maybe this one here from the library, and choose overlay, maybe not 100, but like 60 opacity, this looks actually quite good. And for the button, we will just make it a little bit darker here. Like that. We going with a dark mode now here. And for the text, I will choose white, but I will actually change the opacity here to 50 because later on we will actually make a transition. So when this button is pressed, opacity will then change to 100, so we have a little nice effect here. But this should be fine now here. And for the light bulb, we will introduce a deaf layer here. And so just create a deaf layer here, bring it to the first position here. And for the deaf one, we will use a linear function, and for the neo factor, maybe choose 70 and for the far value -70. To actually see the gradient, just remove the color layer here, and then you will actually see the deaf layer. And for the deaf layer, we will also use a kind of dark mode here. Maybe maybe like that. And for the lighting, we will actually bring it up to 100. And then we will also introduce an outline layer here, make it white. So we have a little bit of che here. The w two is all right, and we will change this one to overlay. And then for the real bulb effect, we will actually introduce a rainbow layer, and this one, we will simply maybe. Do like 20 opacity and also do an overlay here. And now this one looks maybe like light signal or something. All right. So this one is our basic shape here. It's all grouped up in the component. Maybe I will rename the point light Wreck to light source. Like that. What we actually didn't change with the light source here. So I will actually maybe just increase the light effect here, maybe to 1.4, the distance to 2,300 and also give it a little bit of decay, maybe like six. And now you see we have a little nice light effect here on the edges. So this one looks quite good. Maybe some text adjustments, maybe I will go with ten here, it's a little more minimal here. Like that. To actually make this one a component, we will actually just select the component group, make a right click, and then choose the create component function here. If you created a component, you actually see it here by the four green dots. This one is the main component now, and to maybe give you a little quick hint of what a component now is. If we now maybe duplicate this component here, and we will move it to the right here, It looks for you like a simple copy now of the left one. But on the left side, you now see that this copy now has two little green dots, and this one indicates that it's a child component actually, so you may know it from programming languages or something. You have a parent and child function or a main and child component, I will call it now. And what is the magic actually behind the component? I will actually now choose the main component here and make some quick adaptions here to the body. And now what you see actually while I'm changing the width here of the cube or the body. Actually the child element is also getting changed now in real time or simultaneously. And this is not also just for the cube, but actually for every element here inside of the main component. So for example, I can also just change the text here to maybe like button. And you see that simultaneously the text of the child element is getting also changed. So I will just call it press here again. But this effect is again just used for every element here inside of the main component. For example, I can also choose the red light here for the light source, or maybe I can make the button here bigger, or I can change the color of the light bulb actually. I can make it maybe like red. You see actually that every change here of the main component also affects the child component. Now you can imagine if I make like, I don't know, hundreds of duplications here of the main component, it can be quite time saving because actually every child component is getting the changes of the main one as well. And what's now also nice about component is that if you make changes on the chine component, those one will actually not affect each other. So maybe I will actually give you another child element here on the right side. So maybe like that. So I will just quickly rearrange it here now. So you have this one as a main component. This one is a child, and this one is also a child. If I, for example, now want to change this one the child here to maybe like light mode maybe or a light lighter version of the main component, you can just simply do all or everything you want here, and this will not affect the rest of the components. If you make changes on any child component, it will not affect any of other child components or the main component. So we call it actually an override. So every time you make change to a child component, it overrides the value of the main component. So I can actually just do some changes here to this child element, and it will not affect anything. This one can be quite helpful because you can make other versions of designs here. So for example, this, I will just maybe quickly make this one a little bit brighter here. Maybe not this one. We'll keep it as it is. But now you actually see we just created like a white version here of the black version, and this one, you can just do for thousands of versions. And this can be actually just quite helpful. So what's actually also nice about components is that you can, yeah, make changes to the main component, that will then also affect all of the child components. So for example, I can now just do the designs for every button here, but I can also just introduce other features like I could just make a change here to this component, actually bring it inside of the main one. And then you actually see that all of the other child components also get this new design element. But this is not also just for design elements, but you can also make transitions or like animations or anything you want. So for example, I can now introduce a state here to the button. And now we have a base state and state. And now if you look inside of the child components, you actually see that simultaneously, all of the buttons actually also get this state. For the state now, I will actually want two. So this will be the button. But in the button state here, I will actually want that it moves inside of here. So it's like clicked. And then I actually also want that The text element, so we will make a change here as well. So Introduce another state to the bottom text. I now want that in the second state, the opacity will be changed to 100. Now we have a base state and state here, and this will just change the opacity of the button. And then I can actually make an event now, and for the event, I will choose the mouse down function here and add a transition. And for the transition, we will use the tocal mode and do a transition here from the base state to the state. This one we will do in 0.2 seconds, and for the transition, we will make it linear. And now you actually see if I simulate now, you see that the button actually hovers inside while I'm pressing it. Because of the tuggle function, I can actually just press it how I want. Now it's just cool about it because we are in a component base group. I can now actually do this for every other of the components here. And we can just now exceed further. So again, we just actually, change the opacity of the text here in the second state, and this one I will also introduce now to this transition group. So create a new transition here, and this one will affect the button text. Again, also in tog mode, and it will do a transition from the base state to the state, and also in 0.2 seconds. And then now if we simulate again, you see now that the opacity is changed while I'm clicking it. Also for this one, and also for this one here actually. Now we can actually just do it as well for the light bul, maybe. We will introduce a new state. For the state, we will actually change the deaf color here to maybe maybe here like light red and here darker red, like that. Then we will also introduce another state for the light source. Again, we have a base state and a state here, and in the second state, I want the light source color to be red. And now we can also introduce this one to the button event here. Again, do a new transition, one for the light bulb here. We also choose a Tuggle function base state and state, give it 0.4 seconds maybe and choose the linear one. We have this one and then also a transition for the light source, choose Tuggle from base state to state, give it also like 0.4 seconds and also a linear effect. Now if we made everything correct, we now pressing the button and the light source and the light bulb will actually change, and this one will also affect every of our component now. Now you can imagine now that we can make different versions now again in the child components. For example, now, if I'm choosing the light bulb here in the second state, I can actually recolor it here, for example, so maybe like green. Light green and the darker green. Like that. Then also choose the second state of the light source here and make it green. Now if you simulate again actually and press this one, it will be red, and if you press this one, it will be green. And maybe just for the other components component as well. I can make this one in the second stage like blue now. Give it a light blue and some darker blue. Also for the light source, again, in the second state, give it some blue color. So Now you can imagine, actually that if you have many more of those elements, it can be just quite helpful that you choose the component structure because you can just make changes to everything and also just give it some specific added for some of the elements. So now what I actually also want to choose is that you can also do some y revert steps. So maybe if you don't want actually that this child's element has some overrided settings like the light bulb or the button or something else, you can also just click anytime the child component here and just reset all overrides or changes to the main. You can also just adapt those changes to the main component, but you can also just reset all of the overrides, and now you have just simply the same settings as the main component now. Now, maybe for clarification, I will just simply change this one again to green here. Because later this will be published in the spying community. So we have just a nice cleaned up project here and also for the light source. Again, like that. And now we have a red, a green, and a blue button here. All right. Now maybe one little function as well. You can actually also, if you just copy this one again and make a new child element. You can do it anytime, just everything of the component here. Here's a little unlink function. If you click on it, it will actually will be converted to a normal instance here. This one is just the same like group, which just created before, we did all of the component work. You can also just do. This one will be then not affected by any of the component settings. Yeah. Now you have just again all of the buttons here, and as you see now, we just changed the color of all of the child elements. This is one specific advantage of the component groups here. But again, you can just play around with it. For example, we just now changed some appearance settings here of the lightbulbs. But maybe now you can also just go inside of the main component again here. For example, choose all of the functions here. And now we can actually make the transition, for example, just longer for every of the components here. So for example, now, I will not use the button and text function, but maybe like the light function here. So for example, we can just maybe use 2 seconds here for the light bulb and also for the light source. Now you again see that actually that the function now also just now you actually see that all of those changes now adapt to the child elements as well. If I click now on it, you now see that the light is changed now more slowly, and this one also for all of the child elements. Again, this is one big advantage of using components. Also a nice way to actually use components is in combination with other functions, for example, the clono module. Maybe I will just show it here with the body element. I'll just duplicate the body element and actually bring it out of the instance group. And maybe give it also a little brighter color. So we will bring this one down here and maybe make it a little bit longer here. Now again, as we just saw in some of the other lessons, we can just activate the cloner module here and then choose how many clones we want. So maybe I will also give them a little bit of twist like 20 degrees. Now you actually see that you have a lot of shapes created here. Again, if you change this main shape here, you will also change everything, every shape of the clono module, but you can now not access like any of those elements he created by the clona element. But to do this, we can actually just convert this one to instances. And now you see actually that you have those body two clones here. Now if you look inside of it, you now see that every of the cloner element is actually converted to a child instance here. Now we have this one here indicated with the four green dots as our main component, and this one with the two green dots actually as our child components. And now as we just did here in the project here, we can actually just choose anything here of the child components and change it. So for example, I will just now change the color here of this element, so maybe like green, and also for this one, maybe this one. Now again, because we are in a components based group here, you can now just again make changes to the main component, so like that. But you can also again just added some of the child components here, and this one will affect just not all childs. You can just play around with it. You can change every property, you can do transitions or something else. But this is also quite helpful in the cloner module, and yeah, this is also quite nice function, which you can do with components. 19. 3D Camera: So let's talk about three D cameras, so how you can create them and how to do some nice transitions with them also. And for this lesson, we will actually choose the same scene setup as in the components lesson. So we have now here our three little buttons, which will actually change the color of the light bulb down below. And again, this is component base. So if you don't know about components yet, please make sure to actually watch the lesson about components, so you know what we are doing right now. And yeah, to start, we will actually look at the base scene here. So whenever you actually create a default scene, you have a camera by default because otherwise you wouldn't actually see anything. So if you have nothing selected here, you see on the top right corner that you have the viewport co personal camera. And this personal camera exists at any time. Whenever you create a new scene, But there's also the possibility actually to create your own camera. For example, you could choose this option here, which calls at new camera, but you can also actually just choose the camera from the top tuber here on the plus icon, and here you see the camera option. If you click on it, you will actually just create a new camera, which is indicated by this little yellow rectangle. So on the top left corner here, you actually see the POV, as we may call it now, so the view from your new camera that was created. So here the camera. So maybe if I just rename it to maybe something like second view, you now see that this one is also getting changed to second view, and this just basically indicates your view here. And you now see that while I'm changing the camera position, the view on the bottom left side is also getting updated. And now you can actually just play around with it. And here on the right side, you actually have also some properties that you can change. For example, you can change between the perspective and the auto graphic view, or you can change the ne and far value, or you can also zoom in how you want to. Okay. Maybe we'll stick around with the perspective view now here. And here you have now also some other changes. So for example, you also have a FOV, so a field of view. So for example, what a field of view is, actually, you see here the body or the guy that is looking forward here, and the angle actually indicates the field of view. So maybe if you compared with some camera lenses, so wide angle, for example, 104 degrees. It's a pretty wide angle, so you actually see a lot of y obstacles in front of you. And maybe if you have a less field of view, you actually only see obstacles that are aligned here with the race here in around 2.5 degrees. Now you also know what the field of view is. Also here again, you also have the zoom factor here, so you can zoom in and out as you want to. Again, maybe if we watch the bird ites view here, you can also just simply move your camera to the front to the side, or give it a twist, just like any other obstacle. Again, you can also do a rotation maybe here as you see. For some little nice effects or something, but I will actually just stick around with zero degrees here. And if you actually want to lock your camera, we can also again do this here by the block, and now your camera can't be moved. But we will actually just unlock it now because we will do some features with it. And that is what we are going to do now. So by default, you now have your second view here and also the personal camera view. So for example, if I now actually just do the play, you now see that it zooms in. That's because we actually going to render the view with our second view here, and we are now at the viewport of our personal camera. So you pre snap to our camera now, you see that it's also zoomed in. And now we're actually looking through the second view here. So if I render now, you see it from that kind of view. And now we can actually also do some transitions with it. So for example, now, I will maybe zoom out a little bit. At first, we just see the three buttons here. And then we will actually introduce some of new states here, and maybe one more. Now we have a base state, a state, and a state two here, and the base state is basically how we look at our objects now. Now we will actually introduce the state here, and this one will be actually a little bit twisted. For example, now, maybe if I change the view here a little bit, the camera here, I will actually bring this a little bit to the front here. Am, maybe in this state, but actually in every state here, so maybe like that. Now it is indeed here on the new position in every state, and I will actually decrease the Zoom factor a little bit. So again, all obstacles actually fit in the view, maybe like 1.6. Yeah, maybe like that. If we now render, we now actually see all of the obstacles, And for the second state, we will actually just rotate the camera a little bit. So you now see here the yellow cone. This spreads around the races here to the edges. And for example, if I'm increasing the field of view now here, you actually see how changes in the second view also, just as a little reminder of the field of view section here. And what we're actually going to do now in the state is we give it a little twist. Maybe like that. And then we also zoom in a little bit. Maybe like that. This looks good. For the second state, we will actually do the same, but actually then on the right obstacle, like that. For the Zoom value, I will just take the same value as in the state two, 3.92, and then we're on to the right obstacle. Maybe we like that. Now we have the base state. I like that. We have the base state, the state two, which is focused on the left side, and the state two, which is focused on the right side. Now you actually can introduce an event here. For this, we will actually just start. You can also maybe introduce a button or something, which you will trigger the transition, but we will just use a start rendering function, and then we will introduce a transition here. For the transition, we will actually choose our camera. And we will do a transition from M base state to the state here. And this we will do in maybe like 5 seconds, and we will use a linear transition here. Like that. Then we will actually introduce another state. And here we will also do a transition of 5 seconds, and this one will be then ending in the state two event, and also linear way. Now if I actually start the view, you see now that the camera is actually moving with the transition to the right side and then to the left side and then to the right side here. But this isn't actually the only thing you can do with cameras, so you can just do transitions with them as you want to. So you already have a variety of options you can do, so the possibility with those functions are actually endless, so you can just play around with it, how you want to. But what's also possible now is that we can also do a transition based on a path. So for example, I will now actually just remove this camera for now, and also the transition we just built. And now we will actually introduce a path here. For example, just choose a vector tool here, and maybe for example, we will just draw a line here from here to here. And then press Escape. Now here on the right side, you now have the possibility to convert the two path. So we click on Convert to Path. Now we have a little like yeah, like line here, but we actually don't want it to be extruded. So I will just remove the size here and maybe also the opacity of the material, so you don't even see the shape. And then with the shape created here, we can actually just start over and create a new camera again from the tot here. So choose camera here. And while the camera is selected, we now have the possibility to align it to par here. For the object here, we can actually just choose the shape, we just draw. Now you actually see that this camera is now aligned to the par here. Again, I will actually use the perspective view here and zoom in a little bit. Maybe like that, and also give it a little bit of rotation actually. Maybe like that. And for the height, actually, I will make it like that, maybe, so it's centered here. So now it looks just fine. And now we can actually just introduce again some new states. So click on the plus icon here on the states, and now we have a base state and state here. And for the state here, we will actually just increase the value of the offset 21 What this does actually is that from the base state to the state, we now have an offset of one, which is just the same as the length of the shape we just created, so this shape. Now you see it's now here on the top right corner, and in the base state, it's actually just at the beginning of the path. And now we can actually just again create an event here. An event you want, I will just again use the start function. And here we can do a transition. And for the transition, again, the target is the camera. But we will actually do a transition from the base state to the state. And this one may be like in 7 seconds, and also I will use a linear transition here. And then if we now actually press start, now see that the camera is actually moving in alignment with with the vector we just drew. So this is not perfectly perfectly aligned here. But for the technique, it will be the same. Maybe what's also just important to notice that you can also just actually use the scene as the same as before, so you can trigger all transitions here. Even while the camera is moving, so it doesn't really matter. But it's just like animation, how to give it a little bit more of dynamic in your project. And I hope this one will help you actually with your further projects, and I hope you actually enjoyed this lesson and see you in the next one. 20. Spline Export Settings And Scene Optimization: We talked a lot about creating shapes, customizing materials, and also animating our projects, but we also have to export them into some other applications and show them to the world. And this is what we are going to do now in this lecture, so let's get started. For this lecture, we will actually use project from the states and events cores here. If you don't have the fiber now, you can also just check out myspln community profile and get it from there, or you can also just download it from the description down below here. So and we start just with the most common use case here, and this is exporting for Web. So just go to your Top tuba here and click on Export. And now you have three different options to choose from. So you have a public URL, you have a viewer or a code export here, and we will just start with the public URL now. And on the right side, now, you see a bunch of options now, so I will guide you through that and show what the different settings do. And maybe we will just start with the play settings here, so click on play settings, and then you see a lot of options here that you can change. So the first one here is play settings here. So again, if you have multiple scenes, for instance, or also multiple cameras here, you can choose the scene you want here and also the camera you want. And next s, we have the logo here. So by default or any free spline plan, you also have a watermark on your exports. So to get rid of it, you have to use a subscription from spline here, and then you can actually deactivate the water mark here. Next, we have the background color here, so you can simply hide it or show it depending on your use case. Then you have the page scroll, so you can deactivate or activate it, also depending on your use case. So maybe if you integrate it into your website and you don't want the users to, yeah, be allowed to scroll, so you can deactivate it here, and you can also hide your cursor here. So by default, it's visible, but you can also just hide it. So next up is the orbit pan and zoom function here and for the guys of you that don't know what it is, I will maybe just activate it and hit play here. So while I'm holding my left mouse cursor here and dragging across, you now see what's called orbit here. And when I click my mouse wheel and drag my design across here to any side I want. This is called pen. And then, of course, you also have the zoom function here. And this is what you simply can activate or deactivate here. So for example, now, if I deactivate everything and simulate again, now I can't orbit or can't drag it across here, or even zoom in or zoom out, And then you also have the soft orbit function here. So if I go back to the export settings and maybe activate orbit again. So by default, it's activated the soft orbit function here. But I will maybe just show you the difference. So this is what it looks like with the soft orbit function now. And when I deactivate it and simulate again, you now see that it's not so really damned, so this is a little nice feature here that you can also use. So next step, we have the touch setting here. So this is mainly for phone and tablet use. Here you declare how you can actually interact with your design. For example, the orbit function here is triggered by using two fingers or the pen function by using three fingers, and the Zoom is done by pinching, and you can just maybe also use a different amount of fingers for every function here, and you can also just deactivate the page scroll, for instance, or also deactivating the Zoom. So, and then we will come to the next topic. This is on. So if we just activate it, we can now choose the behavior of u No. So then onto the next then onto the next topic, this is on Hover event. So here we can just simply choose a behavior of what happens when we hover into our scene here. For example, we can use orbit camera here and also use the sensitivity and damping factor here. Maybe if I just simulate again, you now see what this does here. So while I'm hovering around in the scene, we can bit our object here. And depending on the values here, we can also maybe decrease the sensitivity a little bit and increasing the damping here. Now if we simulate again, this looks much more damped and continues here. And then we also can choose if we want to reset it if we hover out or we doesn't yeah, want to reset at all here. And of course, we can also do it for pen here. So if I activate pen behavior and hovering around in the scene, you now see that I can pan around the object now. And then you can also activate limits for bit pan and zoom here. For that, I will maybe just deactivate the on hover function and make sure that I can bit pan and zoom here, so I will activate those again, and then I will maybe just activate the orbit limits for now. And here you now have the direction here, so you can choose of both here or only horizontal and only vertical here. And then you can also set some boundaries here. For example, now, if I may be just choose a value of ten here, around ten and stimulate now. You see that I can now only drag around ten degrees here in every direction, so it's reaching the boundaries there, and maybe when I exceed this value now, so maybe to left and right. Maybe like 45 degrees, something like that. You now see that I can go much further until I hit the boundary. And yeah. And then you also have like a little animation here. So this is a soft limit now. So now I've got it by none here, but you can also do bounce or an east transition here. So for example, if I hit bound now and simulate again and reach a boundary, you now see that it's bouncing back. And this is also like a little nice smoothing function here, you can use. And you now got just the same functionality here also for pan and zoom here. Again, you have for pan here direction and also some boundaries, you can change. And for the zoom limits, you can use a min and max value here. So next up, we have the animated turntable here. If we activate it, and maybe I will reduce the speed here to something like 0.5. And simulate again now, you see that our object is actually rotating. But because of our boundaries, it actually stops now, so I will maybe just deactivate all of the limits here. Deactivate the Zoom limits and also the orbit limits here. Now if we simulate again, we now see that it's getting rotated around the axis here. And you can make it faster or slower, or you can also choose a direction here. For now, it was right. You can also maybe do it on the left side and then faster here. This is much faster now. But this is also like a little nice feature you can use. So next step, you also have an events behavior here, so you can choose if the trigger will stop at an object or it will pass through the object. And the last two here are mainly for the file size. For the material, if you're using glass materials, you can set the precision of the glass here. So a higher value means also more quality, but also a larger file size here. And here you can also activate compression. So for example, you can use if you want to have more performance or more quality. So again, more performance is yeah a less file size, and more quality is a bigger file size here. And then you can also just change the image quality here by using the slider, and you can also activate or deactivate the preload. So maybe if you worry about your file size or performance in general, you can just go to the overview tab here. And down below, you have this little performance testing tool here. And maybe if we just click on Run Test, we now see some metrics or benchmarks here. So for example, we also see the file size here and Tesco in general. And also some metrics here of how many objects you used, how many Booleans, and so on. Also a nice little feature here is opportunities tab. So this just shows you if you have unused acids in your project here. For my example, I have a color here, which I don't use, and this is also just yeah, size here, file size that we can get rid of here. And to do that, we can just click on the trash bin here or remove the unused acids here. All right. So in general, for the overview tab here, we can again switch in between our scenes here or our cameras and also deactivate the benchmark here if we have the pro subscription from spline and also can activate a little spinner here. So this is just when the file size is actually quite big, and the user's connection isn't really that good. It will show a little preloader here, and this one is available in both dark and light mode. You can also just show a loading preview, and you can also give a little hint here. So if you have bit activated, you can activate a little animation, which will be shown, and this should, yeah, hint the user that you can actually interact with the design here. And I can also show you this one here maybe. So on top here, you have your custom spline project domain, which you can open by this little arrow. So if I click on it now, you see in your browser your design. And then also here you see the little hint here that you can bit around. And here you can also just copy the link by clicking on it and also copy and embed here. For the guys of you that maybe no eye frames, so you also can embed your design as an eye frame here. Then next up, we have the view export function. So here we got a little nice Java script code, which we can embed in any website or content management Then next, we have the view export function here. So here we got a little javascript code and also a production domain. And the only difference to this tap here is actually the mouse events, so you can choose if those yeah I apply to the Canvas container or the global window here, but the rest is actually the same. Again, also for the play settings here. So this just differs by the type of integration here. Here you got the javascript code, and this is more like domain or iFrame based here. And last but not least we have the code export here. So for the developers of you, so you also got the possibility to integrate it to something like three Js, react, next JS, or anything else. But yeah, this will be done in another video. So this whole programming thing, I will append afterwards to the clause. So now we will just focus on the public URL and the VO export function. 21. Export into your Webflow, Wordpress or Framer Website: So now we learned everything about the export functions and settings, and now we will use this knowledge to actually integrate S blind into some of the yeah, most commonly used website builders. So we will do Webflow framer and world press here. And yeah, let's just start with the Webflow one here. So now I will just head over to Webflow here, and I prepared a little project here, so you guys just see how it might looks in the end if you using spline. Here's just a dif block here, with the height of six dVH. Inside of this diff block, we will now place our spline scene. In Webflow, you can do this by add an element, and then you go under media, and here you have actually a native spline scene support. We can just drag it inside of here. And make sure in the navigator that this blind scene is inside of the dif block. And for the height, I will use 100%. Now if we go under settings here, we need a URL. And for Webflow, we actually need a production URL. So if we go back to spine here, under export and Veer, we just copy our production URL, and then we will just paste it into our webflow, URL here. All right. And if we have done so, we can just publish and then we successfully just integrated spline into Webflow. Now we can actually just orbit around here and use the Tuggle function of the button, and everything just works fine here. And now we will also do it for framer here. But this time with another object. So just with the stopwatch here from the project section. And to get this inside of framer, we can just go to insert here and then to utility, and here you find the Amber function, and this one, I will just drag here on the right side, and I will just make it atle bit bigger here. And for the size here, I will use some min values here, a min with here of 100%. And also a mint heat here of 100%. Now on the bottom here in the Amber tap, we can now decide if we want to go with the URL here or an HTML. And if we go back here, you can now just freely decide here, so you can use an iframe, but you can also copy the link here or even just paste the Java script code inside of the HTML here. But I will go now with the link here, so I will just copy it, go back to framer here and insert it here. And then you just got your spline scene inside a framer here. So when I just hit on play, you now just have your project here in framer. And last but not least, we will also do it with Wordpress here, so this is a simple wordpress elementor page, and we will now integrate Ef into this, not the stopwatch anymore, so we have a little bit of variation here. Again, if you don't have the files, feel free to go to my spin community profile, and you can download it for free there. All right. For wordpress integration, we will simply add a new element here. Again, this is a simple container here. And then we will add an element, scroll down a little bit, and here we have the HTM L widget, and this, we will just placed inside of the container. And then if we go back to EF and export, we will now use the i frame here, so click on Copy bt. Then we will head back over to Wordpress here, and here we can just paste our iframe. For the size here, we can maybe use 1,000 pixels, for example, or maybe even more, maybe 1,200 pixels, and now we successfully integrated into world press here. Again, everything is just the same. We can use all the animations here, and this is also just quite easy to do here. 22. Export as Image, Video or for 3D printing: So next we will talk about how we can export our blind scene as files here. And to do so again, we will just go to the export tab here. And then on the bottom, you see all the possibilities here, you have to actually get files out of it. And the first one here is the image one. So you have the possibility to get in JPEG or PNG here, and you can just simply choose in between those two variants here. And then you also have the ratio here. So by default, it's at the value one here. And for example, now, if I will change it to two here, maybe, the ratio just means that you get the multiplied resolution of your screen here. So for example, I've got a screen here by 1,920 by 1080. So I will get the double value as my final resolution here. And then you also got the possibility here to show or hide the background color. But keep in mind that for maybe a transparent background here, I would recommend to choose a PNG file here. And then you will also see now that in the preview, your background gets transparent here. And then finally, you can just click on Export here and your file will be automatically downloaded in your selected resolution here. So next step, we have the video recording here. And here again, you have the possibility to choose in between some formats here. So for example, you have web, P four, give or a simple image sequence here. And maybe for example, now, if you want to paste this video on your website, for example, I would recommend web Mm because you get a better file size, so you don't really slow down your website. And also for the other formats here, there are different kind of areas of application here. But yeah, you can just maybe try it out for yourself here. And the next ones here are FPS frames per second and also ebits. And here, you can also just choose in between some values here. But again, keep in mind, so a higher value just means that you have a better quality, of course, but you also have a bigger file size here. But yeah, it depends on your area of application. And here you can also choose if you want the recording to be manual, or you can just give it a fixed time here, so a duration. You can just yeah choose a custom duration here. But I will just maybe leave it here by manual now. Then you also have the play settings. Maybe if you have more scenes or also more cameras, so you can choose in between your scenes or your cameras here. And here on the bottom, you have again, just your export settings here, so the same as you have in the web exporting tab here. So you can just activate them if you want to. And then afterwards, you just click on Start here. And now you have on the bottom here a little record button. And if you click it, a screen record will start now, and then you can just simply use your scene, drag it around. And everything you do here will just be recorded. And if you finished, just click on Stop now, and then automatically, your video will be downloaded. So next up on the list, we have the three D formats here. So those formats are mainly used for things like web apps, games, or AR and VR stuff. And here you have four different options to choose from. So GLTF, GOB, STL, or UD Z here. And every format here just supports different properties. For example, here, for GLTF, and also GLB, you can just export the geometry here, but you also can change in between the color and texture mode here, and then you can also export the color layer and also the textures here. And then for STL, maybe, you can also just export the geometry and for USDZ, you can again export the geometry, the color layer, and also the textures here. But also keep in mind those little hints here. So for example, now, the texture support is limited to only primitive geometries with UV projection mode, so no texture support for geometries with a smooth and added function. So if you have geometries made with the smooth and added function, so this could be yeah, there could be a lot of failures maybe in your projection or exporting model here. So keep in mind that also. But yeah, you can play around with it. So for example, the SDL format here is also mainly used for three D printing here, so this is also quite cool. So you can just, yeah, create any shapes you want and spline and then maybe printed on your three D printer. And yeah. And last but not least, you also have the possibility to just save a local copy of your file to your computer. And this has many different advantages here. So for example, you could sell your files on a marketplace or maybe also in combination with some IOS developing here. So the guys of you that no programming a little bit, so you could fetch your data here from a local file, so you can use it for this. But again, you can also just fetch the data from the cloud here. So you can choose in between those variants here. But this is also a little nice feature here that you can just save the file to your computer. 23. Project: EVE from WALLE | Part 1: So then let's start with the EF project. So again, we're now in our basic default blind scene. And now we will actually place an image here on our base plane as a reference for the basic shape of EF. And to do so, we just a can simply click on the import button down below, and then we will browse our files here, and then we can just import some images from Google or anything. An default source you have. And now we can actually use this image to create the basic body shape and arm shape, and also the head shape of ef. We will just now simply start with the body here, and to do so, we will just create a sphere here on the body. And place it here. Now if you rotate it, you see actually that it looks a bit weird, so we will just hide the base plane for now. We just have the image and the sphere now. You now can imagine that this is a two D image, we just actually have to convert it in three D, we take a sphere here and not just simply a simple circle here. Then we will actually just increase the size of the sphere here by holding option and shift. And now we actually just make it like that. So the edges now are aligned with the body shape here. And then we actually choose to move an added function here, so enter the added mode here, and then we will actually try to convert this sphere to the body here. And now we actually want to convert this sphere here to the body, by deforming it. We will choose the edge option here now and the october. And then we can actually just select all the edges here, and we will bring it down here. Now you have to look at the edges here. We want actually that this little blue line aligns with the image outline here. This line actually also aligns with the body now, so we will step to the next part of the body. Select the next row here, then also bring it down. Now we will do this again and again. Now choose the next layer here and bring it down. And so then bring this down here. So now the bottom already looks pretty good, and we will just continue with the top eo of the body. Now, actually we can't use the same technique for the upper body because we just reduce the width here. If we do the same technique, now, we will just getting smaller and smaller, but we actually have to go wider here. We can actually stay in the edge editing mode here and just simply select one edge here. And then we can just increase the width of every edge step by step. Again, click on this little circle here and then hold option and shift, and then you can bring this little blue line here in alignment to the e body. This is what we also going to do now for all the other edges. Maybe bring this also a little bit here. This is a little bit of fine adjusting here. Now, and sometimes you can't see the edges, so you can actually just hover over it and you will just select them like that, and then you can also bring them to the corners here. We do this step by step now. Then move this a bit up here. You see the other edge. Then also bring this out. Then what we can actually do is to get this little curfew. We can actually go to the vertex mode now, and then we will select all the upper vertices, not this one in the middle here, but just the outer ones. Now we can actually bring them up here. Make sure it's aligned with the image, a little bit more here like that. Then maybe we can also just select the middle one here and bring this down a little bit. You have like this little nice hole here where the head is actually going to be positioned later. And if you may just make the picture invisible now here, you actually see this nice body. So let's go back to the editing mode because I actually want to insert another edge here because it looks quite edge now. You can just look quite here, and then you can create a new new edge here. So like that, that looks pretty good. Then you can leave the editing mode and now you're ready with the body now. We can actually go to the next part of the body which is the head now of E. Don't worry, it looks a little bit displaced here, but we can actually just make it symmetrically. And we actually bring this do. We like that. Then again, we will just start over with the sphere here. We can just place a sphere here. Make sure you are actually aligned in the axis now here. Choosing this little blue dot. Then we can actually just increase the sphere here again, so it matches the head like that. Then maybe see that it's not really a full circle here, it has actually more width than heat. I can just drag this up here to this side and also to this side, actually and maybe like that. But then actually the bottom of the head has a different curvature. We will just step back to the editing mode. Now again, we will activate the edge mode, so you can select all the edges of the shape, and then we will bring them again to the outline of the image. Select the edge, and then again hold option and shift and bring this little blue outline here to align the the head shape here. And then do this for every other edge now. I can select the edge. And bring this out here. Oops. I will actually move the age. I have a little bit because I can't maybe I will just move the body down. It's much simpler. So again, step back to the editing mode and then do it for the last edges as well. Tone here. I will just add another edge here. So we get a smooth solution. I just want the edge. Yeah. So now we have the basic head shape now. I will just quickly move this body up again. And I will just simply rename it now, so for a better understanding. So this is a head and this is body shape. Maybe we can also rename the image. This is just the reference. Maybe I will actually make this a little bit down here. Maybe like this. Now, if you have done everything right, it should be symmetrically. We actually have to adjust this head a little bit, so it's aligned in the center. And also, because I just actually dragged the head in both right and left side, it's it's not spherical anymore, so you actually can just make it spherical again. Like that. Now if you hide the reference image now, you actually see that you have actually done the basic shape of e. Then we can actually start with the arm, the right and left arm and to get this shape, we can actually the here, where is it the af one? And I actually I'm going to hide the reference image now, and then we will bring the lave element like here in the position where the arm should be in the end. And now here on the right side, you see some setting that you can change. So for example, if you drag this here up and down, you see how the af element is actually changing, for the top here and also for the bottom. Then what you can also do is you can just adjust the curvature of the lave Maybe for the arm now will make the bottom a little bit more thin now and the shoulder a little bit more rounded. Maybe like this. We'll just quickly rearrange the view, and also we'll just recolor it, so you'll see it better on the gray background here, and then center it here a little bit more. This actually looks quite good from the basic shape. I will actually make this a little bit more curved. So the hand of e, may like this. Then it should also be a little bit longer. I actually going to increase this scale in the Y direction. Maybe like this. Then I'm also going to increase that scale so it gets a little bit bigger and maybe also increase the width of the shoulder a little bit more because I actually want that it's getting from big to smaller, so it fades in a bit. A bit as maybe like this. So if it doesn't look exactly like my arm, it's totally fine. This is just personal preference. So make it as good as you can. And if we just the view now here, looks like this, Yeah, I maybe just make it a little bit tinier in the direction. So like that. And then I actually want to bring this arm here in alignment to the body, move it in the direction of the body now, give it a little rotation a little bit more. Then again, this is a lot of fine adjusting here. Rotate a little bit more. The curvature is not quite good. I'm actually going to curve this ordering a little bit more. Yeah, maybe like that. That should do the work now. This would actually look like the arm is aligned to the body now. And now we actually have to use a Boolean operator now to create the rest of the shape. To do so we'll actually duplicate the body layer now. Now we have a second body here called body two, and I will bring this up here over the layer. And then you can actually choose both of the shapes here, so Body two and the lave now, and now you have to use the first Bolean modifier now. And then you see a new group is created called Blean. And then if you bring this up here on the left side, you now see actually that the body shape is now merged into the arms, so it looks like it's much more aligned to the body. We can also give it a little bit of rotation now again. So maybe like that. Yeah, this looks quite good now. So if I just maybe recolor both of the shapes here also. You see that it looks actually already pretty good in terms of shape of shaping. Let's so this a little bit more. Then actually, you can just simply duplicate the left arm, hit command and D. Then actually we will reset the rotation here, so we can bring this here on the right side without a change of the x and y coordinates here. And then, not this direction, that the right direction, rotated. I rotated around 180 degrees. And then you see on the left arm, I did a little rotation here of 3.75 degrees and that we are going also to do now for the right arm here. So we actually have to choose here -183.75 degrees. And then bring this up to the body here now. Now, we have the basic shape of, so the right and left arm. For Bad standing now, I will also rename both of the shapes. This is the left arm. And Ban two will be renamed to the right arm. So now you have the basic shape here of E, and actually, I want to make a little adjustment here. So if you look at the picture here, now you see actually that the body of ef actually is a little bit curved here on the top body. And I also want to Wait. Now, I actually want to make this also for the body here. Again, I will just the body here in the added mesh mode now. And to make this curvature, I actually can just select the top edges here and move them a little bit down. Then again, work W to the And now we actually have the main body now and the head and also the arms now. But I actually want to do slightly changes here now to the body because if you look at the picture here, you actually see that this body actually has a little bit of curvature at the top. And to also this curvature, we will just head back over to our body element here, and then we will add the mesh here again. A and then zoom in a little bit. Now we can actually just select those edges here and put them a bit down. And then we can also do it now if we work our way up to the center here, maybe like this. And then we can actually also select the middle vertex here, and also pull it ale bit down here. And now you also have this little nice curvature here, like the reference image. Yeah. So this is it now for the basic shaping now of the body, and now we can actually step towards to the material. And for this, we can just select the body now here. And I will actually change this now to a little more blue gray here, so maybe like that. So if you want to know it, it's d 4d4e4. And then we can also add some fresnel to it. Again, just add a material layer, here we clicking this plus icon, and then we can add a fresnel layer. And for the fresnel layer, we actually just make the color white here, and we can actually just leave the settings here as they are. And then we actually can introduce another fresnel layer here. Again, just add a new layer and choose fresnee. And then I will actually do some more gray like color here. Maybe like ED ED ED. So now you have the two fresna layers here, and I will actually increase the scale of the second layer here to two. You have a nice little transition here. Then we actually can also change the background here. But for now, I will actually choose the base plane here as the background. So maybe zoom out a little bit, and then again just hold option and shift and then increase the plane here to the size you want. I will also move it a little bit in the background here, maybe like this, and then I will back in here now. I will also rename it Real rick, background and also give it the color here. Maybe like this, d4df four. This already looks pretty good now. Then we can also apply this material to the other objects here. For example, we can now maybe just create a new material here, by clicking this plus icon, and then we can call it like body. And now you can actually just reference this material for every object here. For instance, if you click on the head now, you can actually access it from the material assets library and just click on it, or what you can also actually do is you can just copy the material and then paste it actually onto the next shape. You can do it how you prefer it. Now this already looks a little bit more clean now. Then we will actually do the next part of the shaping, which is the head element now. If you look at the reference image, and maybe just hide the head for now, we actually want to do this little display here. To the head now, we will just hide again the reference layer here, I will actually make this head a bit smaller here because I think it's fitting more here, maybe like this. Yeah, this looks good for now. Then we can actually just duplicate the head layer here, and then rename it. Maybe like display head. And now we can actually resize it also. Again, hold option and shift and resize it. It doesn't have to be like any specific size, we will just take a look at how it fits to the head now. And then we will move it out of the box here now. And we can also like, give it another color. So for now, it's again just our interior from the library. And we can actually just click here to unbound the library. And then we have all the properties here now again. And I will just do some black here for now. So now it looks like that. That doesn't really look like how we want it to be. But we can actually just play around a little bit with it. So increasing the wi here a little bit. It like that. As a little bit down here. Maybe like this for now, maybe put it up a little bit more. Then we can again make use of the Boolean operator, and to do so, we will actually duplicate the head again. Now you have a head and the head to here, and also the display head, which we just adjusted right now. Then we can actually select the display head and also the duplicated head. Now we can use the second Boolean operator now. And now you actually see that it's disappearing now. But now you actually have exactly the same curvature again for the display. And if I just a little bit back here now, and then again, just redo the material properties here now to some black. Then we have to a No. That position here. We actually now get to see the display here. Basically, you just created a Boolean operator shape now base from the head to get the curvature right. And then for the display head, it's basically the width and the heat that you want to get for the display and with the Bole operator, now you mix both of the shapes together. And now you have this little nice display in the head. And actually, this is not shiny enough. So we will also rearrange this we creek by adding a madcap layer here. Again, just add a material layer here, and then again, we can just use this ad cap layer here, which gives a little nice shiny surface here. And then for now, I can actually just remove one of the fresna layers here. So maybe like this one. And then we are good to go for now. 24. Project: EVE from WALLE | Part 2: So and then we actually have the basic shape enough for the display. If you want to do some little fine adjustments. Be careful with the boolean operator enough. So you actually have to select the display head now to actually adjust the width and the heat. So not the Boolean operator here, but the display head. Now we'll just do it like that for now. And yeah, I'm fine with this. And then we can actually go ahead now to the ice of each. To create the ice, we can actually just simply choose the ellipse tool here now and place an ellipse here on the head, and then actually adjust it a little bit. So it looks like an eye. And also give it a little bit of rotation now. Again, if you look at the reference image, and we will just quickly hide the head now, and also this one. You actually see that the eyes is a little bit rotated, and also the shape here is like that. I can maybe use this as a reference now, make it a little bit bigger. Like that, like I said, rotation actually fits right now. So I should be all right. Now you can make both the head and the display visible again and also rearrange the view here and then bring the eyes in the position now. So like that. Then again, you can just duplicate this ellipse now and for where the positioning now, I would recommend to redo the rotation now. And then just bring it here on the right side, and then redo the rotation. Here it is -21.6. We will do 21.6 in this direction, and now you have actually the same rotation factor here now again. All right, then again, I will just hide the reference image for now and actually maybe I will just quickly make them wider. Here and a little bit more down. My this. Again, 21.6 and -21.6, that rotation here. Now we have two ice here. And now again to get the curvature of the ice right, so we will just use the same technique as we used before for the display head. And to do this, we will first just simply extrude both of the ye now. Maybe like this, don't worry. It looks a bit strange for now. And then we will just bring this up here inside of the head. And then we can actually again just duplicate the head shape here on the left side bar and then bring this up here. And now you just simply select one of the ice and the head shape and then just use the second boolean operator now here. And then if you actually drag it out here, you now see that the eye actually has the same curvature as the head, so it's perfectly connected to the surface. Now we actually made the first y I'll actually re arrange this quick, the left side, so it's perfectly aligned here, so like that. Then again for the second ei, we will again duplicate the head shape, bring this up now, select b of the shapes, and then choose the second ban operator here. Then again, may we go on the right view here and bring this I in front. Like that, And now you have e with two s now. And maybe you know from the reference image that we actually have some kind of pattern here in the eyes of E. If you look at this, we actually see some little lines here, and we can actually a this by using the pattern feature in the material properties. To do this, I will just quickly hide again the reference image, and again, for better for better clarification here, I will just also rename both of the eyes here, so left eye and also rename the right one to right eye. Then we can just head over here to the material tap again. Again, it's choosing the defol body material, but we can just simply unbound it by using this icon now. Again, I can just remove one of the fresne layers and then introduce new layer and we can use from the layer function here, we can just use the pattern one here. Then adjust the properties here, and we actually want for the style, we actually want the lines here. And we want to do it spherical. For the color, actually, we will keep the black one, and we will introduce also the blue one here, it looks a little bit like the color from the reference image. Then to get a little bit more of the lines here now in the eye, we actually have to adjust the frequency of the lines. Not in the x position, but in the Y position. For example, if I increase the value, we now see that a lot more lines are no visible, we'll actually make a bigger value here, maybe like 100. Like that. Then to get a little bit of blurry effect, we can actually also increase this smoothness factor here. If I increase a factor, and you'll see that it's getting a little bit more blurry around the edges. Again, get a little bit more of this display kind of look. And yeah, this it now for this material. And again, and again, we can just simply also save this material to our acid panel now here and maybe choose the material here. And then we can also apply this material here to the second I. Actually, I will just adjust the eyes a bit more. I can just if you want to adjust the size, you can just go inside of the bin operator. I will make it actually a little bit bigger enough here. Maybe like that. And also a bit on the outside. I think I can do. I have to choose I believe an operator lips. May we like that. So now again, we can make some little adjustments here, so I will actually make this display a little bit more like this and also for the material, actually of the display head. I will know this one But actually, I will move this fresne layer up here, and then I will actually make it black here, so it doesn't look that shiny now. Maybe also increase the intensity here to three. So like that, and also to get again, thistle more blurry display IT Television effect. You can call it as anything you want. We will actually again introduce some bloom effect here, so activate the bloom one. Then for the size actually, I will use a small size here. Treasured I will actually bring down to zero, and also the intensity may be like 0.3 or something, and then maybe you can if you want increase this moving factor a little bit, like that, And now this actually looks really good, in my opinion, I were maybe sorry, but I actually move the eyes again a little bit down here. So I like that. This actually looks quite cool for now. And then we will actually head over to the body part where we will add some more details. So for now, I will actually add some buttons here and also a little bigger red button, which kind of simulizes the heart of E. Where we will also use the same techniques now here. Again, as we did for the display and for the ice now and just to get some practice here to get all the curvature right here in some more complex shapes. To do so again, we can again just add some ellipses here maybe like Here, I will actually size them down a little bit. So maybe like that, and then duplicate it by hitting command and D, like that, maybe like three little ones, and then one bigger button here, so the heart, maybe also centered, maybe like this. It's really centered. A bit more on the right side here. Now we will start with the three little knobs here. Again, if you look on the left side here, you see that it's just a two dimensional shape, and we actually have to bring them down here in the body. Again, just select all of the three little ellipses, and then them and move them in the body, maybe like that here. If you look around, you now see actually that all of the shapes now are connected with the body, and then again, we can just simply duplicate the body, bring the body up here. We will start with this one. Then again, select both of the bodies and then merge them with a second an operator. And then move them outside. Maybe we will look from the top here. I don't know. We can get a nice view here. Maybe I will also just recall it real quickly, like that. And then I can move it inside. Maybe a little bit more. Like that. Then we can actually just repeat the step the steps here for the left one here. Again, duplicate the body here. I will just do it quickly two times. Bring both of the bodies up here, select the button and the body. Choose the second boolean operator. Bring this up. Now you see it, and then again for the last one, choose the second boolean operator, merge them and bring them out of the surface, not rotate it. And then we will do it also for the big one here. Sg move it inside of the body, duplicate the body, bring this up here, and then choose the second boolean operator. Now it should look something like this, and then we can just actually change the materials for now. And for the little ones, I will actually just make them white. But first, I will actually they can just rename it here for better understanding. Little button. Also a little button. And this is also a little button. And maybe we can group all of these little buttons. And you can call it buttons, maybe or anything you want. And now we can add a new material here, and I will just make them white here. So like that. For the big one, we'll call this one, the heart, for the material the heart, we can actually do some re here maybe this then we can also maybe add a bit of outline here, create an outline layer and maybe increase the wi here a little bit. Maybe like that, also do some smoothing. And then I will do this in a little more lighter. Maybe this. So now looks like this now, and I will actually maybe decrease this outline effect a little bit. Maybe like four. So if you them out, it looks like this. And now we can maybe also add a little text here in the background. So like, increase the font size here, 200, maybe 300 or maybe even more. 40 and then also maybe increase the spacing here a little bit, make sure that the parent element is big enough to fit the font here. Increase it even more. Maybe like that. And also some bolt font here. And it should look great now, not so far. So like this and then maybe also change the color here. Maybe some white here, can also maybe reduce the transparency a little bit, so it fades better with the background. And then it looks like this. Now we were actually ready with the basic shaping now of E, and now we will come to the animation part and we will add some basic transitions to it and some follow up effect. And one simple animation is the look at feature, which we will implement now. This is quite easy. And we will actually use the head for this, and I will just quickly group all the head elements up in one group, and I will do this, not the buttons. Maybe from here to not the arms. The right eye, the left eye, the big b the display bully modifier and the head, and I will group this up and rename it to the moving head, or maybe something like that. Now you have actually all the elements of the head combined in one group, and this is actually quite important for the look at feature to implement it, you can just simply head over to the events topic here. And then you can actually use a look at feature here, so not using the start function, but the look at feature. And now it's actually just implemented. So if you simulate now, you already see that the head is actually following your cursor. And now you can play a little bit around with the features. So maybe just increase the damping mode a little bit. And yeah, that's maybe it for now. So now you have a little nice animation here where each looks at your cursor. So this looks pretty cool. And it's also quite easy to do. So it's actually a lot more easier than building the shapes. So now we actually implemented the look at feature. So this looks cool now. And then we can also add a new animation here. I actually want that Eve is floating a little bit. Like in the movie, it's moving up and down all the time because just simply floats in the air, and to do that, we will make another group. We actually have to group all the shapes that we just created, also the head and the body in the arms. Actually everything is floating simultaneously. And to do so. We can select the heart here, the buttons, the moving head, right and left arm, and also the body now here and create a group with command and G is the short key, and then I will just simply rename it to. Then we have all the shapes now grouped together. And with this now, we can actually introduce two new states here. Again, we have the base state and the second state. And for example, now in the base state, e is now in this position, and in the next step actually be a little bit more up here. So maybe like that, you now see the difference. In the base state, it's here, and then in the second state, it's here. O maybe even move this a little bit more up. And now we can trigger this state by adding a transition, and this transition is basically just started when the scene is starting. So you can just leave it as it is now with a starting condition, and then you can click on transition, and the target is again the group here. And you actually want that it's getting from the base state to the second state now. Maybe you can increase the time a little bit like 1.5. Here you can actually make it linear, but you can also make it like ease in and out. The top and the bottom is a little bit damped. So we can leave it as it is now, and we also should do it infinitely, and we will actually cycle it with the ping pong. I actually bound this up and down and up and down. And this is it now. Now if we simulate now, we see that E is floating, and also the gate feature is still active here. And then maybe we can just add another little animation now. So for example, we can make Ef jump by clicking on the body or anywhere in the scene. So we will actually also implement this feature now as an example. To do that, we can just step back to the group here, and we will actually trigger a new event here by the mote feature. And then we will just go back again, and we will introduce another state here, the state two. We can actually make it. We can actually call it like maybe jump. And when I jumps, I actually want the position to be higher than this. So choose the second state here, the jump state, then make this even more higher. Now you see these two are the floating ones, and this is a jumping condition. And we can trigger this now By the mouse down event. So add a transition here for e, do it once, and then we will just do a transition from the current state. So no matter if it's currently in the base state or the state, and then we actually going to do a transition to the jump state. So for example, now, if I simulate and click, you now see that it's moving up, but this is actually quite slowly. So I will just reduce this timing effect a little bit, maybe like 0.3. And now again, you'll see that it's moving up, so like that. But now you actually see that it's not coming back down, so it stays in this position, and we also have to get rid of that, we will actually make another transition back to the base state. So back to the original position, and we can actually make this a little bit shorter as well. Maybe like 0.5. Now if you simulate again and jump, you see that it's also falling down again. So this is actually a little jump here. And now we can actually make some more crazy stuff now here. But maybe we can also let the head rotate while Eve is jumping. This could also be a nice little feature. We will combine this actually with the transition we just created. We will go to the moving head now here and create a new state. Now we have the base state and the second state. And in the second state, I actually want to rotate this head by 360 degrees, so it makes one full rotation. So now, actually the head is getting rotated now, but we also have to look where the body is while jump. So it's in this position now. And if we head back over to the head now, we can actually move this up also a little bit. So it's actually losing its head while it's jumping. And then we can actually do another transition here back to the original state. So yeah, like this position. So if you look now, We will actually then copy this y value, and then we will place it here in the state two. Now, actually, this is a base state now, and if we jump, the head is getting moved up and also rotated. I have to actually change this value again here. Again, 360, I don't know why. It's not there anymore and also here 360. Now it's getting up rotated, and then it's coming back down. Now we have to introduce those states here to our click events. Again, get back over to the e body and then to the mouse down feature. Then we leave it as it is so, and then we will do another transition. This one here. For the target now we will choose a moving head. And here we will now doing tradition from the current state in the pay state now. And then also we will do transition back to the state two here now. I think if we simulate this one now, No, this doesn't work. Now if you head back over to the mouse down feature now, you should actually this was wrong. You actually have to transition to the state here and then to the state to. Again, if we look at the states here now, So this is just our base state and we have to do a transition now from the current state in this state, and then back to the state two now. So if we head back over here to a mouse down feature. Again, we actually do a transition no matter where we are at the moment to the state where it's actually jumping up the head, and then we will do a transition where it comes down again, so the state two here. Now if we simulate again, And do this now see that the timing is actually not really. It's not really fitting the simulation now. So it's moving way too slowly. We're actually added the timing now a little bit. Again, we will just head back over to e here to the body, and then again, select the mouse down feature. Now we want actually that it's getting faster up, so we will reduce this value. So maybe I will show you. So actually, this time is way too slow now, so we will decrease this time and also decrease the time where the head is actually moving down. So we'll do both of the timing events now. So this one, like 0.4. And this one like maybe 0.7 now. Now if you simulate again and click on the body, you now see that it's actually moving quite nicely. So the head is actually lifting up, rotating and then coming back down. So you might notice that I actually have to restart the scene every time by menu because the states are actually not repeating, and you could also do it with some Duggle features, but this could actually be quite complex for now for this lesson. And to get rid of this, I will actually just do a reload of scene. And to do that, we can just go back to the Mus Town event here, add a new action, and then we will use a reset scene feature here. You can also bring this down here, so you better know that it will be played in the end. Now you can actually choose a delay here. Now you have to count actually how many seconds your transition takes. Maybe mine will now take like here 1 second and 0.8 seconds. A delay of 2 seconds now should fit now here. And now whenever I click now on E and the transition is actually playing now, after 2 seconds, the scene will be reset it, and then I can actually start over again. So if you simulate now and do the jump, we actually see now that the scene is reset it, and then I can actually just do this over and over. So maybe you can also do some little features here again and Maybe one more little transition here for you guys. We can also make art like pulsing, so we get a little bit more life into e, and to do that, we can just make we can make a new state here. Again, we have the base state in the state here, and then in the second state, we can actually increase the width of the outline here. Now you see actually that it's increasing in the second state here. And then we can just simply add this one to the start event. Add a new action here and new transition, and then select the heart here. And then we can just choose the base state and the second state here, and 1 second should be fine. And we want to do this infinitely, and also we will use the Ping Pong effect, so it's getting wider and smaller and so on. And then you can actually simulate it now, and then you see a nice pulsing heart here. So this is also a nice little feature, which you can add to your three D designs. So to summarize everything, we now have the look at feature, we have the jumping animation, and we also have this little pulsing heart. Yeah, this is it for the E project, and I hope you liked it, and I will see you in the next lesson. 25. Project: Stopwatch | Part 1: So then let's start with the stopwatch project for now. So we have just again, our basic spine here now. And for now, I will just begin with the body of the digital stopwatch. And to do that, we can just bring a circle up here on our base plane. And then let's increase this a little bit. So by holding option and shift, can make it a little bit bigger as you want. And I can actually just hide this base plane for now. So you just have this circle here. Okay. And then we can start by extruding the circle. So rotate a little bit and choose the width edge as you want now. So for me, let's go with this kind of i and then maybe some smoother edges also. So I will just increase the bovel here a little bit. Okay, then this should be our body for now. So then what I'm trying to do now is I want to add at light ring here later on in the project. So I will use the Boolean operators to make a little extrusion here, and to do so, I will just reset the view here to frontal. And then I will draw another ellipse here. And also make it a little bit bigger. We're holding option and shift, so you can size it evenly. And also give it a little bit of extrusion. I will just simply just recolor it for now, so the difference is easier to see. And now what you guys maybe see, it's not really centered. So I will just head over here to the position tab. So the bigger one is now at minus 213, and one. And so I will choose also here -13, what would it minus two minus two and 13 Okay. So now the inner circle is now centered. And what I'm going to do right now is actually subtract this little circle from the big one. But first, I actually want to make it a little bit bigger now. Maybe like that. Also the ring be a ring, so I will actually increase the ring value here. So maybe like this. And then move this little ring inside of the bigger ring. So maybe like that and check the front view again, so it looks good for now. And then I will select both of the aleps now. And then, not this one. And then I will select both of the ellipses now and then choose on the Bo and modify here the first choice. And then you see now that the first one got subtracted from the second one. And also the color changed now, so I'll just going back to the gray here. And now inside of this later, we will placing this light ring now. But first for now, we just have the basic shape now here, the body shape. And then we will actually use a little trick. So we just divide we just subtracted the ellipse two here from the whole thing, but we can actually also we actually wanted to use later for the light ring, so we'll just duplicate this ellipse now and place it out of the Boolean modifier. And now you see it like that, and then just decrease the extrusion again. So you can just do it like two or something. And now you see that the ring perfectly fits here inside, and you also have this negative extrusion out. And for better clarification, now, will simply also rename the shapes. So this will be the light ring, and this is just the body. And this is the Big circle maybe and I don't know other sorry. This was a small circle, small circle. And this is a big circle. Okay. Then what we also need is like a little no, where you activate the stopwatch. And to do that, we will actually use the star shape here now. And I may it. I will do it again now. But actually, we can maybe also choose the top here again. So rotate the scene upwards here, and then you can place this star icon on the stopwatch. You can maybe align it here, and then move it where you want it. So try to center it and then give it a little extruion. So maybe, maybe like that, a little bit more maybe. Okay. And then you can also bevel it like this one. So it looks like it looks more like a op. But actually, it's a little bit too tiny in my opinion, so I will actually increase the size here. So may like 60 maybe even, maybe like 80. And then also maybe some more sides here. So like this. Yeah, like that. We can also increase the bevel sides here a little bit. And maybe the corners also. So it gets a little bit more concentrated to the inner circle. And that's what I'm doing with the corner value here. So Don Roy, this is quite computing intense, so it could take a while. But I think this looks like a nice. And now I will actually move this thing up a little bit. And now I will also insert a little shaft here, where this button actually triggers on. And to do so, you can I will actually move this a little bit more up now, rotate the scene. And then I will place, maybe I will look from above. So take the top bird view here, and then we will place a little circle here. And also extrude it I have to look at the Yeah, maybe that's good. Maybe a little bit more extrusion here. Yeah. This looks good. And now you can actually select both of the shaft and the star now and rotate it. So by, not like that. We have to group it first. Select the star in the ellipse and then press command G. Now you have it grouped up. I will also rename it to maybe like button. Now when you have both of the shapes now in the group, you can actually rotate it to 180 degrees here. And then we will change to the front view now again, and we can bring this button down here. So maybe like that. Yeah, that looks good. So we are getting further in the direction we want to be. So now we have the body and the knob here on top. And for now, we can also start with the nones here. So you may notice every stop watch has some nones on it. And so to create the nones, we will simply just make a little rectangle here and give it another color. And then we will make it a little bit smaller here. So maybe like this. Yeah, that looks good. And then we will actually make use of the cloner elements. So the rectangle two should be selected, and then you activate the cloner module. And now we will choose the type. We will choose a radio function. And then we so also hide the base, so the middle part here. And then we can increase the count here to maybe like something like 16. It should be an even value because of the nonus 360 degrees, and then you can divide it by 16, and then you have a little nice gap here between the nodeus. And what's also important now is the alignment now. So if you choose yes now or no, so it's every nones is horizontal here. And if you change the alignment now, it's more aligned to the center. And if we change the rotation value here, you guys see what I'm trying to do is getting the none here, so it should be -90 or plus 90 depending how you see it. And then we will increase the radius here, so it fits to our outer ring. Also have to change the position here a little bit because it's not centered right. Maybe like this. But actually, the nones is a little bit too big in my opinion, I will actually make it a little bit smaller by adjusting the parents size, the children is also getting changed so maybe like this. Okay. So now again center it a little bit more. Yeah, and then increase the radius to your needs. Yeah, maybe like this. This looks good for now. I will change the color to white maybe again here, so you see it a little bit better. So now you have a big nones, but I also want to do a subnna, between the bigger ones. And to do so, I will just rename this one to the big non. And then duplicate this clono module and call it the small none. And then we can actually just rotate the non us first. So changing that value here, maybe like that. I will also give it another color for now, so maybe a little bit more dark here. And then you can maybe I will just redo it shortly, so just press command that. First, we're actually going to resize this. So make it a little bit smaller here the smaller no. Maybe like that. And now we can actually rotate it. So you see now a better difference. Maybe like that. And then also give it another color. So we'll just do it a little bit darker here. And then yeah, then you have the basic shape of the stopwatch ready. And to bring the stopwatch alive a little bit more, so we actually going to change the material of the body for now. And I want to achieve a little more metal look like, so a bit of mad metal shininess. And to do so, I will create a new layer here. Which we are going to choose a Matt a layer. And from the library, we can maybe choose this one. This is very shiny, this is a little bit less shiny, and this is also a little bit mat here. This is a good solution in between Mt and shiny. And we take this one here. And then we actually move it down here. So it does a very bottom here. And we actually don't need a color animal, so we're actually going to hide this color for now. And this already looks pretty nice. But we can actually also add some fresnel maybe here. So let's choose the fresnel layer here. And then maybe reduce the bias here a little bit. Maybe a little bit negative here. Yeah, this looks good, maybe. Okay. And then we maybe can also do some little rainbow effect here. Maybe just changing the opacity to something like the no 12, maybe even less like this. So you get a little bit more detail here. So this looks good for now. And now we can actually save this material here. So by clicking the four dots here, and then we will create a new material here called Middle Doc And now we have saved it to our material assets panel here. And then we can also maybe do the nop here in this material. We'll also quickly just rename it here to nop and the ellipse to shaft here. And then also again, choose the knob, and then you can actually access the metal dog material from the acid library and give it also the metal material. So this looks definitely better right now. I would also change the background here to maybe some black here. Okay. And for the shaft now, we will actually just make it white. Maybe like this. And then for the lightning type, we can just keep it by fong here. But actually, I will move this button a little bit more down now here. Maybe like this. Okay. So this looks already more like a stopwatch now, but actually, we will make some fine adjustments here. I don't really like the big face here from the body. So I will actually just add it reduce the bevel here a bit. Maybe two like three. Okay, that's better for now. And then we will start over with the light ring for now. And for the light ring, I am going to change the material here and add a deaf layer. So we make a little gradient here. And so just click on the gradient layer here, and then we make some maybe like yellow to orange here. Yeah, maybe like that. I don't want it to be radio. I just want a linear gradient here. Y this looks quite good for now. And then I actually want to make another little outline corner here. So the display, so there should be a display later on is more separated from the rest of the clock. And to do so I will just align the view here. And then maybe I can just actually copy the light ring here and duplicate it is. The reason I'm duplicating this is because it's centered completely in the middle here. And then I can actually just resize it here. Again, with holding option and shift, can actually resize it here, and I will just increase the extruion here a little bit and also remove this material from now. So you see the difference. So if you look around now here, we have a big big ring here, but we're actually reducing the riff of the ring here by increasing the ring value. Maybe like this. Again, check out the front view here. This wasn't actually enough, so I will just resize it down a little bit more. Again, hold option and shift. And then move it. So it fits to the whole sea now. Yeah, this looks quite good. And then sorry. And then I will increase the bevel also here. So you have much more smoother edges, so in comparison to the bevel here and without bevel. And then for the material, I will just add another madcap layer here, so it fits to the rest of the material. And I will choose again this one. And then you have a a nice little contr here. So it looks more like a digital display here. And then we will add a text here, which is the display text from the stopwatch. So choose a text function here and then just simply click on the layer. Then I will actually just drag it here, so it fits scene the display. So maybe like this. For example, I will start just with a zero here and then align it here in the horizontal way and also in the vertical way. So for the color, we actually just choose white here. And then we can also maybe like change the font here. So I will just choose one. You can choose anything you like here. We maybe use this one, the Bi gen jewelry here. It looks a little bit more like some digital typography. And then we can increase the size here a little bit. So maybe like this. And for the wage, we can also go to bolt here. Maybe like Sami Bolt. Yeah, like Sami Bolt one. Yeah. So like that. I know what you may notice is that the nb is actually not really aligned to the center right now, we're actually going to move it more in the middle now. Yeah. So this is now much more centered. And then we can start maybe with the functionality of the watch, and we will maybe just start over here by the button actually. And what we can do now is we can create a new state. So again, we have now a base state and the second state. And if you imagine now if we click on the button, I want that the Knob actually moves in a little bit. So we head over to the second state now here, and actually, we're going to place this button a little bit more down. And now you see the difference actually, so in the default state. And in the click state, I can even maybe make this more down. Okay. And then we can actually just trigger an event on this button, so create a new event. And then for the trigger, we will choose a mouse down function again. And then we will activate a transition. And this transition should apply to the button only once. And we want to go from the base state here to the second state. And I think 1 second is fine here. So if you simulate now and click on the button, you see that it's moving down. But actually, the bottom here comes a little bit out of the watch. We're actually going to change this. Again, select the second state here, and then we will just move this a little bit more up, or we can also. This is not good. So just move it a little bit up here, so it doesn't. Moves out here out of the watch. If you simulate now, you see a little nice animation here, can actually make it a little bit faster now. So maybe like 0.6 seconds. Maybe even 0.3 seconds. It's more like, it's that looks great. Okay. 26. Project: Stopwatch | Part 2: So for the next functionality, now, we actually want that by the trigger of the button, the value of the text is changing. So to do so, we will click on the text element now. I will quickly also rename it to maybe the counter value. And then also just for clarification, I will just rename the light ring also here. So you have, like, the display ring. And this is still the light ring. So then head back over to the counter value here, and then you can choose for the content here. You can actually create a new variable, which is a counter valuable, so a dynamic one. You can rename it to display account and this display count value starts by zero. And then if you click on the preferences, I can here can actually reduce the intervals, so maybe like 0.1. So the steps can be just one, so it's incrementing 1-2, three, four, and in the end, you should reach the value of 60. Then by the end, we don't want to restart it. We just want to stop the variable. Okay. Then to trigger this event, we head back over to our button here and to the events topic here, and then we actually create a new action, which is a variable control. Here we actually going to choose the display count, and we just want to let it play with the delay of zero now. Now if we simulate again, nothing happens because we didn't choose the value here, so we can head over back to the counter value and then you have to choose actually this display count value by the text content. Now if you simulate again, you now see that the counter is getting started while pressing the button. And then it reaches the values of 60. And then what I can also do now is that we can maybe if the stopwatch is starting, we can actually change the light ring here to maybe like a green or something, so that's visualizing that the counter has started. And then we can also do a color of red for the light ring if it finishes the 60 seconds. And to do so, we will head over here to our light ring and introduce two new states. So now we have the base state, a second state, or the primary state and the state two. I will just rename it so the base state. Maybe green state and red state. So in the green state, I actually want the color to be green, so I will head over back to the material topic here, and I will change the color to green here. So maybe a light green to dark green. And I will also do this for the red state here. Again, go to the depth property here, and then change it to a light red, which fades in to a darker red. Now if you swap in between the states, so now by default, you have the orange state, the green state, and the red state. So then, actually, we will head over back to our button now, and we can introduce another state here. Another event, which is triggered by the button here. So we have the moving transition button and also the variable control event, and now we will just make a transition now. So when starting, we want the light ring, actually. So for the target, the light ring, we want to get from the base state to the green state. So the clock is activated. And we want to do this immediately. So now, if you simulate again, you see when the clock is started now, that the color is changing from orange to green. And now we actually also want that if if it hits the value of 60 now, we finish the clock and the color sho change to red. To do this. We will just head over to the light ring here and introduce a new event. This event again is triggered by a variable change. No again by a mouse click, but a variable change. For this variable change, we will use the display count variable. And we will then introduce a conditional statement here, and this condition. So again, we have an I and L statement here, and we want that the display count value, display count value is bigger than 59. We actually want to trigger a transition now and this transition now, again, the target is still the light ring. And we want here to do a transition from the green state to the red state. Also, we will do it immediately. So again, this triggers every time a variable is changed. A variable is changing. So for example, if it changes 0-1, this event is triggered, and so on. And then we will ask if this display count value is bigger than 60, and then we will actually do a transition from the green state in the red state, and then we have finished the clock. So again, when I stimulate now, and now it reaches 60 now, we get in the third transition, and the clock is getting red. Okay. So what you can also do for a better looking here, and what I personally also like to do a lot is adding a little bloom effect, especially when you're using or you're trying to build some display mode or some, some digital stuff. So it's the shape is getting more blurry around some brighter modules, brighter colors here. So, for example, if I activate now the blue mode, can't increase it here, maybe to some large. So actually I will just increase the intensity now you see what the bloom effect actually does. But that's way too much bloom effect. I will keep it maybe like this. And maybe reduce the threshold here a little bit. Increase the threshold, can also do some smoothing. Now you see actually that this digital display actually has some like white contur around it, some blurry contre. And this is what you also see in re life on displays. So this is a little nice effect that you can add just for the looking now. So you have some break of the transition topics and so on. So maybe what we can also do now is like in the previous explanation of the variables, we can actually make a little progress bar here, so it also visualizes how far the clock is in time. And to do so, I will just align this view maybe here. And again, I could just duplicate the light ring here. Maybe not because it has so much states already on it. I will just duplicate the display ring here. And then maybe make it a little bit bigger here and also remove the madcap here. Now you already have like a little white ring here. And I will just resize it also. So again, hold option and shift. Then you can resize it. Also check around the edges here, so it doesn't so it stays connected to the body. And actually, I don't really want an extrusion on this and also no bevel. Oh, now, you have to again resize it. Yeah, maybe like this. Now you see it's still extruded here. So just make it maybe like this and move it a little bit inside here. This looks great for now and it doesn't exceed any wall or something. So based on this, we will rename it to display progress. And then we can also just actually connect this value, the angle value to the display count. And maybe we cannot And then we actually have to connect this angle to a new variable. So you could actually use the display value, but this value actually just goes 0-60, and again, to fill the full circle, we need 360, so 360 degrees. And if we use this value from the display, we only reach out 60 degrees, and it's basically not enough. And to do so, we can just introduce another variable. So click on the angle here, and then we will create a new variable. And this one, we were also going to do And then well, Yeah, combine Feces go. Then we select the display progress bar here. We can maybe just actually change the color to more white here, more white color. And then we will introduce a new variable, select the angle little circle here, and we will create a new counter and then re to di progress. Here in the preferences, we actually have to change it to the end value of 360. And you can imagine now that we have to increase the steps also. But first, we going to add it here at the intervals, also 0.1 seconds, same as the variable before. But here we actually have to use six steps now. So because 360/60 is six to get on the same level the same counting level as display text here. And so that the progress circle now also fits the timing model same as text now here. And then we will just connect the angle property to the display progress variable. So for now again, it's disappeared because the initial value is zero here. And then we also have to trigger this variable by the button here. So just head back over to the button now. And go to the events tap here. And again, we have to create a new action when the button is clicked. And there we also have to do the variable control, and then we will select the progress variable, choose the play function, and again, without a delay. And then if we simulate again, you now see this little progress bar. And now it exactly fit now. But we actually have to stop the simulation now. So head back over to the display progress bar, choose the value here again. And then we actually have to do to change this property on end, it not restart. It simply stop. Now, if you simulate again now, And now, actually, the progress bar simultaneously reaches the end when also the other value actually hits the value of 60. So for now, this actually looks really good now. But we will add some more details now. So maybe we can also just add a feature where this progress bar actually is getting the color red while the clock is finishing. So to do that, we will head over to our display progress bar here. And then we will introduce a new state here again. And in the base state, it's just simply has a color white now. And if we go to the second state now, we will make it red. So again, if we hit this value on the light ring, was it, I guess? Yeah. So on the variable change function now, And then we can just simply add a new transition here. So if the number is actually exceeding the 59 value, and to do so, we'll just make a new transition. And for the target now, we will just choose a display progress bar here. Then again, we will change from the base state to the to the second state. Then again, we will just do it immediately. Then if you now simulate again, You will see that this color will now also be red. We actually have some transition here on the background, which I don't on to state i here. We actually don't want this transition, it also change immediately. Now again, just for for a complete view now here. So this color also changes immediately. Yeah. Now we can also just add some little background here. Again, for little nice design, add as much details as you can. And I will just put a little text here on it. Maybe like change the time, and then just center it. Actually move to the center here now and then increase the font size like that. And then I will also add some more details here to have a much more complete design here, so maybe like a background text here, like change at the time. And I will make it a little bit bigger here. And then increasing the font size. Maybe also over the slider values, and maybe 160 or 180, like that. Then I will also change the horizontal and the vertical alignment here. Then also pull it here in the background, can also give it some ext he may like that. And then you have a little nice background here. Maybe you can also increase the weight here. Like, semi bold or something Ming Yeah, like that. I actually. Maybe I make it even bigger. I change 240. I will actually just insert some white spaces here. So, it actually has a gap around the clock. Like that, pull it up here a little bit. Maybe even one more white space two more nice. And then bring it to the center here. Now, maybe like that. Then for a better contrast to the background, we can actually make a little point light source in the background. Get from above, maybe. So right to the back now. And then when you simulate, we have a little nice lightning from the back. We'll actually make the extruion also a little bit bigger. I like that, and then also change it to at But I can also now make the intensity a bit strong, click on the point light here now and maybe make the intensity a little bit more. Now when you hover around, you see a little nice shiny edge around the font and to make it a little bit more color specific. Now, we can also add the point light maybe to the front of the clock. So pull up a new point light here and maybe we would like here or something. And in the initial state, we will make it orange. Maybe like that. Now you see a little bit of the color here also reflecting on the font. It's looking pretty cool. But I actually will make this font color a little bit more darker. Yeah, so maybe like this. Okay. Then head back over to a point light here. Now, we'll quickly rename it so maybe like color point light. And then we will also introduce three new states here. Again, we have the bay state, the second state, and the state two here. And now you can already think about it that we will just make the same colors for the light. Initially, we have the orange light, then we will change to a green light, and then if the clock is finished, we will change to a red light here. Again, we will head to the second state here. And make a green light here, maybe like like this and now for the red state, a red light. We have all state sats, so we have the orange light, the green light, and the red light. And then again, we will trigger these states now by an event. So for the first event, we will just simply go back to our button here. And we will also introduce it here to the miles down event. So again, just doing new transition, and for the target here, we will choose the color point light now. And we will toggle it once only. And then again, with no delays, we'll do it immediately, and we will change from the base state to the stage. So the second state here. If we just check it over now, creek. We now see that the color is also getting green. So the transition works now. Then for the red light, we will head back over to our light ring. I guess, where we declared the variable change. And then again, we will just add it to the condition live in. So when the value exceeds the 59 value. We will do a new transition here, also choose a color point light. Again, we will do a transition from the base state to the Aa we will do actually the transition from the state to the state two. Again, we will do it immediately. Now if we simulate again, actually, the color sho change of the whole scene to the red. So this looks pretty nice now. I will actually just make the light a little bit smoother because I actually think that the intensities may be a little bit too high. So maybe like 0.55. You also and also. Okay. So then if you simulate now, you actually see the result here. So maybe I will at some little adaptions here now, so maybe a little bit more extrusion on the text. And actually, I will just quickly rename it to the background light here. We can also reduce a little bit the intensity here. Then if you simulate again, you have this nice little stopwatch here. Also, maybe you can again, just make some little adaptations here. For example, you can maybe change the material a bit. For instance, you could also make an overlay with the Fresno. It looks a bit darker and you can also reduce the lightning effect a bit. And yeah, you can be creative as you want here. Maybe you can also change the color a little bit. So I think this actually looks quite nice. So let me know what you think about it. This is a really nice little project, which introduces you to state in events and variable control and also conditional logic. And you can imagine now that you can be creative as you want to. You have endless possibilities to do with those things you learned now from the past topics. And, I'm happy to see all the project that you guys will do with this knowledge, and then we will and then we'll see you again in the next cos. 27. Project: Portal | Part 1: Hi, guys. So in this practice tutorial, we will make a little portal based on the particles function in spine. And this is what I'm going to show you now in this tutorial, so let's get started. So then let's get just start with the basic scene set up here. So we are again in our default spline scene here. And first, we will actually just indicate here on our base plane where the portal later will be. So I will actually just place an eps here. So no sizing or anything else. But just as a little indicator where our portal later will be. And I will give it just a quick white color here. And then we will actually just build the scene around of this ellipse. So for now, I will actually just also hide the base plane or maybe you can also just delete the base plane here. And now we will actually build some walls and also a floor here. So we will have a back wall here, a left wall, and floor. To do this, we will just use a plane shape here from the October, Schoss and just place it anywhere in the scene. Now hit option and shift, and now you can actually just exceed the size in every direction. And then I will place it behind our portal here. Maybe I hear from it first. Now it looks like this. Maybe a little bit down here, so it's centered. And now we will also choose the visibility here. For the sides, we will choose both, and what this does actually is, if you look at this, we have now both sides visible. So every color or material layer is actually affected on both sides of the plane here. We have our back wall now, and now let's just do the left wall also. To do this, I will actually just bring it up here and then you can rotate it. Like that. Or maybe you can just type 90 degrees in here, and then move it here to the left side. Like that, maybe. And then I will just duplicate again and then rotate it to this side, so we get a nice floor. So maybe I actually just again type here zero degrees and then move this one down, and this will be our floor. So that. I will bring this one a little bit to the frontier, so we are connected with both of the other walls here. So now you can imagine that our camera angle will be something like that. So we actually look at both walls here and the floor. And then for clarification, I will just quickly also rename all of the planes here. This one is I rename it to right wall. Plane two is left wall actually. Let wall and plane three should be our floor here. Rename it to floor. All right. Now we can actually just start over with the materials. I will actually use the same material for both walls here and a little different material for the floor. But first, we will actually just or create the wall material here. For the color, I will actually choose this one here. I he, it is 090916, and here's the RGB code. For the lighting, we will actually just keep it as it is now. And here we will actually add a little bit of outline as the next layer. And for the outline color, we will choose white, and the width of two is actually fine. And here you will choose the overlay mode. And then we will add another material layer, and this one will be an image. And for the image, we will choose this one here from this blind library. This white one here, again, we will choose the overlay mode here. This is our wall material then and we can actually just also save it here in the library. Click on the Plus icon here, and then we will call it wall material. So like that. And then we can also just choose it for the right wall here. So here in the four dots, you can just access a material library again and then choose the wall material. Now both of the walls are now connected to the material, so you can also just maybe if you want to. You can change some properties here. For example, maybe I don't want the image to be like 100% opacity, so I can also choose 50%. So it gets changed immediately while I'm entering the new value here. And then we will actually just continue with our floor here, so click on the floor. And here for the color, we will choose this one. This is in x. It is 0708 and 13, and in RGB code, as this one here, so just copy that from the video here, maybe. The lighting layer, we will just again keep it as it is. And now we will actually introduce another layer here, and this one will be a Mt cap. For the Mt cap, we will choose this one from the spline library, the white one here. And for the blending mode, we will actually use multiply. It gets dark again here. And then on top, we will again place the image here. Again, from the spline library, choose this material or this image here, and for the blending mode, we will use overlay. Now if you render the scene, it looks like that here, so not so special by now, but we will go there to the end. Okay, now we can start to work on the portal here. For the portal, I will actually just duplicate this layer here, and I will give it a name to inner portal, and the ps two will be renamed to outer portal. Why we do that is because of the usage of particles, but this will be explained later on, so just do the step here. For the inner portal, we will use a size of 100 here. In both x and y. I will actually just hide this one for now, the second or outer portal, and zoom in a little bit. For the ring, we will choose a value of 95. For the extrusion, we will use ten here and then also give it a little bit of bevel. Then you can also increase the bevel side zero bit. All right. And then for the outer portal, make sure to make it visible here again. And here for the values, we will choose the size of 115 and both x and y and the ring of 86. The angle is just fine as well as the sides here, and for the extion, we will choose. And again, make sure to increase the bevel here to maybe I don't know, something like 40 or 30 and also increase the bevel sides here a little bit. So if you look at the view now, make sure that it's actually center here, so that the inner portal is actually in alignment here with the outer portal. So just make sure that you have a gap here on both sides, as well as on the right and left side. For the material of the inner portal, we will just use the same material as for the floor here. So maybe just click on the floor here and also save this material. You can just do this again as before here. So just give it a name here, maybe floor material and now we can also choose it here from the library. For the inner portal, just choose the floor material here. And for the outer portal, we will use a little bit of a different material here, so we give it a blue color. The X code here is 24, 3d48, or an RGB, again, here. This one, you can just copy it. For the lighting, we will use the physical lighting method here. And then on top of it, we will place again our image here from the spline library. This one and here make sure to choose a blending mode overlay. And you can also reduce the opacity here to 50. And to get the functionality here of our portal, we will now use the particle effects or the particle functionality. To do so, we will maybe just add a particle emitter for now. So it looks kind of like that. And here we will maybe just change the colors for now. Maybe some Blue here and lighter blue. Be like this. For the coloring mode, we will use random. For the size, we will use maybe something like three, so just as small as that here, maybe. For the birth rate, we will increase to 1,500. The lifetime of 1 second is all right, as well as the fade out, and also the speed we will just keep the speed for now here. This one should be fine. For the miter, we will choose now a custom object. So in this custom object, will now be our inner portal. So it looks like that now. And now we actually want that all of the particles are now sucked in into the portal, and to do so, we can get this done by using the particle force here. Add this one to your scene. Now we have a particle emitter and a particle force, and for the force type here, we will choose a tractor. What this does as you see is it sucks all particles in now to this little box. And we can also change this one, so it doesn't have to be a box. It can also be a sphere here, and now we can also reduce the sizes, so I will maybe just use one here in every direction. Maybe like that. I will just lower the damping here, maybe a little bit for now. Now I will actually just center this one here. I will try to move it into the middle. Not recs it, but only move it a little bit up here, so it's in the center. Like that. For the range, you can just leave it on infinite here, and for the intensity, we will choose a value of 0.89, and for the damping, we will use 0.56 here. L that. All right, then we will head back over to our particle emitter here because as you see now, this is not really aligned to the inner portal here. And now we only have to align it to the center here. So make sure that your camera is aligned here to the center, and now we will just move it here, so it doesn't exceed the boundaries anymore, so maybe like that. And this is mainly what the outer ring is for. So if you imagine now we will hide the outer porter ing. You see that it's quite hard to Make this one not exceed the boundaries because there's a bit of a fluctuation in this, so we will use this outer portal ring actually to hide all of the noise here from the particle emitter. And this is it now basically for the portal here, so the portal animation. We can maybe just play around a little bit with the colors, for example. I like to be a little bit more dark maybe, like that. And this looks very good for now. Now we will add a little extra animation here. So we will in detail place a point light here that will rotate around the inner portal ring here, for a little nice animation here. And to do this, we will maybe just place a point light here inside of the portal. Now, the scene will just be lightened up a little bit. Maybe like that. For the color light, we will choose a blue one. Maybe like that. And for the intensity, we will actually make it to ten here, so very high. And for the distance, we will reduce it a little bit to maybe something like 400 or 500, for the decay, we will also use a value of ten here. So this will be our point line then. And now to get this rotation done, we have to place another ellipse here inside of the portal, and this one will be set to 75 in both directions. So like that, and then again, make sure that it's kind of centered here. So like that. Now the magic happens when we convert it to path here. Now it looks like that, so it doesn't matter really. So we will just reduce the size here to 0.01, and then we will also change the opacity here for the material to zero, so you don't see the path anymore. Now we have an invisible path here, which is in the form of an ellipse, and now we can actually make use of the line to path function. If we had back over to a point light here, We can actually align it here to the path. This is the ellipse we just created. Now if we choose this, we now have connected the point light here to the ellipse path. And now if I change the offset here, you now see that the light is rotating around the portal. And based on this functionality, we can make a new state here. Click on the plus icon and create a new state. And for the base state, we will just keep it as it is now. And for the second state, we then will use a value offset of one. It makes one full rotation here. Based on this rotation, we can create a new start or a transition event here. By start, we will trigger a transition, and this transition will be done from the base state to the state. For the time, we can maybe use 0.9 seconds. What is important now is to choose a linear transition. And for the loop, we will use infinite. Now if I am now running the scene, we will now see this rotational animation. 28. Project: Portal | Part 2: So and maybe some fine adjustments from here. I don't really like that the color is so yeah like shining on the background. So I will maybe lower the distance a little bit to something like 450. And also, I will just deactivate the shadows from the light. So it looks like that. So this is fine for now because we will just move the back wall here a little bit. Yeah. To this side here, and make sure that it's still connected to both floor and left wall here. Now, if we're running the scene again, you now see this little nice animation here. Now we have built the basic functionality of our scene, and for again, better understanding, I will just quickly rename everything we just created. So for the particle emitter, I will maybe choose the name portal portal bullets, maybe, and then we name the particle force to portal force, the point light to rotating light. And the sire to light path. And all of those things, we will actually group up here, as well as the outer portal and inner portal part. So just select everything and then hit command a G. Now this will be just named to portal. Now you can just drag everything here together up and down. So we will do this now. Now we can actually try to clean up the scene a little bit. And for this one, I will bring up the floor maybe. So it gets more nearer to the portal here. Maybe like that here. And also the back wall here, so the right wall, we have to bring up in front here. So it's connected to everything as well as the left wall here, so we have a little nice edge here. And also realign the portal maybe a little bit. Maybe like that. And maybe for the floor material, I will make it a little bit darker maybe. For this, I will actually change the form color here to a simple black and maybe also reduce the image opacity here by maybe 25%, like that. Actually, I will bring this up a little bit here. Maybe some fine adjustments for the floor. I actually want that it's a little bit darker than the walls here. I will maybe just change the form color here to a simple black. And maybe for the image capacity, we will go with 70 here. Now also for some details, we will make like a little staircase here where the portal actually is standing on. To do that, we can just take simple squares here maybe or cubes, and just place it here on the floor, reduce the corners here, and then maybe rearrange the view real quick and then just drag it in a staircase geometry here. Maybe I will just duplicate them here, like that, and then make one stair after another stair, like that. Then I will select everything, group it up and give it the name stairs here. Okay, now let's check how this looks here. So we also have to make sure that the front view is actually aligned and also increase the width of the staircase a little bit. So like that. And maybe a little bit smaller in the height. So this should look very nicely here. For the material, we just use the same one as for the floor, so just the floor material here. We have a little nice dark look here. Maybe I will decrease the height a little bit more like that. Again, make sure that you Alignment is correct all the time. Maybe for some more details, we can also, for instance, add railing here. Maybe just choose the rectangle tool and place it onto the stairs here. Just increase the size, so it fits to the staircase, like that. Maybe for extrusion, we can just go with two here, and I also want a rounded top left corner here. So maybe go with 20, T looks good. And then we have a railing here. And for the material, maybe some glass that look really nice. So just use the glass layer here, bring it to the first position, and the color to the last one here and choose the overlay function. This looks like that for now. And I will actually use the white overlay here. Maybe a little less, so 80 in opacity and also add some outline maybe. So it the outline and also in white. And the w of two is also fine, and then again, choose the overlay function. Maybe for the glass, we could play around with the settings here. Maybe a little bit more blur. I just like that maybe. I will go with the blur of 21 here. And again, I will save this material. No. I will save the material in our material acid library here. Click the plus icon and then just call it glass. All right. And now we can just duplicate this one. I will quickly rename it to glass railing and duplicate it, and then bring it also to the left side here. So like that. And the alignment is a little bit off, I think. And then just move it here to the left side a little bit. And then finally, also bring the whole portal down here to the staircase. I like that. Now if you rearrange the view, and maybe also just play the animation now. This looks really, really good. And now maybe for some even more details, I will actually introduce a little light strip here, which is indicating the way to the portal. I will make it ale bit thinner here. Like that. Connected to the staircase here, maybe even longer. Like that. And then try to align it here again to the middle. And then for the color, we will choose a light blue maybe. So like that. Maybe we could also just continue the stripe here, also to the staircase. Maybe we will just duplicate the stairs here, and then resize it to the width of the stripe. So like that. I will zoom in a little to make it as precise as I can. I could also choose a value here, but I will just do it by by the looking here, so like that. Then I will quickly rename it to the light strip and quickly also copy the color code here. And rename the stairs two to color stairs. And here I will unlink the material, delete the upper one, so the image and the mad cap. And for the color, I will choose the light blue value here, and then slightly just bring up this element. And now we have a nice little light strip here, which is also overlaid to the staircase here. And now you maybe see that this light strip here is a little bit yeah, of position here. I will maybe just give it some extrusion and bring it down to the floor here. So it just barely looks up. And now this just looks fine now. And now for you guys that are even more interested in adding some detail to the scene, we could also maybe like add an animation where some obstacles are driving in the portal here. And to do so, I will maybe just draw a path here on the strip. So choose the vector tool here for at first, and then just draw a line here maybe. Now you can imagine that we have a stair here, then we have a little distance, again, a stair a distance, a stair, and then again some distance. And why I'm saying that is because now if we change the view here and we have our shape created, we can now convert it to path here, And then I will quickly just delete the size here and also reduce the opacity here to zero. And now when I added the path here, I now see all the dots here. And maybe for better view, I will just quickly hide the glass railing. So now you see it. And now I can just drag those points. And create this little staircase here with the pathing tool. So just drag it a little bit up, it creates a gap in between the stairs and the path. It doesn't have to be really precise, but maybe just like that. All right. Now we have the path created here. And I will quickly just activate the glass railing again. And then I will place maybe maybe a little triangle here on top, give it a rotation. So it's facing in front of the portal. And also give it some corners, maybe like that. It looks like a navigation arrow here, so I like that, and also give it a little bit of extrusion. Maybe like that. Yeah. Just a little bevel. Maybe just one. Yeah. All right. And then we bring this down here. And in the middle of the triangle, we will add a point light, choose a point light here, and I will just re arrange to a bird eye view and I don't know where the light is off. Here, I will just bring it to this side, and then try to center it here side of the triangle. In the bird's eye view, but also on the right view here. So maybe like that. For the color, again, I will choose some light blue and increase the decay and redice the distance. So maybe like that, a little bit more of intensity here. We have a little nice shine on the ground here. Then also for the triangle, I will also choose a light blue color. Yeah, like that. Maybe give it some outline. Choose outline here. Maybe just white and hit overlay. Now we will group this up, select triangle and point light, group this up, and we will rename it to arrow. Now again, we will make use of the line to path function here. We will align it to path. For this one, we will use the shape one. Now it's aligned to the shape path, we just draw. Again, here, we will introduce two new states. One state has the offset of zero, and the second state has the offset of one. When I'm moving this up, you now see what it does. It moves up the path. Maybe just like that it stays in front here. Now again, we can just add a trigger here, again by start event, and then we will trigger the transition here for the error element, and we will do a transition from our base state to our state. And this could take maybe like 5 seconds. Again, we will use a linear transition. You could now do this by count or by infinite. I will just maybe just do it once here to show you guys what's possible with this scene. My if I rearrange the view now, and simulate. Now you see the little triangle moving to the portal here. Yeah, this could be take you can take this even further here by choosing I don't know icons or anything else you can imagine, so this is just like a little reminder of how to use a line to pass function in combination with transition modes. Y. So I hope you like this little particle lesson here, and I will see you in the next one. 29. Project: Flight Unit | Part 1: Guys. In this lesson, we will actually recreate this flight controlling unit from the grand win wing. In specific this middle part here. Maybe we will do the other parts as well later on in the course, but for now we will actually focus just on the body part to not exceed the video duration limit. Yeah. To start now, we will actually make a simple screenshot of the flight controlling unit. And then we will head over to a default spline scene now and actually import this screenshot. So to do so, just click on the bottom left side here on the import button and then choose image and then choose your screenshot file here. And I will actually move this up a little bit, and maybe also resize it. So would you like 25%. I will actually just make every coordinate here to 0.25, and then move this down here. Okay. And now we can actually just maybe change the background as well to just simply black. And then we can actually rename this real quick. So the screen shirt so we know which element it is. Rename your screen shirt to anything you want. I will just choose screen shirt for now. Yeah, then we can actually just start right away. So, I will actually just start by the body element now. And to do so, we can maybe just choose a cue. So place it on the place plane now. And for the size, I will actually choose something like 190 and maybe and then we can actually use just a simple cube element, so place it on the base plane here. Then for the size, I can actually choose the values like 19075. And for that, I will choose 56. Now you see the basic geometry should fit to the original image now. I will bring this here in the middle and maybe it's a little bit up here. The base plane here, you can actually just delete for now. Then you have this little body here, so the corner is actually a little bit too rounded in my opinion. So we will reduce it to something like 0.5. Now if you zoom in, you see just a little rounded edge here. And then we can rename it also here. Doesn't get confused later on, and I will just call this body. Now we have the basic shape of the body now, and we can actually just start over with the lit or the shape on top of the body. And to do so, I will rotate this camera on top. Then I will actually place another cube on it here, which also has kind of the same values here and size. So for X 190, and for y, I can maybe choose something like 65 this could fit right now. For that, I actually want this to be kind of thin the lids, so maybe just one. Then o in a little bit and try that it kind of fits to the body, so it doesn't has to be 100% precise. And then also bring this down here. Here we like that. Now if you actually rotate the view, you now see a little nice lit here on top and it also produces some shadows. If you look at the screen the screenshot by itself, you also see that there is a little dark shadow here, but we will come to this later. But so for the basic geometry, it should fit now. And then we can actually move this whole thing a little bit more up here and also rename the Q per. I will call it top element. And then we can actually also group the whole thing up. I will just select both of the elements now hit command and G, and now we have a group, and I will also rename this group to flight controlling unit. Okay. So now we can actually just start over with the material to get this kind of cinematic look away at the beginning. And there are now different options, how you can get the colors right here. On option is to choose something like color picker. So for example, you can add a color picker to your chromic poo chrome by an extension. So I have here the color colilla element. And with this one, you can actually just choose the colors here right from the reference image. But this option we will not use now, so I actually prepared a material layer, which we are going to use. And this just works work pretty well with with the image here now and to get kind of like the same look because It's a lot of fine adjustment here, so I will actually use some existing material layer here. And for this, we will actually just choose our body element here now and we will create a new material. And we will give it a name here, so green body. And then I will make some changes to it. So for the color, we will actually use this color here. So it is check. This is R GB code, so you can simply copy this right away, or in hex, it is show one, four, two, three, two, seven. This is a base color layer now. Then on top of this layer, we will actually create a Fresno layer. So actually just add a new material layer and then choose the Fresno one, and then bring this down to the lightning here, that it's positioned in the middle here, between the color and lightning element. On the Frese side, we will actually use the color black here. And for the bias, choose the value, the root 0.14, and for the scale intensity infector, you can leave it as it is now. This is it for the fresne layer. Then for the lightning layer. We will choose the type fung here, and for the color, we will actually make some bring in some red. I actually has to do with those orange elements here, so you get like this reflection that the yellow elements produce now to the body, and for the shininess, we can actually leave it here on five. We have these three layers here, and then we will create another layer, and this one will be Mt cap layer. For the MDCap here, we will choose something from the spline library. So we can go with this one here. Then actually we have to adjust the blending modes here. For MDCap, we will actually use the screen mode, for lightning, we will use the overlay mode, and for Fresne we will also use the overlay mode. Then we actually have to also reduce the fresnel here a little bit, so maybe something like 40. So now you actually see that it's getting a little bit brighter here. And then we can maybe also introduce another color layer and for this, we will actually use again some orange here. This is a color here again, and in X it is FF. I want to check real quick F A f36, so I can simply copy it. And then for the opacity, will actually reduce it a lot, so maybe like 9.3. This will be our material here. You now see actually it doesn't really look like the original one. But you guys have to imagine now that also we will introduce a light source, and then you will actually see how the material changes based on the light. And to do that, we will create a new object and to get this kind of shiny cinematic look here now, you maybe see that it's getting lighted from the top, we will actually create a spot light here. And then we will actually move this one up here a little bit. So you can actually change the view here a little bit to adapt it. And I actually want that it's lighting the body in a more like 45 degree angle. I actually will give it a little twist here by 45 degrees. Maybe like that. For the color, I will actually choose some more blue lightning here. The color code is A 7c1d A. For the intensity, I will choose something like maybe seven a little bit brighter here. For the distance, I will actually reduces a little bit, maybe like 1,300, and the angle, I actually see what the angle does. It increases or decreases the spotlight angle. For this, I will actually choose a value like a little bit over 50. And then we can also give it some blur here for the edges. I will choose the value of 0.5 year, and the dek can be set to zero, and the rest is maybe you can again give it some blur here, and the rest should be all right. Maybe you can adjust the P number as you want. I will choose a value of 0.6 year. Now you see actually that we are almost getting there to the color. But later on, again, we will also create those orange elements. The color will be changed a little bit over the process of creating this FCU. But now for now, this actually looks quite good. Let me just rearrange this a little bit more. I will actually bring this a little bit more here. This central light is actually reflecting on the front here. So maybe like this. And also, you maybe see or notice that the light is actually coming a little bit more from the right here on the reference image, I will actually also move the spot light here a bit to the right. So later on the shadows, we also just reflect more to the right here. And yeah, this actually looks quite good. Maybe I will bring this down. So we actually see how the shadows are also changing while I'm moving the spot light up and down. And, maybe it's like here. Okay. And now you see for the color, it actually matches to the reference image quite good, I would say, so far. And yeah, this is actually the first step. So you're getting there. So then we can actually start over with the display here. If I move in a little bit, so this one here, where the texts display the orange text. And to do so, we can maybe just add a little rectangle here. So choose a rectangle to from the top tub and then just simply paste it here or place it here on the For the size, we will use something like 161. In y direction or the y size, we will actually use 14, so maybe like this. Then actually make sure that you align it right here, it fits to the body here, so maybe like this, from the top, you can actually move this up a little bit, I think, maybe there. Now for the properties, you can actually do the corners here or give the corners a value of three, so it's more rounded on the edges. And for extrusion here, we can maybe go with two, and for the Bevel, we can actually choose a value of 64 and the bevel sides value of ten. Now you have a basic wrecked element here here, which is smoothed on the edges and also has a little border radius here. To actually get this look here, maybe you see that the display is actually inserted in the body. There is a little gap here between the display and this border. To achieve this, we can actually just duplicate this rectangle here. So make sure this rectangle is selected here and then hit command N D. We have now a second element, which is just displayed over the old element, and here we will actually make some changes now. So to get this border, we will actually make this new element a little bit smaller here. So for example, our excise is now 161. And if we maybe take something like 159, you now see that the new element is now smaller than the old one. We actually will get this border here. And this we can also do for the Y component here. So instead of using 14 here, we will choose 12 And it automatically fits here to the center, so don't worry about that. So now you have a gap of one here, one here, one here, and one on the right. And here we will actually reduce the bevel to zero and the bevel sides to one maybe. Now again, we will make use of the Boolean operators now, which we already talked about. Make sure that you select both of the elements now, and then on the top right corner, you see the Boolean modifier and then use the first one here. Now you actually see that it's subtracted one from the other. And this looks actually quite good now. Maybe I will change the color to black here for a first here. Now you have this little border here. But again, we also want this display to be kind of black here. And so on, we will make a little change to the Boolean modifier. So just select one of the rectangles here in the Boolean modifier. And then I will actually drake ittle bit behind or front. Let's see. Like this. Maybe you guys see it a little bit better now. By moving the rectangle the Bole modifier also adapts to the change positioning here. I will actually drag it a little bit inside here, make sure you doesn't rag it too far, so the bole modifier will just disappear like this. Make sure it is still in the canvas here. But maybe, like, let's I know this was too far. Maybe like that. It was actually hard to see because of the blacks, maybe I will show you in the white color. Here now see the edge created. The water is, but we also have the surface here right behind the edge, and this will actually be the display later on. I will actually change it back to black here. Now if you look at the front now here, you'll see that it looks all already quite good and make sure you actually connect the display with the body here, change the view and then move it to the body here. Okay. And now we will actually also change the material here. And for this one, I will actually just create a madcap layer here, and for the Matcp, we can choose the second one here. Now it's getting there where we want. Now you actually see a little like nice shininess around the border here. And if you rotate a little bit, you now see that you have this edge here, it's all the border. And right behind it, you have, like, the display surface where we later on, we write those numbers here and the text. So again, here's the border, and this surface here, is a display. But maybe I will actually make this border a bit bigger now, so to do so, I will just increase the extrusion of both of them a little bit. Guy, so you guys now see that it's a little bit bigger here the border. And y, this looks quite good for now. 30. Project: Flight Unit | Part 2: Now again, we will actually rename this one real quick. I will just rename the wood in now to maybe like display. And these two rectangles, also to maybe upper rectangle, and I don't know, c behind. Who has better here? Regan behind. So now actually, again, I have a clear description of your elements. And maybe to organize this. I will move this one up here, on the down side, you have all your light sources, and on top here, you have all the elements. Then we can actually start over with the content of the display. This little orange text here. We will actually just use the same text and symbols and numbers here to get this kind of effect. So I will actually maybe move a little bit down here, like that behind our element or body. Then we can actually just choose the text tool here from the top to bar and then place it here on the display. And then resize it a little bit so it fits to our body shape here or display shape. Now you can actually start writing here. But again, we want this content here. So maybe I will start over with the top here, so the SPD MA CH, so just write SPD CH. And now you see the text is a little bit too big here, and here you can actually then just change the properties of the text. But now guys actually may also see that this is more like a digital font, so we will actually also upload our own font here. But, for the top one, we can actually use an existing font here And for this one, we can actually use the remo font. This is one which fits quite good. So here you have a bunch of different fun types here. But yeah, we will stick around with the mo one, so type in Amo is and then also reduce the front size here to something like 3.2, a bit tinier here. But I actually want it to be bowed, ale bit more thickness to the letters. Yeah, this actually looks quite good for now. But we can actually make it a bit more fitting to the display here. Maybe reduce it a little bit. And I will make it like this for now because we actually, if you guys see it, maybe, the upper laters are a little bit smaller than the ladder ones, the letters down below here, so the 8.8 0.8 is much bigger than the upper part here. So we will leave a little blank space here so we can later on insert the eighth here. But for now, we will actually go to the color here, so make it orange. And to do so, we will actually introduce another material here. Again, on the right side, click on the on the four dots here, and then we will introduce another material and we call it orange parts. And this is a simple basic material where we just actually change the color here. So the color will be this one. This is a RGB code, and in x, it's let me check CC six A one or 01. And the light we can actually just hide for now. Now you may notice that this orange color doesn't really fits to the reference screenshot for now. But yeah, this is totally normal because we will actually later introduce a bloom filter here, so we will get to the right color here. I will maybe just show you what it does the bloom effect. So to apply effect, just, again, as we have shown before, just click on an empty space here, and then you have on the right side the opportunity to actually activate the effect step. And here you will have the bloom property. And to show the bloom effect, just simply click on the icon. And then we can actually also do some changes here. So for the size, we will actually use very small. And for the intensity, we will maybe use something like 2.45. So blur scale, you can leave it as it is. And the threshold will be reduced a little bit to 0.22. And for the smoothing effect, we will reduce 0.44. Now you may see that also the bloom effect is also getting applied to the reference image. So it's now quite hard actually to compare those colors. But actually, if you maybe go to the YouTube video again, you now may see that the orange actually fits quite good to the reference image. But yeah, this is also something we have to keep in mind again to actually get this model really really precise to how it looked like in the video here. But for now, we can actually just deactivate the bloom effect again. But we have to keep in mind that this orange looks like the reference image just with the bloom effect activated. So then we can actually continue with the digital numbers here. So you maybe know that this pon type isn't really matching with this one here, so those numbers are in the like yeah, digital pon type. So for example, if I We maybe place some numbers here. You see that it doesn't really look like the digit numbers here. What will do now is actually we will upload a fund here, a custom fund, which we can maybe download from the Internet or anything else, anywhere else. The fund we will choose will be actually called Di fund. And you can simply download this one from the website here, the Da Font P com. You see actually that it looks like, like a digital to font here, and then we can actually just download it. And in spin now, we have actually the opportunity to upload our custom font here. But now we'll actually maybe just duplicate this text here, real quick, move it here. And then again, we will upload our font here. We actually have to extract it real quick. Let me just zip it in my downloads folder here. And now again. Now just zip it, and then you have the ds digit two font, F here, I will use ds minus Dtigy, dot ttf, and then upload it. Now you have your own custom font right now in spine. Now if I will insert some numbers here, you actually see that it looks more like our reference image. For the content, I will actually place the three eighths here with some following dots. And then we also have a little big dot here, so we can actually maybe it also just copy it from the Internet, and maybe where we find it here. We can actually just copy this point and then place it here in the text field. Now actually we need to adapt the size here, again, this font here is a little bit bigger than this one, but I will just adapt the size a bit. And then move it down below. Here for the font size, we can actually maybe choose something like 12 could be a little bit big, but maybe something less here. Maybe we will go with eight, and then we can actually move it here, so it fits to the content. Maybe like that, and which maybe also note actually from the top text, maybe adapt the heat here also. So the bottom one is still clickable. The front here on top is actually much more stuck together, so the line. The letter spacing is actually quite near, so the letters are new to each other. We will actually make this also a little bit tinier. Zero -0.05, and now we actually see the spacing is actually reduced a little bit. And for the alignment, we may replace it here somewhere. Now again, if you may reactivate the bloom filter again, we actually now see that it's getting more bright here and so it actually fits to this style. This is it for the first numbers here. Maybe we can actually also decrease the letter spacing for the bottom one here. Maybe here again, we use 0.05 here. Yeah, this looks more like the reference image. Now you actually see that the alignment actually from the H and the dot is actually like in the reference image. Yeah. This looks actually really good. Now we can actually just continue with all the values here, and this is what I'm going to do now. But first, we can actually maybe look at the alignment here. This is also a thing you have to keep in mind. I will actually rename the text elements real quick. This is the upper text. And this is down below text. Maybe I will actually group this one. Again, select both ones, command and G and group both of the elements, and I will rename this group also to display text. Then you can actually move the group to the display here. You can actually move it it doesn't hide in the background, so maybe like this. Now we can actually just continue with the other text elements here. Select the group here. Command and D to duplicate the text layers, and then we can actually continue the second text here. F here, we actually have to change the upper text to I actually ****** up because I actually just name named the elements wrong. This is actually the upper text. I will just call the text up now. And this one is the text dox. Sorry for that. Now we can continue again, duplicate the text layer and then move it here on the right side. Oh, and then we can actually add the upper text here, so HG K or K L A T. This is fine now. Then we have another text here on the right side. For this, again, we can or maybe I will rename this one real quick to display text HDG. And this one to SPDs, so we know the difference from each text in the left tube here. Then we will create now this little one. Again duplicate this layer, move it into the right side. Actually here, I can delete the bigger part. We just have the little text here, and here I will actually use HD g, g or k. Then you see actually it's lined to the middle here. Choose a horizontal alignment here and place and choose middle here, and then also reduce the Canva size here, and then you can actually move the group down here to the bottom. Maybe I now it's getting quite hard here, but maybe like position it like here. And then rename it again. This one is the HDG, T K and now we have this text also here, so we can just duplicate this one and move it to the right. Again, hit command in D and duplicate the layer, move it to the right here, and then change the text again. Here we will actually use V and S followed by FPA. So We actually have a lot of space here left. We will see in the end, if it fits, now we will continue with this part here. And for the last part now, we can actually just duplicate one of the bigger ones here again, I will actually move this up now, so You guys have a better sting here and then move it to the right. I'll rename it real quick to display text, what is displayed. Maybe right side. Okay. And here, we now have a lot of eights in the bottom. So we have one, two, three, four, five, eights, followed by the big points. I will actually just copy it real quick again. Here. And then inserted here again. Then we have a little I don't know what it is, but we can actually just leave it out here, so maybe just a blank space here, and then we have some more eights. Now we actually have to exceed the w here, so it fits like that. 8.8 and then two eighths again. Then for the architectt, we have ALT. Then followed by character, we can actually display. You can maybe just put some rectangles here if you want to, but I will actually just skip this one for now. And then we have the level, LVL, C, and then maybe some blank spaces again, and then V also exceeded the limit here, so just exceed the wi here, and then we have V S and FPA. This one, we actually want to align to the right side here. And then move like here. Now you see the A is actually in alignment with the third eight here, so it works now here. I can actually make just maybe some more space in here, like that. Yeah. This should do the work. Now we can actually make some alignment, the right part is actually more on the right side. So I will likely move this here. And the second one here. This one there. So like that. Check real quick. Not 100%. To have to be stuck together. This is just some fine adjustments now. So I will leave it as it is now for now. But I think it actually looks kind of the same as a reference image. And now again, if you activate the bloom effect now, and zoom in a little bit. So this is actually from the video now, and this actually looks quite a similar now, but we will again, just deactivate it for now the bloom effect. And then we just created the display for now. So another part of the SCU is now finished. And then we will continue with all the buttons here, the sliders, and so on now. 31. Project: Flight Unit | Part 3: So now we can actually continue with all the parts here down below. So maybe we'll just start in the middle here now. And for now, I will actually create these light stripes here, the range ones. And to do so, we can again just simply create it from some rectangles here. Here for the component, we can use maybe a value of 0.5. This could fit, maybe. For the height or the y component, we can actually use the value of maybe like 34 and then move it a little bit down here. I actually is on the left side of the HD G lettering. Maybe I it here. And then also apply the orange material here to this one. So let me just check the positioning. Not really. Maybe we actually have to also like this one a bit sm. Like that, and then bring this up. Like that. I'm looking actually at the bottom corner now. And here, I will actually move the display maybe a little bit more down here. Maybe I can also group all of those elements together. So again, and I will rename it. I mean, I have display now here, but display with text, maybe, and I will rename this one to display elements, maybe. So why I'm doing that now because now I can actually move all of the elements down below because they are now grouped up together. So I will move this a little bit down, maybe like that. Now you have to imagine that this part actually is quite dark, so you don't actually see really the height or the space between the display and the lit here on top. I will just make it maybe like that. And also bring this a little bit more up here. So again, you don't have to choose some specific values here, just do it as best as you can now. I will do it like that now. Again, if you want to have the same values, just stop the video, and then on the right side here, you see the values I have gotten now here. But we will actually just keep it as it is now. We'll be it on the left side. Now again, if you check in on the effect tab here, now see also that the stripe is also getting lightened up. So no, deactivate it again. And then we can continue. Then I will actually just quickly rename it to maybe a light strip, and then we can duplicate it and place one here on the right side. Maybe like here. Now we have made the space here, where actually the buttons will be placed now. But maybe actually it looks a little bit more tightened up. I'll actually move it a little bit more in now. Yeah, maybe like this. Okay. Then we can actually start over with this top part here. So a little push button here with the text on the left and right side. I will actually just start over with the orange elements now. So we have a little circle in the middle. I will actually just click on the As and then place it like here and maybe increase it a little bit, so maybe like nine. Take a look. Yeah, maybe like this. And now we can actually make a ring here, and like a five here. So it fits to the whiff of the light strips. I don't know. Maybe like 90. Maybe like that. And then bring it here in the center. It's actually a little bit. Oh, no, this is a body now on the ellipse. It goes down a little bit. And also here we can choose the orange material. Then on the left and right side, you have some text. Now what I actually notice is that the line heat is actually a little bit less in the reference image. I will actually quickly change it. Just click here on the text and then you can reduce the line heat a little bit. Maybe 20.9, and then bring this down real quick and also for the left one, maybe. Select it and cho 0.9, and also move it down. Potential. Now you can I don't know if the text is actually similar. The left and right text is similar, so we can just copy that. To do so. Let's just duplicate this one and bring this up here, so move it out of the display group. Now we can actually move it down here. Maybe here and same for the other text. Duplicate it and bring it out of the group. And move it down here. So it's align to the left text. And now this actually already looks quite good. Then we can actually may we start to create a group here for the middle port elements here and to do so. We will just again select all of the elements here, hit command and G, and then we will give it a name. Maybe like the mid components, Okay. And maybe at this point we will do some more fine adjustments here because I actually don't like the overall positioning here of the elements in comparison to the reference image. So maybe we will actually bring some elements or move some elements more to the top here. For example, I will now move the whole display up here, maybe here. And also the mid components now. Now they are all grouped up so you can move them all simultaneously. Maybe like that. Then I will actually also reduce the height here of the body because it actually is a little bit lower in height, select the FCU here, go to the body and then resize it a little bit. Maybe that. Okay. This looks good for now. And maybe if we activate the blue mode now again, So I think this color actually looks quite similar to those light strips. Maybe I will actually show you guys the screen she, so this color actually looks quite the same here. But the display color actually is a little bit more yellow like in the reference image. So maybe I will change this one as well quickly. And maybe we can actually just select the display text here in the group. Now I've selected all of the five texts here. And now you see on the right side there is shown the orange parts material, but we will actually unlink it, so we can change it. So we actually don't change the overall color of every element. And here we can actually maybe put this a little bit more to the yellow side here. Yeah, maybe like that. Yeah, this looks good for now. Now you have a little bit more of the yellow color in it. My like that. Yeah, this looks good for now, so you can actually just copy the color code here if you want to have the same color as men. And then we can actually also just save this material as the display display text. So we can just save this color value. And now we're ready to go. And now you have a more separation of the display text and the light strips or the yellow blurry color here. So this actually looks quite nice now. I think this looks good. And maybe also the color of the body is actually a little bit more darker in my opinion. So maybe we can actually change the body color as well here. If we had over again to our SCU group here, we can actually maybe change this color value here to an overlay. Yeah. And now you actually see that it's not that orange anymore, so we actually get a little bit more of the blue color again. Yeah, I actually like this a, so we actually keep it now as it is. Again, just change the overlay color here as the color of the orange color here to overlay. And now this actually looks quite good. So next step, we can actually start with this little b here or this push button, as you see it in the reference image. So this one here. So we have just a little black button here with some specular reflection on the bottom, and we will just rebuild that. So we just head back over to our spline scene here. And then we can actually just make use again of the Boolean modifier. So for instance, we can just work with two ellipses here, so just choose the ellipstula from the top tuba, and then place it here on the body. And for the width and heat, we can actually maybe use a value like seven, for example. So we have a little gap here around the button, and then align it here in the middle. Maybe like that. Then we can maybe actually add some extrusion here, so we can go with two here maybe, and then we also start to bevel it and the bevel sides, you can also just increase. Then if you rotate around, you see a little pill here, and then again, make sure that it's connected to the body. So then I will actually just give it a quick recolor here, so just black so you see it better. And then we can actually maybe just duplicate this layer. So now we have ellipse and ellipse two here. And for the Epse two, we will resize it again. Maybe like 5.5, and for the hide as well. And now if you actually bring this up here, you see now that you have a little a tinier version here of the default ellipse. And what we are going to do now is actually just subtract the shapes from each other, each other, so just select both of them. And then again, on the top right tube here, you can just select the subtraction mode. And now you see that both of the shapes now are merged together, and the second shape actually is subtracted from the first one. And we can also make some corrections afterwards. So just head over to the Boolean operator here in the menu, and then you can actually just move it on the right side here or on the left side. Well maybe do it like that here. That's good for now. Yeah, that should be fine. Then maybe align it again on that side, on this side here, and then move it a little bit inside here. All right. For the basic shape, this should be fine now, and then we can actually start over with the material here. Again, if we look at the reference image, we see that it has some specular reflection here, and to achieve this, we can actually again go with the MDCap layer here. So I just select the Boolean operator. I will actually just quickly rename it for you. So we will n like no button. And then on the material side here, we can actually bring this lighting layer here to the bottom. Then we can actually introduce another madcap layer here, so I choose MDCap, from the menu here. And then we will actually use this one here from the library. And then bring it one down here. For the color, we will actually use an overlay. Now it has a color black. And then we can actually also add a little outline. So we have a little bit more of a separation from the background. Choose outline here. Here we can play around how you want to. But I will actually maybe increase the size here a little bit. And the outline, I also want to be an overlay. You can look you can also make it white. I may be leave it here, but now in black. And then we can actually make another Mt cap layer. And for this one, I will make it not as shiny as the first one here, but do also an overlay here. Now actually I think this looks quite good. 32. Project: Flight Unit | Part 4: So if you compare the two objects here now, I know this specular reflection is a little bit bigger here on the bottom, but we will maybe change the overall lighting setup afterwards. So the specular reflection maybe moves a little bit more on the left side here or the bottom. But I actually think for the first try, this looks now pretty good. Maybe we can do some I don't know if we can maybe actually make it a little bit smaller. So like 6.5. Because I think if we look at the image, you have a a little bigger gap here around the light circle and the button itself. So this should be fine now. And just for clarification, I will just rename those ellipses also. So this is the inner ellipse. This one was the outer ellipse. Okay. So now we have this push button created here. So this looks quite good. Maybe I will actually, you know, maybe you guys see it. If I'm zooming out, the outline effect actually is a little bit to too big in my opinion, so I will actually reduce the outline value here. Now if I out, the outline is a little bit, so this so be fine now. Okay. This was it for So then we can actually start to continue with the other buttons. So those ones here, the green black ones here. So for AP one, AP two, and the third one here. And based for this shape, we can actually again just use some of the simple shapes here. So for this little now you see it. So you have a little surrounding here in around the main button here. We will just maybe start with a simple rectangle here, place it in here, and for the size, we can maybe just make it a little bit bigger here, so maybe, maybe ten in both directions, and then for the corner, we can make it a little bit rounded. Maybe just one here, and for the extruion, I will maybe choose 0.25. And yeah, this should do the work now. And for the color, I will actually use black and also bring it above the lining layer. So it is indeed black. And then I will move it a little bit down here and on the left. So maybe I don't know if we look at the reference image. So it's not really aligned with the text, but a little bit more aligned to the center. So I will actually move this one more on this side. Maybe like that. Then on top of this shape, we will actually place the main button here, this a little bit more tinier button here. We have the surrounding and then the main button in the center. And for this, I will actually just duplicate this one and then for the size of it, I will actually use maybe maybe something like eight. So we'll just try and look how it looks. And for the extrusion here, I will a little bigger value here, so maybe like 012.5, and then also give it a max bevel and also Mx bevel sides. And the corner should actually be fine now. And now if you rotate it. Yeah, you see now maybe I will just change quickly the color here. Now you see you have an extruded side here, and this little black one is behind the first one here. So just as the same as in the reference image. That's the wrong alignment here. Okay. And then we can actually maybe start to a depth the material of the main button here. So the background we can actually just leave as black here, and for the main button, we will do some changes. And for the material, actually, I will change this one again to black here. And the lighting one, I will actually change to physical right now. And then I will introduce another layer, which will be a madcap layer. For this met cap, I will actually again choose this white one here from the library, and then bring it one down. And then we will change the black color here to an overlay. So now you see the reflection again and maybe change the opacity here to something like 80. It's a little bit separated here from the background, so it looks a little bit more gray. This shod actually do the work, I think, this actually looks good. And now we can keep on going with the text here and also I will show you. So we have a little text here and another yeah, like light or green rectangle here. So if we talk about the geometry. So we will do that for now. For the text, we can actually maybe just copy the text here from the button here. Is it like here? You can go in the left to bar, and then just simply copy one of the texts here and just then copy and paste it here on top of the new button. Here, and then you have to keep in mind bring this front here, and maybe like that. Align it in the middle. For the content, actually, we have to use AP one. Go to the text and then delete the old content, type in AP one, and then move it down here. Just like in the reference image. Here on the bottom. And then you're good to go for the text. Then for the rectangle here, the the green rectangle. Let me show it again, this one here. We actually again just use a simple rectangle, place it here on the button. Maybe for the wi, we will actually just use the same here as the t. Maybe in a little bit, and rec here. Maybe like that. We'll just quickly look. K here is a little bit more of a gap. We'll also, I mean it looks actually quite similar, we will just leave it here as it is. For the green color, we actually have to change the material here again. For the color, I will actually use I pasted here. This is GB code here, and this is hex code. So just like darker green, but we will actually work then with the lighting layer here. For that, we will actually paste the same color here. Again, this is the hex code here of the green color and then just enter. Now if you compare both of the images, it looks actually quite similar, but may we actually give it a little bit of corner here. Maybe like that, and zoom out a little bit compared with the reference image again. And, this looks quite good. Actually don't really like the size of the text here. Maybe just a little bit smaller. Let's go with something like maybe 2.8, like that. Bring this down. Now if you compare both of the images, it looks quite similar. Now again, just rename everything. So this one is the background background leg. This one is the main button here. And this one is the button text. And this one is the green highlight. All right. And then we will actually group this together and rename the group to maybe the other one was button. So this one will be the push button. And maybe we have to now look at the reference image again. For the positioning, I will actually bring this a little bit more up here to male here. Then what's quite nice now is that we can actually just copy this button here. We have the three s here. Again, just copy the group, so it command N D, and then you can move it here to the side. Then align it if it fits to the grid here. Maybe like that, and here I will just change it quickly to AP two. Then again, just hit command and D, duplicate the button and then bring the last one down here. You can also just orientate here to the green line. It fits. I actually just check the reference image again. This gap is actually a little bit smaller. So maybe like that, actually move it a little bit here and the other ones to the center. We have the same gap here and also here. If we simulate now or maybe even a little bit closer. That maybe. This looks good for now. If we compare it here to the reference image, we can may bring the light strips together for better overall looking, move the light strips here to the center. And then again, compare it here with the reference image, those strips actually are like in alignment with the last button here. I will actually just select both of the strips here and move them a little bit in the direction of the last button. And for the overall looking Maybe have to reduce the height here again. Again, just click on the body and then resize it a little bit. Maybe like that. Now if you compare both of the objects, it looks much better now. Maybe you can just a little bit, like that. Now we are ready with the middle part here and now we will just continue with the right side and the left side here. 33. Project: Flight Unit | Part 5: So now we can actually start with the left side here or maybe show it on the screenshot, so this left side here. And maybe at this point, we will actually try to make the size of the object actually exactly as possible. So maybe you can just use the screenshot here as a mask here. And for that, I actually try to bring this down here on the left side, maybe to get the hide right So maybe scale that property not to or not 30 but 0.3, and the y component to 0.3. Now you see now that it actually matches here, quite good. Then we can also just exceed the value of the x component. Now we actually know that the height is actually correct, but the width of both of the objects is now not the same. Now we can actually just adapt the size of our object to the image, and then it should fit. Then we can actually just go to the FCU here and then resize it. So maybe like that. Now is in alignment here with the screenshot, but now we actually also have to resize our screen here, so the display. For this, we can also just resize it here. Look that this is now in alignment with this here and same for the other side. So maybe like that. And now we can also just bring the text here, maybe in alignment. Maybe this one here more on the right side, and also this one This actually looks quite good where it is. But then we can actually also bring this whole middle component part here a little bit to the left, but I actually forgot to bring all of the other things here in the group. Again, select everything we just created, and then bring this one here in the mid components group. Now we can wreck everything here on the left side. Now it actually is again in alignment here in the center. And yeah, this actually looks now quite good. Okay. So then we can actually start with the left side here. So maybe just hide this for now. And maybe what we can just start right off are those elements here because we already created a kind version of those elements here. The not button we can just actually copy from here, and this little button here, we can copy from here. But this is actually just a little bit tinier here, so we can just adapt the size to our needs and we will just head back over to spina. First, we will actually just copy our not button here. Hit command and C, or maybe just command and D duplicate it and bring it here on the left side. Maybe like here. And then make sure to actually move this out of the mid components part here because we actually divide it here, so this is a mid component part, this will be the left components part, and this will be the right components part here. Then we actually also have to copy the lightering and the description of the button. So look at the ellipse here. Maybe I can just also rename this one here. So height ellipse. And then duplicate it and also bring this one here to the left side. Lo that it's aligned here in the center. For this alignment, this should actually fit. Then we only have to also duplicate the text here. Maybe just duplicate this here and bring it here on the left side. Here the text is actually down below of the button. Move this one down. Like here. And for the description, you can look at the screenshot here. It's called SPD MA CH. So let's just change the content here of the button. So to SPD and MA CH. All right. This looks good for now. And again, because we're working now on the left component side here, we will actually also bring this one here out of the mid component group, as well as the light ellipse here. All right. So this should be fine for now. Actually, now I can group all of those things here up. So it Command and G. Oh, no, not like that. So make sure everything is selected. No like that, and then hit Command and G. Now I will rename it here to what was the name of to left components. Then if we look at the screenshot again, we will actually create this button now and to do so, we can just again copy one of the existing buttons. Maybe like this one, command and D. You duplicated it, and then you can just drag it here on the left side. For the alignment, this should fit now and then bring this one a little bit down. Maybe you see they are not really in alignment here, just maybe a little bit more down here. For the description, it's called LOC. I will also quickly change it. OC. Then again, we will drag this push button here out of the mid components group inside of the left components group. Then we actually also have to change the height here of the button and to do so. Let's just go inside of the group here, and then we will actually reduce the y value here for everything. So for this one minus two. And this is fine now. And maybe also bring this one down here and the button text a little bit up. Maybe like that. You actually see that this gap is much more tinier than this one, this is actually fine for now. Maybe later on, we can just maybe reduce the size here of the green highlight a bit because I think it's actually a little bit too big, but we will keep it for now. And then we actually just resize the whole button here. And so we can also bring this down again here maybe to this position. Now we actually just created those two elements here, and then we can keep on going with the rest here. Now we can actually just keep on going with the regulators. I will just show you this one in the YouTube video. So we have four different regulators, and we will just start now with this one here, so this is a small one. And we will actually make of the star shape. Maybe if you count here, we have one, two, three, five. Maybe in summary now, we have nine edges here. If I head back over to spline here, for instance, I will choose the star tool here from the top tuba and place it here on the body. Now here on the right side, in the shape menu, I have the option sides. This one, I will set to nine as we counted in the video, and actually also increase this inner side value. Overall, we also have to change the size here, so maybe 15 from now, and then also give it some bevel here. Sorry bevel but corners here, like that. If you look again in the video, you see that it's rounded here, so like this one. Now maybe as a comparison, I can actually just just drag it here to the image. Give it a little recolor here. And then if I move it here above the regulator, you now see actually that the size actually fits quite good. Now I can actually just move this one down here again and just change the color here again to a white. We see it better. And then bring this one a little bit down here. As you see in the reference image, maybe something like here. Then of course, we just have a two dimensional shape now here, so we have to give it some extrusion. For the extruion, take a value of four maybe If we just give it a little twist here, maybe just recolor it a bit here, so we see it better. This is actually quite good. If you compare both of the extrusions here. But then we can actually also give it some bvel, maybe. So just a little value, so maybe a small value, maybe like 0.5. Yeah, this looks good. All right. Then we will actually just build it from here now and then rotate it afterwards because otherwise we will have to bring those other elements now behind. We will actually just rotate the whole group afterwards. We can just start over with this con element here. You see that actually we have now the star element in front. Then we have a little cone here, and then it's connected to a base plate here. But we will actually don't use the now. We will use the cylinder. Choose cylinder here from the october and then place it here onto the star. Again, I will just quickly give it another color and then make sure that it's actually aligned here to the center as good as you can. For the size, we can actually maybe go like seven. Like that. It's a little bit down here. Then if we rotate, we're quick We see now that it's basically a sphere right now, so we actually have to reduce the corner here, and also the corner sits. And then for this con geometry, we will actually have to reduce the bottom value here. You see now the top one is two and the bottom one is two. On our K, we have to actually do it in reversal, we actually have to reduce the top value here, so maybe like that. And now you actually see this like cone geometry. This actually already looks quite good. Then this one is actually just connected to a base plate here. We can just maybe choose the Aleps tool. Move to the center here, give it some little extrusions or maybe 0.25, then increase the size here to, maybe something like ten, for instance, like that, and then connect it here to the coal. And then we actually have just the basic shaping of the first regulator here. So I will just quickly group all of the elements up here, select all of them hit command N G, and then rename it regula All right. So good for now. And actually, just now we can rotate it real quick. We can also do it from the top right side here, so give it a twist of 180 degrees. So like that. And then Maybe you may actually see that the star element is a little bit tiny, I guess or smaller than the base plate. We will actually maybe change this one real quick. For the ellipse now, I will actually choose a value of the bigger values, maybe like 12. Yeah, maybe like that. Now you see just a little bit, the base plate here. This is more realistic to the reference image. Maybe like that. All right. 34. Project: Flight Unit | Part 6: Then we also have this light ring here that also needs to be done and for the light ring, I actually can just copy it from here, from the left not button here. So just hit command and duplicate it, and then bring it inside of the small regulator group, and then it here on the right side. For the size, I think we choose the value of 15 so we make it maybe a little bit bigger here, so maybe like 17. This one down here. Like that. We just a man a little bit. Maybe I don't know if the gap is actually too big. Yeah, maybe a little bit. Maybe we go with 16. So this is better, I think. Line it here real quick. Now we also have to maybe reduce the border with here a little bit, so I will actually have to increase the ring value to get a smaller border with. Maybe like that. But then again, the gap is actually just increased by that, so we have to actually resize again, so maybe choose 15. Now it should be fine. Now if you compare both of them, this actually looks quite good. So now we will actually start to create the material of the regulators. So if you look at the reference image, you see that all of the regulators have a kind of light gray color, and to achieve this kind of color, you maybe just select the star module here, and then we will head over to our material panel. The first the first thing we are going to do is actually bring this lighting layer down, so it's the first one here. And just for the properties here, you can just leave it as it is, type fong and the base color and a shininess of five. For the color here, we will use this color code. I x, it's actually 7c82 81, and for the RGB code, you can just copy that from here, and here we just leave it as it is, so now blending mode or something else. And then we will introduce a third layer, and this one will be a Fresne layer. Here for the Fresnel, we will choose a simple black color. For the bias, you can actually just change it to something like 0.14. For the blending mode, we will choose overlay. Now we will add another layer and this one will be a MTCp. For the Matcp, we will choose this ply one from the spline library. And here we will actually choose the blending mode screen. Now a last layer and this one will be again, just a simple color layer here. For the color, we will actually choose this one here. In x, it's called six A 60 60, and for the G code, a can just simply copy that from here. Here we actually again use the blending mode overlay and maybe reduce the pass to something like 75. Now you have a nice little light gray material here, and maybe we will actually just add this material to our own library. So just click on the four dots here and then create a new material library. And here we will actually call it gray regulators and it enter here. Now you can actually just go ahead and place this material on the rest of the regulator. Maybe here like on the ellipse. You can just choose a material here and same for the cylinder, or you can just select all of them. Now you have a little nice gray color here. Then if you look at the reference image, actually, you will see that the regulator has a triangle on it. If I zoom in a little bit, you maybe just barely see it here, but here's a little triangle on top of the regulator, and to also visualizes, we will just simply use a triangle function here. Choose triangle from the top and then place it onto the regulator. And for the scale, I will actually increase it, so I will not actually use the size function here. But the scale one here to actually just yeah, scale it evenly, and so I don't have to actually use some floating numbers here. So I will actually may maybe even more maybe to something like 1.8. So 1.8 in x and 1.8 in y, and then give it a little twist here. So 90 degrees, can also just type it in here and then just quickly align the triangle. So like that. And then I will actually duplicate this layer. So now we have a triangle two here. For this triangle, I will actually reduce the scaling factor to something like 1.6 And then I will select both of the triangles again, give them a little bit of extrusion. So maybe something like 0.2. And then when again, both of the triangles are selected, I will actually use the Bouian modifier tab. And now you see that it's not quite evenly spread it around. So just select the triangle two, and then you can move it a little bit here to the center. So it has the same border width on all sides. Maybe if you want to make this line a little bit bigger, you can play around with the scaling factor here. For example, maybe I can choose 1.9 here for the first triangle. And then your border width actually is exceeded. So I think this looks quite good, and then maybe we can just change the material real quick. Maybe I will just drag it to the black here instead and maybe reduce the opacity to something like or maybe even more. Let's say 60. And actually we'll do some fine adjustments here. So again, we'll just move it a little bit in the center, so it has an even border with. And so if you look now at the reference image, this shape was just rebuilt here and blind. Okay. And maybe some more fine adjustments here. I actually think we should do a little less of the star sides here. So I will actually reduce here the sides to maybe seven or maybe like eight. Yeah, I think eight is fine. All right. This is the first regulator here. Maybe we can even just increase the base plate here a little bit. We'll just choose this ellipse here, so the base plate and actually will make it like 0.5 maybe. Actually we could also give it a little bit of bevel here. Also increase the bevel sides. Now We have a nice rounded base plate here. All right. And this is it basically for the first regulator. We will just continue with the second one here, so this one on the left side. Basically it has the same size of, but it has some more star sides here. So we can actually just copy our f regulator. Maybe I will just drag this one in the group here for now. What I actually forgot to check is the alignment here. So again, make sure that everything is connected to each other. I will bring this. I will rename it to triangle here to the regulator. Then we can actually just copy the whole thing here. But maybe for clarification, I will just start to rename everything here. This is like I'll just call it star sites here. Cylinder is actually rename the cylinder, maybe to like cone. And the ellipse I will just rename to base plate. And the light ellipse is just quite good as it is. Now we can actually just duplicate this whole thing, so it command N D and then move this thing here to the left. For the alignment, I will again just make sure that it's aligned with the screenshot. Maybe like that. Here, you maybe see that we don't have a triangle here, so I will just delete it from the second regulator. And then we have a lot more sides here, just click on the star sides shape here, and then we will just increase it something like this. I will actually also increase the inner one here, we quick just a bit. You don't know how much we maybe do like 20. We can achieve that. Again, this is a little bit of fine adjusting here. All right. So, maybe like that. For this one, we actually saw it in the video, so it doesn't have a con shaft. I will try to actually find it here on the video. This one is actually much longer and doesn't have a connement. We will actually get rid of that. So we maybe just here make the top and bottom actually even. Maybe like that. Maybe also just decrease it here to this one not. This one to five. And actually, we have to make the shaft longer. I will move it a little bit to the front here, and I will just exceed the size of the cone so it fits to the whole thing and then move it inside of the regulator. So now everything is connected. And I think this actually looks quite good for now. And, that's basically it for the left side now. So maybe we just have this little screw here, but we will maybe just make it in the end here. So let's just continue with the right side here. So we just finished the left side here, so I will actually just move the regulators here again inside of the left components group. Everything is just grouped up. Now we actually have like four big components. First one is the STU, then we have the display, the mid components, and the left components. All right then we will just start with the right component side here. 35. Project: Flight Unit | Part 7: So now for the right side, this should be actually quite easy. So maybe we take a look at the reference image again. For the right side, we can actually just make use of components we already created. So for example, we just got this regulator here also on this side, and this button here on this side, and also this button here. And for this one, we can also use this button here actually and just change the color here off the front. And for this regulator, we have to do some tiny adjustments, but this should also be just done quite fast. So let's just start over here with maybe the regulators, I think. So I will actually just copy this one. So duplicate it here and bring it out of the left components group. And then move it here to the site. Maybe like here, Yes, maybe like here. Actually, you see maybe that this gap is actually tinier than this one, so it doesn't have to be symmetrical. Bring this one here more to the middle. Then I will actually also just duplicate this regulator, bring it out of the left components group, and then bring it to the right side, and just barely align it that it fits to the screenshot here. No. A. Then we can maybe just also duplicate this button here. We actually have to make sure that this light ellipse is also getting copied. We will actually just drag this light ellipse here inside of the group, or maybe not because it's a boolean group, so we have to keep it out here. Maybe just undo it. But we will actually just duplicate it now. Then again, bring it out of the left components group. Drag it here to the middle, maybe like here. Then also just copy the light apse, and also the text, maybe. Select both of it and duplicate, which one is actually the duplicated one. I think this one. Again, bring it out of the left components group, move it here to the sit. And then also for the light ellipse, we will also bring it out of the component group and then there on the right side. Here again, make sure that it's an alignment here to center and same for the text. Maybe like that. This looks good for now. Maybe we can just change the text now. For the text, it's actually metric At. We will change this one. Also, real quick. So go to the text and then type in metric at. All right. Now we have three more elements here on the right side, and then we just have to copy those buttons here, and for this, we will duplicate the LOC button here. This one, push button four. Again, hit command and D and duplicate it, bring it out of the group, and then move it to the right side here. Like that, Then we can actually just duplicate this one again, so we have another push button, and this one, we will just place it here under the first regulator. For the right button, we also have to change the text here, it's called APR. For the text, choose APR. Maybe what I just noticed is that the font is actually a little bit too big. Maybe afterwards, we can also just resize the font here a little bit. For this left button, actually, we can select this one here, delete the green highlight and also the button text here. And for the main button, we can actually just maybe choose the body materially here, so click on the four dots and then just hit on the green body. And now we have just simply, finish this button for now. This button also, and we have both the regulators and the not button. What's missing now is basically, if we again step over here to our reference image, we have some more text here. So those numbers and this description here, so we will actually also make this and to do so again, just head over to your spine product, and maybe I can actually just copy this text here. Duplicate this layer and then move it here to the side. I actually forgot the content here, so we have to take another look. We have push two level off actually. Again, click on the text and type in push to level off. Then just move this thing here in the middle. Maybe if we look at the text here, we can actually move it a little bit more to the left side here. Again, you see that this font is actually a little bit smaller than this one, but we will actually just maybe change it afterwards again. But we will leave it as it is now and keep on going with the other descriptions here. For the numbers, we actually have here 100, or maybe I will show you again in the reference image. Here we have the number 100 and also one and and you also get this right. We maybe just place some little rectangles here on the body. Maybe like this. For the y component, I think we used a wif of 0.5 maybe. We'll actually give it some reasonable numbers, so maybe two and 0.5, and then also give it here a little twist of -45 degrees maybe. Maybe I will just move it so it looks good actually. My like this. Oh. Again, make sure that it's connected to the body, this actually looks quite good. For the color here, again, we can just use it here from the material assets panel. I think it was this color. Maybe I have to increase the with a little bit. But if we look at it, is actually quite small so maybe reduce it a bit, just maybe one and 0.7 here. Or maybe like the 0.6, like that. Maybe a little bit bigger 1.2, like that. And then same for the right side. Just duplicate this rectangle. Move this up and you will actually just rotate it by 57 degrees, maybe and then move it here to the side. I think this should fit now. Yeah, like then for the description, actually, you can again just copy any text you want here. I will just choose a metric old one and move this Here change the text to 100, move it down here. Think actually here we already have to reduce the font size because it doesn't fit anymore. Maybe I will reduce it to maybe 2.5. Yeah. Maybe like that. Again, we can duplicate this one, bring it to this side, and then we actually just have to add another zero here to the text, and then we have this description ready here. Then maybe it's time actually to clean this up a little bit, so we will just rename all of the things we just created real quick. For this one, I will just call it 1,000 and this one is 100. Also collapse it real quick. And maybe this one is blue button here. This is A PPR. APP R also collapse it here, and we forgot. This one, maybe we will call a level off. This one was a metric one, metric. And maybe we can also call it, or maybe we leave it as an button actually. And those ones were from the regulator actually. So I will actually move them also inside of this group. Maybe like here, and rename it to maybe one than pin, and this is the 100 pin. All right. So I think we got everything right here. Yes, I can't move this one inside of here because it's Bolen. So maybe it's just more clear now actually. But again, we will actually also group this one here up. I think I got actually everything. So select all of them, hit command N G, and then we will rename this group to write components. All right. Now we nearly have everything up together, but this one is actually missing, so two descriptions here and also those arrows here. So maybe just do this for now. I can actually also maybe duplicate the numbers here because it's also a little bit smaller in size. For the description, we have D N and up, down and up, which just quickly change the continuer, D N and then duplicate it. Bring it up and also name it up. So like that, and quickly also rename the group here. This one is up text, and this one was a down text. Now when I see it right, we actually have to do the arrows. For this one, we can maybe maybe actually duplicate the light ellipse here, and then resize it here. Maybe to something like 18. Yeah, like that. Also maybe just change the ring a little bit, so not that much, maybe 293. Here we actually have the opportunity to also adapt the angle here. For this one, I will maybe just simply use 90 here. Or maybe a little bit less because if we look at the image, it's not really like full 90 degrees, so it's a little bit less. Maybe use 70 or maybe even maybe 60. Let's go with 60, and then we actually have to bring this down here. So this is actually way too near here, but we will change it afterwards. But if you look at the arrow, maybe even more. Like that, Then we also have to do another one, so maybe duplicate it. This one, we have to bring it down here. So like that. Yeah, this looks quite good. 36. Project: Flight Unit | Part 8: Then we just have to do the arrow cap, actually. Maybe like that. I will just quickly resize the metric text because this one is way too big. Let me just check what we have chosen here for the 100. We have a 2.51 size here. My we just may also use it here. This is much better now, and maybe also use it here for the level of text. 2.5. Move it a little bit here to the center, and then we can just continue with the arrows. I will just quickly rename it here to arrow line up and arrow line down. We just see the difference, and then we just have to do the cap actually. Maybe we can do it with a triangle here, give it a twist. Maybe like that. Again, we have to increase the size here. You know what's good, maybe 1.4. It's a little bit longer actually. So maybe 1.4 in x and 0.1 0.9 in y. Maybe like that. Then just move it around. So it looks quite good. Also again, click on the four dots here and choose the orange material from the asset library, orange pots. Then we again just quickly check if it's aligned. It's not really aligned, but it looks like. So it just fits for this tutorial, and then duplicate it. Then we will bring this one down here. So we like that. I think actually this looks quite good now. So we have the up and down arrow, we have every description. Maybe we have to actually then do a little bit more added here on this regulator. But first, again, we have to rename everything. Again, this one was arrow. And this one was the arrow down. And maybe we'll just move it here inside of the regulator. This should be fine. I actually didn't want it to be there, so maybe like that. All right. Now we have everything named correctly. And then we will do some more edit on this regulator here. This one I will actually also rename it to re left and this to regulate right Here again, we don't actually have the triangle, so again, we can just delete this one. Again, if we maybe look at the video, we now see that, we have a kind like black base here underneath. Maybe we can get this one also here. First, I will actually again maybe just resize this cone here, top and bottom is equally and for x and not y again, but that component here. We'll make it a little bit thinner here, and then we can maybe select those three elements here and move them a little bit to the front here. Let me check real quick. The space plate is a little bit bigger. But maybe not in the width, but in the height. I will reduce it to ten here and increase the extrusion here to two. But then we actually also have to reduce the barvel here. Maybe 20.5. Let me check. This one looks good. And now we just have to insert the black base here. And maybe maybe we will actually just reduce the size of the base plate a little bit more, maybe like nine, maybe like this. For this black base, we, we can actually maybe just copy this cap here on the right regulator. Let me just copy this one. Duplicate it and then move it here to the site. And then we will just rearrange the view a little bit and bring it here to the body. Like that. Now we actually notice that the light ring isn't really connected to the body, but we will actually just leave it as it is now. But now we can actually just also increase the extion here of this one. Maybe just connect it here. Then yeah, just increase it there. If we look now, this could fit quite good. But actually for the color, may maybe unbound the material here and actually this maybe a darker color here for the top color layer. Yeah, like that. And then let me just check. I think this should be actually fine. But this be good. So I think this works. But maybe if we align it here to the center, maybe we will reduce the size of the front screw here. But actually, I will just maybe move it again out of out of the group here and connect it to the regulator left because we're working now in the left regulator. Now here, I will actually resize it to 13 maybe like that, and this one, I will increase a 216 maybe because if we maybe look again at the reference image, I think actually that the front one is a little bit smaller than the one behind. Maybe we'll just leave it as it is now. Maybe if you look at the video, you see also that this ground here is like black, so you will also get this one real quick and to do so just duplicate the light ellipse here, maybe. So we have another one. And then we can actually just remove the ring element here, but also beside it here, so maybe like 14. And for the material. Yeah, we will just choose the gray regulator one here, and then again, unbounded and choose the black one here. For the last material layer. Now, this should be quite good. I think. Nice. So then just maybe the kind of like last step is now to create those little screws here and that is just the maybe not the last step, but one of the last steps for this project. So we will just also quickly do it. So here again, we will just make a quick eps may choose from the top two by the eps then I don't know for the size, maybe three and three. Maybe 2.5. A little bit smaller, and then again connect it to the body. I can also give it a little bit of extrusion. Maybe like 0.3. Here you see now that it's connected to the body. So then change to the front view and look if the alignment is right, maybe a little bit more to the right side, and now this should be fine. For the material, actually, we can maybe just maybe just use the material here from the button actually. So maybe to Maybe you can just click here with the right mouse on to the button and then actually just copy the material. This is also a possibility to use materials and then choose the ps one and paste material here. Now we have a little black shiny material onto here. I will rename this one to screw, maybe. And this one, I will just move inside of the right components group and then duplicate it. And move this to the left side also because there we also got to screw maybe like here. This one, we will actually move inside of the left components group. This one is actually far up. Let me just collapse it real quick and then move this one in the left components group. If you simulate now, you actually see that the shaping worked pretty good. So it looks more and more like the reference image. Now to finish this project, actually make sure that maybe I forgot to say it, but also change the material of the top element actually to the green body. So it's the body and the top is actually have the same material. And now for the last steps, we can just maybe delete or hide the screen shirt. We have a clean view here. Now if you just render it, it already looks quite good. But maybe for some more details, we can actually also add a little text you to the background, and for this one, I will maybe type in FCU. For the font size, we can maybe use 180, to make sure that the wrapper is actually big enough for your font. Adapt the size so the font fits. And then I will move this a little bit up here to the site, and also to the background here. Maybe give it also a little bit of extrusion, so maybe something like 30, like that. Also, we will actually, do a little bit of material adaption here. For the color, we will actually choose this one. In Hex code, it's again 14, two, four, 27, and in RGB. Is this value here. Again, you can just simply copy that. For the lighting, will just leave it maybe as it is for now. But we will actually introduce another layer and this one will be a Fresno one, and this one move it down here to the second position. For the Fresne we will just use a simple black and the buyers change it to 0.14. For the blending mode, we will use overlay in both lighting and Fresnel. Then maybe for the lighting, you can bring in a little bit of red. It fits to the whole body. I prepare a value, which I think works pretty good. And this is this color. Again, he use a hex code and RGP code. And maybe some some more fine adjustments here. I will reduce the opacity of the fresne layer to 40, and for the lighting, we can just keep it as it is. But for the overall material opacity, we will just use 50% here. All right. This looks quite good. Again, if we render now, this already looks quite good and maybe some little more fine adjustments. I like the effect step actually a lot. Maybe I will use a little bit of ette here. Maybe like an offset of maybe 0.28, and for the darkness, I will leave it as for the value one. Now if we zoom in a little bit, This looks quite good. Now, I don't actually want to exceed the limits of this video tutorial now, but you can now imagine that you can also do some animations like for the buttons or the regulators. For example, if you push the button, then the light with the light will be changed to red or something. The values of the display are going to change. And so we have endless possibilities for this tutorial is actually just, how you can, maybe get the work flow for rebuilding something like that. Again, this is not as precise as in the video we. I mean, for this time, we actually build it. It's quite good. Again, if you take more time, you will also create more details and we get the same result as this one maybe. Yeah, the possibilities are endless, and this is just a little example of how you can. I she something like that?