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Премиум
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    1.1 The Main Concepts Of Modeling (Stage 1 - Mesh Modeling)
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    1.2 Modeling A Snowman
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    1.3 Modeling A Scifi Crate
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    1.4 Selection Tools
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    1.5 Important Topology Tools 1
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    1.6 Important Topology Tools 2
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    1.7 Modeling A Soccer Ball
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    1.8 Defining Good Topology
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    1.9 Custom Normals And Shading
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    1.10 The 3 Ways To Bevel
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    1.11 The Solidify Modifier
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    1.12 The Boolean Modifier
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    1.13 Simple Deform And Lattice
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    1.14 Working With Curves
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    1.15 Working With N Gons And Tris
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    1.16 Disconnected Details
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    1.17 Modeling A Hard Drive
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    1.18 Working With Subdivision Surfaces
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    1.19 Modeling A Coffee Cup
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    1.20 The Importance Of Loops And Poles
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    1.21 All Quad Meshes
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    1.22 All Quad Junctions
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    1.23 Detail_ Support_ And Fill Loops
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    1.24 Modeling A Logo Pt 1
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    1.25 Modeling A Logo Pt 2
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    1.26 Modeling A Logo Pt 3
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    1.27 Blocking And Proportions
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    1.28 Final Exercise
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    2.1 Sculpt Mode Overview (Stage 2 - Digital Sculpting)
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    2.2 Sculpt Mode Settings
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    2.3 Sculpt Brushes 1 Blue
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    2.4 Sculpt Brushes 2 Red
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    2.5 Sculpt Brushes 3 Yellow
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    2.6 Sculpt Brushes 4 Utility
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    2.7 Masking Visibility
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    2.8 Posing Sculptures
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    2.9 Brush Textures
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    2.10 Stroke Methods
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    2.11 Painting Locking Tiling Matcaps
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    2.12 Multires
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    2.13 Remesh
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    2.14 Dynamic Topology
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    2.15 Combining Formats In Workflow
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    2.16 Shark Sculpting 1 Blocking Out Primary Shapes
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    2.17 Shark Sculpting 2 Beginning The Face
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    2.18 Shark Sculpting 3 Face Refinement
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    2.19 Shark Sculpting 4 Face Finalization
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    2.20 Shark Sculpting 5 Final Touches
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    3.1 The Right Version Of Blender (Stage 3 - Lighting)
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    3.2 What Is Lightin 3d
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    3.3 The 7 Types Of Light
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    3.4 Lighting In Cycles Vs Eevee
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    3.5 How Light Is Calculated In Cycles
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    3.6 Exposure And Color Management
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    3.7 Lighting Using Hdris
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    3.8 Light And Shadow Linking
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    3.9 Volumetric Lighting
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    3.10 Shadow Caustics
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    3.11 Light Groups
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    3.12 Shaping Light With Nodes
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    3.13 Reducing Noise And Speeding Up Your Renders
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    3.14 How Lightis Calculated In Eevee
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    3.15 Eevee Next
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    3.16 Raytracing With Light Probes
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    3.17 What If Your Pc Cant Run 4.2
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    3.18 Why You Need Good Lighting
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    3.19 Wherever There Is Light There Is Also Shadow
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    3.20 Using Color
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    3.21 Three Point Lighting
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    3.22 Highand Lowkey Lighting
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    3.23 Ambient And Silhouette Lighting
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    3.24 Portrait Lighting
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    3.25 The Secret To Succesful Lighting
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    3.26 Excercise
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    4.1 Introduction To Shading And Materials (Stage 4 - Materials and Shading)
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    4.2 What Is A Shader And How To Use It
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    4.3 What's The Difference Between The Shader And Material
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    4.4 Creating Material Is In Blender And Assigning Material Is To Slots
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    4.5 Assigning Materials To Different Parts Of The Model
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    4.6 The Glossy, Diffuse And Emission Shaders
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    4.7 The Transparent And Holdout Shaders
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    4.8 The Mix And Add Shaders
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    4.9 Refraction, Glass Shaders
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    4.10 Sss And Translucency
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    4.11 Volume Absorption And Volume Scatter
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    4.12 Ray Portal
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    4.13 Sheen And Toon
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    4.14 Principled Shaders
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    4.15 Layout Nodes And Shader Organization
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    4.16 Group Nodes
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    4.17 Raytracing
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    4.18 All The Good Stuff
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    4.19 Is It Glass Or Porcelain
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    4.20 Light Path Bounces And Fast Gi Approximation
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    4.21 Light Paths Visibility
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    4.22 Rendering Glass Understanding Dispersion And Caustics
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    4.23 Rendering Volumes
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    5.1 Intro To Textures (Stage 5 - Texturing)
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    5.2 Intro To Textures And Texture Coordinates
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    5.3 The Socket Color Meanings
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    5.4 The Color Nodes
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    5.5 Blend Modes And Color Math
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    5.6 Color Managing Textures
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    5.7 Normals and Normal Maps
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    5.8 Adaptive Subdivision And True Displacement
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    5.9 What File To Use For Specific Texture
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    5.10 Managing Texture Data
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    5.11 The Uv Editor
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    5.12 Unwrapping And Placing Seams
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    5.13 Fixing Skewing And Stretching
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    5.14 Basic Uv Projection And Follow Active Quads
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    5.15 Helpful Uv Add Ons
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    5.16 Multiple Uvs And Animating Uvs
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    5.17 Intro To Pbr
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    5.18 Where To Find Textures I Can Use
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    5.19 What Is Fresnel
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    5.20 Principled Shader Shading – Binoculars
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    5.21 Procedural Rust And Metal
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    5.22 Intro To Procedural Texturing
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    5.23 Procedural Dust And Dirt
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    5.24 Other Cool Examples
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    5.25 Other Ways To Texture
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    5.26 Prepping A Model For Texture Painting
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    5.27 Texture Paint Mode
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    5.28 Brushes System
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    5.29 Texturing Tools Masking And Symmetry
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    5.30 Painting With Layers
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    5.31 Let’s Texture_ Shade_ And Render The Robot_
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    5.32 Intro To Channel Packing
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    5.33 Uv Unwrapping The Binoculars
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    5.34 Texture Painting A Low Poly Binoculars – Part 1
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    5.35 Texture Painting A Low Poly Binoculars – Part 2
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    5.36 Texture Painting A Low Poly Binoculars – Part 3
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    5.37 Finishing the Binoculars with Procedural Textures
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    5.38 Basics Of Baking The Textures
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    6.1 Introduction (Stage 6 - Animation)
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    6.2 Framerate
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    6.3 Timeline
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    6.4 Keyframes And Channels
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    6.5 Gizmos And Manipulators
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    6.6 World Space And Local Space
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    6.7 Auto Keying
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    6.8 Outputting Animation
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    6.9 Objects And Armatures
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    6.10 Graph Editor And Interpolation
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    6.11 Animationdata
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    6.12 Dopesheet Overview
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    6.13 VideoSequenc Editor
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    7.1 Introduction Chat (Stage 7 - Rigging)
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    7.2 User Preferences
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    7.3 What Is A Rig
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    7.4 Anatomy Of An Armature
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    7.5 Bones Bones Bones
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    7.6 Bone Collections
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    7.7 Bone Colors
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    7.8 Bone Tools
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    7.9 Connecting The Armature Overview
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    7.10 Armature Modifier The Long Way
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    7.11 Rigging Concepts In A Nutshell
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    7.12 Naming Conventions And Symmetry
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    7.13 Understanding Space
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    7.14 Drivers And Custom Properties
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    7.15 Custom Bone Shapes Explained
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    7.16 Bone Widgets The Easy Way
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    7.17 Weight Painting Overview
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    7.18 Weight Painting Tools
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    7.19 Weight Paint A Monkey Head
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    7.20 Weight Paint A Tube
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    7.21 Understanding Constraints
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    7.22 Copy Location, Rotation, And Transforms
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    7.23 Limit Distance, Location, Rotation, And Scale
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    7.24 Maintain Volume
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    7.25 Transformation Constraint
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    7.26 Clamp To And Follow Path
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    7.27 Damped Track, Track To, Locked Track
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    7.28 Ik Constraint
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    7.29 Spline Ik
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    7.30 Stretch To
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    7.31 Action Constraint
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    7.32 Armature Constraint
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    7.33 Child Of Constraint
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    7.34 Floor Constraint
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    7.35 Shrinkwrap Constraint
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    7.36 Bone In The Middle Challenge
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    7.37 lK Setup Practice
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    7.38 Bendy Stretchy Rig
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    7.39 Rig A Gun Turret
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    7.40 Rig A Crane Arm
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    7.41 Rigging The Wrangler – Part 1
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    7.42 Rigging The Wrangler – Part 2
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    8.1 Overview Intro (Stage 8 - Physics)
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    8.2 Rigid Body Demo
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    8.3 Passive And Active Collisions
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    8.4 Surface Response
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    8.5 Multiple Objects
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    8.6 Scene Properties
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    8.7 Rigid Body Final Project
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    8.8 Rigid Body Constraints
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    8.9 Rigid Body Constraint – Point
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    8.10 Rigid Body Constraint – Hinge
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    8.11 Rigid Body Constraint – Slider
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    8.12 Rigid Body Constraint – Piston
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    8.13 Rigid Body Constraint – Generic
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    8.14 Rigid Body Constraint – Generic Spring
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    8.15 Rigid Body Constraint – Motor
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    8.16 Rigid Body Constraints Final Project
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    8.17 Soft Body Physics
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    8.18 Soft Body Physics Final Project
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    8.19 Cloth Physics – Cloth Drop
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    8.20 Cloth Physics – Settings
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    8.21 Cloth Physics Final Project
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    8.22 Fluid Simulation – Domain_ Flow_ And Bake
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    8.23 Fluid Simulation – Obstacles And Settings
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    8.24 Fluid Simulation – Final Project
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    8.25 Fluid, Smoke & Fire – Smoke Simulations
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    8.26 Fluid, Smoke & Fire – Settings And Baking
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    8.27 Fluid, Smoke & Fire – Obstacles And Fire
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    8.28 Fluid, Smoke & Fire – Final Project
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    8.29 Particle Systems – Intro
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    8.30 Particle Systems – Settings
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    8.31 Particle Systems – Instancing And Obstacles
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    8.32 Particle Systems – Boids Part 1
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    8.33 Particle Systems – Boids Part 2
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    8.34 Particle Systems – Final Project
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    8.35 Dynamic Paint – Canvas And Brush
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    8.36 Dynamic Paint – Settings
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    8.37 Dynamic Paint – Type Displace
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    8.38 Dynamic Paint – Type Paint
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    8.39 Dynamic Paint – Type Weight
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    8.40 Dynamic Paint – Rain
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    8.41 Dynamic Paint – Final Project
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    8.42 Force Fields – Settings
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    8.43 Force Fields – Types Force V2
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    8.44 Force Fields – Types Turbulence
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    8.45 Force Fields – Types Wind
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    8.46 Force Fields – Types Vortex
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    8.47 Force Fields – Types Harmonic
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    8.48 Force Fields – Types Drag
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    8.49 Force Fields – Force Fields With Rigid Bodies
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    8.50 Force Fields – Curve Objects
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    8.51 Force Fields – Final Project V2
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    8.52 Tips & Tricks – Clipping Objects V3
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    8.53 Tips & Tricks – Applying Modifiers
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    8.54 Tips & Tricks – Keyframing Force Fields
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    8.55 Tips & Tricks – Cache Folders
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    8.56 Tips & Tricks – Cell Fracture
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    8.57 Tips & Tricks – Motion Blur
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    8.58 Tips & Tricks – Resource Pdf
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    9.1 Introduction (Stage 9 - Compositing)
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    9.2 View Layers
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    9.3 Renderpasses
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    9.4 Light Groups
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    9.5 Combining Render Layers
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    9.6 Combining Render Passes
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    9.7 Combining Light Groups
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    9.8 Saving The Render
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    9.9 Organizing
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    9.10 Motion Blur
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    9.11 Depth Of Field
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    9.12 Other Post FX
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    9.13 Alpha Channels
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    9.14 Other Ways To Create Mattes
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    9.15 Preparing Footage
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    9.16 Layering 2D Elements
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    9.17 Greenscreens