Month: October 2025

  • Never Enough Donald Trump and the Pursuit of Success – Study Notes

    Never Enough Donald Trump and the Pursuit of Success – Study Notes

    FAQ: Donald Trump and the Pursuit of Success

    1. What were the key factors that shaped Donald Trump’s personality and drive for success?

    Donald Trump’s personality was significantly influenced by his upbringing and experiences. His father, Fred Trump, instilled in him a strong work ethic and a “killer” instinct while also indulging him with a lavish lifestyle. This combination of discipline and privilege, along with his natural ambition, fueled his drive for success. Additionally, attending the New York Military Academy (NYMA) further emphasized discipline, respect for authority, and the importance of winning, shaping his approach to life and business.

    2. How did Fred Trump’s business practices and connections impact Donald Trump’s early career?

    Fred Trump, a successful real estate developer, had political connections and a shrewd understanding of exploiting opportunities, particularly in the aftermath of the Great Depression. He leveraged these connections to secure valuable properties at low prices, often through bankruptcy proceedings. Donald Trump witnessed these tactics firsthand, learning how to navigate the system and utilize connections to his advantage. This early exposure to his father’s methods laid the groundwork for his own approach to deal-making.

    3. How did Donald Trump’s personality and image contribute to his early successes in New York real estate?

    Donald Trump’s flamboyant personality, coupled with his carefully crafted image as a successful, wealthy businessman, drew media attention and generated public interest. His confidence and willingness to take risks, even in a challenging market like 1970s New York City, impressed lenders and investors, enabling him to secure financing for ambitious projects. This combination of personality and image-building played a crucial role in establishing him as a major player in the real estate world.

    4. What role did Roy Cohn play in shaping Donald Trump’s approach to business and dealing with adversaries?

    Roy Cohn, a notorious lawyer with a reputation for ruthlessness and strong political connections, became a mentor to Donald Trump. Cohn’s aggressive tactics, disregard for social norms, and willingness to push boundaries influenced Trump’s approach to business and dealing with opponents. Trump learned from Cohn the value of relentless pursuit, intimidation, and using the legal system to his advantage, shaping his win-at-all-costs mentality.

    5. How did the economic and cultural climate of the 1980s contribute to Donald Trump’s rise to national prominence?

    The 1980s was a decade characterized by economic deregulation, conspicuous consumption, and the celebration of individual success. This cultural climate, which glorified wealth and ambition, provided a fertile ground for Trump’s brand of self-promotion and ostentatious display of wealth. His high-profile projects, like Trump Tower, and his association with celebrities solidified his image as a symbol of the era’s excess and ambition.

    6. How did Trump’s financial struggles in the early 1990s impact his public image and business strategies?

    Despite his success in the 1980s, Trump faced significant financial setbacks in the early 1990s due to overleveraging and a changing economic landscape. This period of struggle tarnished his image as an infallible deal-maker but also revealed his resilience. He utilized bankruptcy laws to restructure his debt, demonstrating an ability to bounce back from failure. This experience taught him the importance of financial maneuvering and reinforced his willingness to take calculated risks.

    7. What motivated Donald Trump to venture into reality television with “The Apprentice,” and how did this experience further shape his public persona?

    Facing financial challenges and a diminished public profile, Trump saw reality television as an opportunity to revitalize his image and regain relevance. “The Apprentice” allowed him to present himself as a successful businessman, mentor, and decision-maker, shaping his persona as a decisive leader with a no-nonsense approach. The show’s success further boosted his fame and name recognition, laying the groundwork for his eventual foray into politics.

    8. How did Donald Trump’s personal experiences and evolving public image influence his decision to enter politics?

    Throughout his career, Trump consistently expressed his political views and even hinted at presidential aspirations. His experiences in business, entertainment, and media exposure shaped his belief in his own leadership capabilities. His carefully cultivated public image as a strong, decisive figure, combined with his growing frustration with the political establishment, ultimately motivated him to actively pursue a political career.

    Never Enough: Donald Trump and the Pursuit of Success Study Guide

    Quiz

    1. How does D’Antonio characterize Donald Trump’s personality in relation to the American pursuit of success?
    2. What are some of the contradictory aspects of Donald Trump’s personality highlighted by D’Antonio?
    3. How did Fred Trump, Donald’s father, exploit government programs for personal gain?
    4. Explain the significance of Fred Trump’s involvement with the Lehrenkrauss bankruptcy.
    5. Describe the incident involving Donald Trump and Theodore Dobias at NYMA. What does this incident reveal about Trump’s character?
    6. How did Donald Trump’s time at NYMA shape his worldview and approach to life?
    7. What was the role of Roy Cohn in Donald Trump’s early career, and how did their relationship impact Trump’s business practices?
    8. What strategies did Donald Trump employ in acquiring the development rights for the Penn Central Midtown train yard?
    9. How did the concept of “sexy” evolve in the 1980s, and how did Donald Trump capitalize on this shift?
    10. Describe Donald Trump’s approach to bankruptcy. How did he spin it to his advantage?

    Quiz Answer Key

    1. D’Antonio describes Trump’s personality as “practically all id,” driven by ambition and a constant need to declare his superiority, reflecting the American urge to build empires from ambition.
    2. D’Antonio highlights Trump’s contradictory nature by presenting him as both a pugnacious bully who insults women and a privately generous person capable of acts of kindness, such as donating to a dying child.
    3. Fred Trump exploited government programs like the FHA by inflating construction costs and pocketing the difference, a practice D’Antonio compares to “honest graft” as described by Tammany Hall politician George Washington Plunkitt.
    4. Fred Trump’s involvement in the Lehrenkrauss bankruptcy allowed him to acquire the mortgage-servicing business at a low price through connections with Brooklyn’s political machine, demonstrating his early use of cronyism for profit.
    5. When confronted by the war veteran and disciplinarian Dobias at NYMA, Trump responded with defiance, which led to a harsh reprimand. This incident reveals Trump’s early tendency to challenge authority and his ability to “survive” in tough environments.
    6. NYMA instilled in Trump a sense of confidence, military bearing, and a belief in his own superiority. It also provided him with his first taste of fame when he excelled at baseball, fueling his lifelong craving for attention.
    7. Roy Cohn, known for his ruthless tactics and connections, became Trump’s mentor and lawyer, teaching him how to exploit legal loopholes and manipulate the media. Their relationship normalized aggressive and ethically questionable business practices for Trump.
    8. To acquire the Penn Central train yard development rights, Trump relied on connections, his relationship with Roy Cohn, and his stubborn persistence. He utilized charm and manipulation to secure deals, showcasing his deal-making formula that prioritized style over substance.
    9. In the 1980s, “sexy” became associated with money, fame, and social status. Trump, already wealthy and gaining notoriety, leveraged his appearance and Playgirl’s “Sexiest Man Alive” list inclusion to acquire the “sexiness” that completed the trifecta of celebrity appeal.
    10. Trump viewed his corporate bankruptcies as a strategic maneuver rather than a failure, highlighting his ability to negotiate favorable terms with creditors and maintain control of his assets. He framed it as a “comeback story” and proof of his deal-making prowess, further enhancing his public image.

    Essay Questions

    1. Analyze the impact of Fred Trump’s values and parenting style on Donald Trump’s personality and business practices.
    2. How has Donald Trump’s relationship with the media shaped his public persona and contributed to his success?
    3. Explore the ethical implications of Donald Trump’s business dealings, drawing on specific examples from the text.
    4. To what extent is Donald Trump a product of his time, reflecting broader cultural and economic trends in American society?
    5. Assess the significance of Donald Trump’s craving for attention and his use of self-promotion as a tool for achieving success.

    Glossary of Key Terms

    • Id: In Freudian psychology, the part of the mind driven by primal instincts and desires.
    • Honest Graft: A term coined by Tammany Hall politician George Washington Plunkitt, referring to the use of political influence for personal gain, often through insider information and manipulating real estate deals.
    • FHA: The Federal Housing Administration, a government agency created in the 1930s to stimulate the housing market by providing mortgage insurance.
    • NYMA: New York Military Academy, a private boarding school where Donald Trump attended from seventh to twelfth grade.
    • Cronyism: The practice of favoring friends and associates in business or politics, often regardless of merit or qualifications.
    • Air Rights: The legal rights to develop the airspace above a property, often allowing for taller buildings than zoning regulations would otherwise permit.
    • Greenmail: A corporate raiding tactic involving the purchase of a significant stake in a company, followed by a threat of a hostile takeover to force the target company to buy back the shares at a premium.
    • Junk Bonds: High-yield, high-risk bonds issued by companies with low credit ratings.
    • Bankruptcy: A legal process for individuals or businesses unable to repay their debts, often involving the liquidation of assets or restructuring of finances under court supervision.
    • Reform Party: A third political party in the United States, founded by Ross Perot, advocating for political reform and fiscal responsibility.
    • Reality Television: A genre of television programming that documents supposedly unscripted real-life situations, often starring ordinary people rather than professional actors.
    • SSSI: Site of Special Scientific Interest, a designation in the United Kingdom for areas deemed important for their natural heritage, requiring special considerations for development.

    Never Enough: Donald Trump and the Pursuit of Success – Table of Contents

    Introduction: Explores the driving forces in Donald Trump’s personality and how his relentless ambition, along with cultural and economic trends, helped him rise to success. This section also lays out the book’s aim to understand Trump as an idea: What does his prominence and controversial personality tell us about American society?

    1. The Donald: Focuses on Trump’s childhood in Queens and his relationship with his father, Fred Trump, who instilled a sense of competition and entitlement in his son. It explores the impact of Donald’s time at the New York Military Academy, where he learned the importance of outward appearances and the power of winning.

    2. Inheritance: Investigates the business practices of Fred Trump, Donald’s father, revealing how he exploited government programs and political connections to amass wealth through real estate. This section shows how Fred’s success laid the groundwork for Donald’s future ventures.

    3. Educating Donald: Chronicles Donald’s time at the New York Military Academy, where he developed a fascination with hierarchy and an understanding of the power of self-promotion. This section examines how the academy’s emphasis on discipline and outward appearances shaped Donald’s worldview.

    4. Fear City: Delves into the social and economic climate of New York City in the 1970s, a period marked by crime, fiscal crisis, and a sense of fear. This section examines the backdrop against which Donald began his real estate career and the opportunities it presented for ambitious developers.

    5. Roy and the Rail Yards: Discusses Donald’s early foray into Manhattan real estate, particularly his acquisition of the Penn Central rail yards on Manhattan’s West Side. It highlights his reliance on political connections, particularly his relationship with the notorious lawyer Roy Cohn, to navigate the complex world of New York City development.

    6. The UDC Connection: Explains the role of the Urban Development Corporation (UDC), a state agency created to bypass legal restrictions and finance housing projects. This section reveals Donald’s involvement with the UDC and his ability to leverage its power for his own gain.

    7. The Commodore Hotel: Chronicles Donald’s ambitious plan to redevelop the Commodore Hotel into the Grand Hyatt New York. It details his use of tax abatements, political maneuvering, and public relations to transform the aging hotel into a symbol of his success.

    8. The Trump Brand: Explores the rise of Donald’s public persona, fueled by media attention, brash pronouncements, and self-promotion. This section examines how Donald cultivated his image as a wealthy and successful businessman, a perception further bolstered by his inclusion in Playgirl’s list of the “sexiest men”.

    9. Luck Runs Out: Discusses the unraveling of Donald’s personal life and the impact of his high-profile affair with Marla Maples on his marriage to Ivana. It highlights the role of the tabloid press in amplifying the scandal and the damage it inflicted on Donald’s reputation.

    10. Taj Mahal Troubles: Examines the financial woes of the Taj Mahal casino in Atlantic City, revealing the consequences of Donald’s excessive spending, high debt, and risky business practices. This section explores the complexities of Donald’s financial dealings and the challenges he faced in navigating bankruptcy.

    11. Marla and the Mob: Chronicles Donald’s relationship with Marla Maples and the birth of their daughter Tiffany. It delves into Donald’s continued association with figures connected to organized crime and the public fascination with his tumultuous personal life.

    12. Candidate Trump: Discusses Donald’s flirtation with politics, particularly his exploration of a presidential candidacy with the Reform Party. This section examines his use of populist rhetoric, his embrace of conspiracy theories, and the public’s reaction to his potential entry into the political arena.

    13. Trump the TV Show: Explores the creation and success of The Apprentice, the reality TV show that transformed Donald’s public persona. It details his partnership with producer Mark Burnett and how the show showcased Donald’s business acumen and flamboyant personality, further solidifying his image as a successful entrepreneur.

    14. The Links at Menie: Chronicles Donald’s ambitious plan to develop a golf course in Scotland, highlighting his clashes with local residents and environmentalists who opposed his project. It explores his use of political influence, legal maneuvering, and public relations to overcome resistance and achieve his goal.

    15. The Trump Organization: Examines the inner workings of the Trump Organization, the family business that oversees Donald’s vast holdings. It explores the roles of Donald’s children, Ivanka, Donald Jr., and Eric, in the company and their efforts to manage their father’s sprawling empire.

    16. Epilogue: Reflects on Donald Trump’s enduring quest for success and the lasting impact of his personality and business dealings on American culture. This section explores the contradictions inherent in his persona, highlighting both his generosity and his tendency toward vindictiveness, and concluding that his self-promotion is a symptom of a culture obsessed with media and personal branding.

    Timeline

    1905: Friedrich Trump is born in Kallstadt, Germany.

    1918: Fred Trump is born in New York City.

    1930: Friedrich Trump dies.

    1930s: Fred Trump begins his career in real estate, taking advantage of the Depression to acquire properties at low prices. He partners with politically connected lawyer Abe Kazan.

    1933: Fred Trump submits a low bid to manage the mortgage business of the bankrupt Lehrenkrauss & Co.

    1936: Donald Trump is born in Queens, New York.

    1946: Fred Trump is investigated by a Senate committee for profiteering from FHA-backed housing projects.

    1950s: Fred Trump builds large apartment complexes in Brooklyn and Queens, catering to middle-class families.

    1959: Donald Trump is sent to New York Military Academy after displaying rebellious behavior.

    1964: Donald Trump graduates from New York Military Academy.

    1968: Donald Trump graduates from the Wharton School of the University of Pennsylvania and joins his father’s business. He moves to Manhattan.

    Early 1970s: Donald Trump begins acquiring properties in Manhattan, focusing on underdeveloped areas. He relies on his father’s connections and political influence.

    1971: Donald Trump takes control of his father’s company, renaming it The Trump Organization.

    1973: The Justice Department files a lawsuit against The Trump Organization for racial discrimination in housing.

    1970s-1980s: Donald Trump develops several high-profile projects in Manhattan, including Trump Tower, Grand Hyatt Hotel, and Trump Plaza. He becomes a celebrity, appearing frequently in the media.

    1977: Donald Trump marries Ivana Zelníčková.

    1980s: Donald Trump expands his business interests beyond real estate, investing in casinos, airlines, and sports teams.

    1986: Donald Trump is listed as one of Playgirl magazine’s “Sexiest Men.”

    Late 1980s-early 1990s: Donald Trump’s businesses struggle financially. Several of his casinos file for bankruptcy. His marriage to Ivana unravels publicly.

    1991: The Taj Mahal casino files for bankruptcy.

    1993: Donald Trump marries Marla Maples.

    1990s: Donald Trump recovers financially, focusing on brand licensing and management deals.

    1999: Donald Trump considers running for president as a Reform Party candidate.

    2001: Donald Trump begins construction on Trump International Hotel and Tower in Chicago.

    2004: The Apprentice premieres on NBC, starring Donald Trump.

    2005: Donald Trump marries Melania Knauss.

    2006: Donald Trump begins development of a golf course in Balmedie, Scotland, facing opposition from local residents.

    2009: Donald Trump helps to publicize the release of President Obama’s birth certificate, furthering the “birther” conspiracy theory.

    2015: Donald Trump announces his candidacy for president of the United States.

    Cast of Characters

    Donald Trump: Real estate developer, businessman, television personality, and 45th president of the United States. Known for his self-promotion, brash personality, and controversial business practices.

    Fred Trump: Donald Trump’s father, a successful real estate developer who built his fortune in Brooklyn and Queens. Known for his frugality and disciplinary approach to parenting.

    Friedrich Trump: Donald Trump’s grandfather, an immigrant from Germany who made his initial fortune in the United States during the Klondike Gold Rush.

    Ivana Trump: Donald Trump’s first wife, a former model and businesswoman. Played a key role in The Trump Organization during the 1980s.

    Marla Maples: Donald Trump’s second wife, an actress and model. Their relationship and marriage was highly publicized and controversial.

    Melania Trump: Donald Trump’s third wife, a former model. Became First Lady of the United States in 2017.

    Abe Kazan: Fred Trump’s lawyer and business partner. A politically connected figure who helped navigate the complexities of New York City real estate development.

    Theodore Dobias (the Maje): Military instructor at New York Military Academy who had a significant impact on Donald Trump during his formative years. Known for his strict discipline and emphasis on traditional masculinity.

    Roy Cohn: Controversial lawyer and political fixer who mentored Donald Trump and introduced him to powerful figures in New York City. Known for his aggressive tactics and ruthless pursuit of his clients’ interests.

    George Steinbrenner: Owner of the New York Yankees baseball team and friend of Donald Trump. Known for his flamboyant personality and competitive drive.

    Der Scutt: Architect who designed several of Donald Trump’s most prominent buildings, including Trump Tower. Worked closely with Trump to achieve his ambitious vision.

    Ed Koch: Mayor of New York City from 1978 to 1989. Had a contentious relationship with Donald Trump, often clashing over real estate development projects.

    Mark Burnett: Television producer who created The Apprentice, starring Donald Trump. Burnett’s reality TV formula helped to further Trump’s celebrity status.

    Bill Rancic: Winner of the first season of The Apprentice. Experienced the complexities of Donald Trump’s management style firsthand.

    Chuck Jones: Publicity agent who worked with Marla Maples. Involved in a bizarre criminal case involving the theft of Maples’ shoes and subsequent harassment.

    Roger Stone: Political consultant and longtime associate of Donald Trump. Known for his controversial tactics and involvement in various political scandals.

    Patrick Buchanan: Conservative political commentator and Reform Party candidate for president in 2000. Briefly competed with Donald Trump for the party’s nomination.

    Peter Whyte: Donald Trump’s Scottish representative who initially approached residents of the Menie Estate about selling their properties for the golf course development.

    Michael Forbes: Scottish farmer who refused to sell his land to Donald Trump for the golf course development. Became a symbol of local resistance to the project.

    Martin Ford: Local politician and environmental activist who opposed Donald Trump’s golf course development in Balmedie, Scotland. Clashes with Trump highlighted the developer’s disregard for environmental regulations and community concerns.

    Donald Trump Jr.: Donald Trump’s eldest son and executive vice president of The Trump Organization. Involved in various family business ventures.

    George Sorial: Executive at The Trump Organization who worked on the golf course development in Scotland. Known for his aggressive negotiating tactics.

    Briefing Doc: “Never Enough: Donald Trump and the Pursuit of Success” by Michael D’Antonio

    Main Themes:

    • The American Dream and the Pursuit of Success: The book explores Donald Trump’s life as an embodiment of the American Dream, albeit a distorted and exaggerated one. His relentless ambition, focus on wealth accumulation, and craving for attention are presented as both compelling and problematic facets of American culture.
    • Nature vs. Nurture in Shaping Personality: D’Antonio analyzes the roles of upbringing, personality, and cultural forces in shaping Trump’s character. He examines how Fred Trump’s strict discipline, coupled with a message of inherent superiority, influenced Donald’s approach to competition and success.
    • The Power of Image and Self-Promotion: Trump’s mastery of image manipulation and media manipulation is a recurring theme. From his early publicity stunts to his later reality TV persona, the book highlights how Trump utilizes media to craft and maintain his public image.
    • Ethical Boundaries and Morality in Business: D’Antonio scrutinizes Trump’s business practices, often questioning their ethical and legal dimensions. He delves into Trump’s use of bankruptcy laws, political connections, and aggressive negotiation tactics to achieve his goals.
    • Trump as a Reflection of American Culture: The book suggests that Trump’s excesses and flaws are not unique but rather reflective of broader trends in American society, such as the obsession with celebrity, the celebration of wealth, and the erosion of traditional values.

    Most Important Ideas/Facts:

    1. Early Influences: Donald Trump’s upbringing at the New York Military Academy (NYMA) instilled in him a strong sense of hierarchy, discipline, and the importance of winning. His coach, Theodore Dobias, emphasized traditional values and respect for authority while fostering a competitive spirit.

    “In those days they’d smack the hell out of you. It was not like today where you smack somebody and you go to jail,” said Trump decades later. “He could be a fucking prick. He absolutely would rough you up. You had to learn to survive.” (Excerpt from the source)

    1. The Art of the Deal: Trump’s business approach is characterized by aggressive negotiation, a reliance on political connections, and a willingness to exploit legal loopholes. His acquisition of the Penn Central Midtown train yard exemplifies these tactics.
    2. Bankruptcy as a Strategy: Trump’s multiple corporate bankruptcies are portrayed not as failures but rather as calculated maneuvers to shed debt and maintain control of assets. His ability to emerge from these situations with his wealth largely intact raises questions about the fairness of the system.

    Spinning the tale like a gifted advertising man, Trump said that bankers “love me.” He told everyone who would listen that his financial troubles had resulted from nothing more than the “disease of extravagant expectations” that was evident throughout America. (Excerpt from the source)

    1. The Importance of Celebrity: Trump’s relentless pursuit of fame and his calculated self-promotion through media appearances and publicity stunts are seen as integral to his success. His reality TV show, “The Apprentice,” solidified his celebrity status and helped him build a national brand.
    2. Trump’s Personal Life: D’Antonio delves into Trump’s relationships with women, including his marriages to Ivana Trump and Marla Maples. These relationships are often depicted as turbulent and marked by infidelity and public scandals.
    3. Trump’s Political Ambitions: The book traces Trump’s early forays into politics, including his flirtation with the Reform Party and his exploratory committee for the 2000 presidential election. His focus on issues like trade and national strength foreshadowed his later political platform.
    4. The Menie Estate Controversy: Trump’s development of a golf course in Scotland on the environmentally sensitive Menie Estate highlights his confrontational style and disregard for local concerns. His clash with environmental activist Martin Ford underscores the ethical and environmental implications of his business practices.
    5. Trump as a Polarizing Figure: D’Antonio acknowledges Trump’s ability to evoke both admiration and revulsion. He suggests that Trump’s flaws and excesses are not simply personal shortcomings but rather reflections of broader cultural trends.

    “Listen, he’s a polarizing guy. Okay? There is no question. There are not guys out there that probably say, ‘Yeah, Trump’s okay.’ There are guys that say, ‘I love Trump! He’s the greatest guy in the world!’ Or he’s their least favorite human being in the whole world.” (Excerpt from the source, quoting Donald Trump Jr.)

    Conclusion:

    “Never Enough” offers a comprehensive and critical examination of Donald Trump’s life and career. The book paints a portrait of a man driven by ambition, ego, and a relentless pursuit of success, often at the expense of ethical considerations and the well-being of others. It suggests that Trump’s rise to prominence is not merely a personal story but rather a reflection of the complexities and contradictions of American culture itself.

    Shaping a Worldview: Fred Trump’s Influence on Donald Trump

    The sources describe how Fred Trump’s business practices and personal life shaped his son Donald’s worldviews and business strategy.

    Business Practices: A Model for Success

    • Fred Trump’s success in real estate, despite lacking connections to easily seize opportunities, taught Donald the importance of ambition, discipline, and hard work [1, 2].
    • Fred, who built a fortune by providing housing for working-class New Yorkers, valued hard work above all else [3].
    • Fred involved his children in his work, taking them on tours of construction sites and instilling in them the belief that they could achieve a great deal in life [1].
    • Donald absorbed his father’s way of doing business by observing Fred’s negotiations with contractors and tradesmen, learning to secure the best work at the best price [2].
    • Donald witnessed Fred’s shrewdness and understanding of how to exploit opportunities [4].
    • Fred’s success with government programs, such as securing an FHA contract and navigating the Mitchell-Lama program, demonstrated the potential of leveraging political connections for profit [5-7].
    • Fred’s use of government condemnations to acquire land for Trump Village showed Donald how to use legal means to benefit his business interests [6].
    • However, the scrutiny Fred faced during investigations into his practices in the Mitchell-Lama program highlighted the potential for scandal and backlash [7, 8].
    • Fred’s experience with the changing political landscape in New York City, particularly with the election of reform-minded Mayor John V. Lindsay, emphasized the importance of adapting to new political realities [9].

    Personal Life: Shaping Donald’s Values and Drive

    • Fred’s strict discipline, combined with indulgence and a belief in his son’s superiority, shaped Donald’s personality [10, 11].
    • Fred instilled a sense of genetic predisposition for success, leading Donald to believe he was destined for greatness [12].
    • Donald’s experience at New York Military Academy, where Fred sent him due to his unruly behavior, further reinforced the values of strength, masculinity, and competition [12-14].
    • Fred’s suspicion of intellectuals, despite wanting his children to have college diplomas, may have influenced Donald’s focus on practical skills and business acumen [3, 15].
    • Fred’s unwavering support for Donald’s ambitions, in contrast to his treatment of his elder son Freddy, provided Donald with a sense of security and confidence [16].
    • Donald’s observations of his brother Freddy’s struggles to live up to their father’s expectations reinforced the importance of toughness and the need to defend oneself [17-20].
    • Fred’s tendency to align himself with powerful figures, whether in the Brooklyn Democratic Party or through connections like Abe Beame, showed Donald the value of cultivating relationships with influential individuals [9, 16].
    • Fred’s focus on financial success and his relative lack of interest in other pursuits, like art or fine dining, likely shaped Donald’s own priorities [21].

    Conclusion: A Lasting Legacy

    The sources suggest that Fred Trump’s business practices and personal life provided a foundation for Donald Trump’s worldview and approach to business. While Donald’s personality and decisions are ultimately his own, it’s clear that his father played a significant role in shaping his values, ambition, and understanding of how to operate in the world of business and politics.

    Reliance on Celebrity and Media Attention

    • Donald Trump has intentionally cultivated media attention throughout his career, using it to build his public image and advance his business ventures [1-4].
    • Trump’s name became a personal brand, synonymous with wealth and luxury. His relentless self-promotion ensured his name was placed on buildings, products, and anything that could be marketed as high-class [1].
    • Trump actively sought media coverage from the beginning. Even before he had any major real estate accomplishments in Manhattan, he got the attention of New York Times reporter Judy Klemesrud in 1976 and boasted about his (possibly inflated) net worth and earnings [5, 6].
    • Trump’s willingness to provide quotes and interviews, and his flamboyant personality, made him a media favorite. He understood that “all publicity was good publicity” and used this to his advantage [7, 8].
    • His association with celebrities further enhanced his public image. Michael Jackson even had an apartment in Trump Tower [9].
    • Trump’s ventures into reality television with The Apprentice confirmed his understanding of popular culture and the value of celebrity. The show introduced him to a new generation and solidified his image as a symbol of wealth, even if mixed with vulgarity [10, 11].
    • Trump’s various books, beginning with Trump: The Art of the Deal, advanced the idea of his brilliance and success. His face on the covers guaranteed widespread visibility and further cemented his image [10, 12].
    • Trump used his media savvy to promote his business ventures. For example, he strategically timed the release of his second book, Trump: Surviving at the Top, to coincide with a 20/20 profile by Barbara Walters to maximize publicity [13].
    • He has repeatedly used media attention, even negative coverage, to his advantage. For example, he claimed that the highly publicized scandal surrounding his affair with Marla Maples and subsequent divorce from Ivana was “great for business” [14].
    • Trump understood that controversy sells, and he repeatedly courted it to remain in the public eye. His forays into politics, including his “birther” campaign against President Obama, were seen as attention-grabbing stunts aimed at generating publicity and promoting his brand [15-17].
    • Trump’s relentless pursuit of media attention has made him a polarizing figure, but also one of the most recognizable businessmen of our time [2, 18].

    The sources emphasize that Trump’s understanding of the media and his calculated use of celebrity have been key factors in his success. His willingness to court controversy, embrace self-promotion, and maintain a larger-than-life persona has ensured his continued presence in the public consciousness.

    Visions for the Future of America: Trump vs. Critics

    The sources portray a stark contrast between Donald Trump’s vision for the future of America and the vision held by his critics. While Trump champions a vision rooted in individual ambition, aggressive self-promotion, and a worldview where life is a series of battles, his critics express concerns over his divisive rhetoric, ethical lapses, and his promotion of an American Dream built on wealth and celebrity rather than communal well-being.

    Here’s a breakdown of the key differences:

    • Trump’s Perspective:
    • Life is a series of battles that result in “victory or defeat.” He believes most people aren’t worthy of respect and one must approach life with aggression and a constant need to “win.” [1, 2]
    • He views business success as the ultimate measure of a person and a qualification for leadership. He believes his success in real estate, particularly his ability to make deals, makes him capable of handling any presidential task. [3, 4]
    • He advocates a strong, assertive foreign policy and criticizes America’s defense commitments, arguing the US should stop “paying to defend countries that can afford to defend themselves.” He believes in taking a tough negotiating stance, particularly with countries like Japan, whom he believes take advantage of the US. [5, 6]
    • He celebrates wealth and personal achievement as the pinnacle of the American Dream. He actively promotes a lavish lifestyle and sees his opulent possessions as symbols of success. [7]
    • Critics’ Perspective:
    • They find Trump’s aggressive rhetoric and actions disturbing. They point to his bullying tactics in business dealings, personal attacks on opponents, and divisive comments on race and social class. [8-11]
    • They are alarmed by his ethical lapses in business. They highlight his history of bankruptcies, questionable financial practices, and disregard for environmental regulations. [12-16]
    • They reject his vision of an American Dream centered on wealth and celebrity. They see it as a shallow and unsustainable model that ignores the importance of community, social responsibility, and genuine achievement. [7]

    Trump’s vision resonates with a segment of Americans who admire his perceived strength, business acumen, and willingness to “tell it like it is,” even if it means resorting to divisive rhetoric and personal attacks. These supporters view him as an embodiment of success in a competitive world and find his unapologetic approach refreshing. [10]

    However, Trump’s critics see him as a threat to American values and democratic norms. They believe his focus on winning at all costs, disregard for ethical behavior, and promotion of a materialistic American Dream are detrimental to the country’s future. [7, 8, 13, 16]

    The Making of Donald Trump: An Examination of His Early Life

    The sources offer glimpses into Donald Trump’s early life, highlighting the people and experiences that shaped his personality, values, and ambitions.

    Family Influences:

    • Fred Trump, Donald’s father, was a highly successful real estate developer who instilled in his son a strong work ethic, a belief in his own superiority, and a focus on financial success. [1-3] Donald learned the family business from a young age, observing his father’s dealings and absorbing his approach to negotiation and deal-making. [1, 4]
    • Fred’s ambition and drive were evident in his efforts to gain publicity for his projects, even using bathing beauties and an ax-wielding performance to attract attention to a development in Coney Island. [5] This early exposure to self-promotion and media savvy likely influenced Donald’s own approach to building his brand.
    • While Fred valued hard work, he was suspicious of intellectuals. [1] This attitude may have contributed to Donald’s focus on practical skills and business acumen rather than intellectual pursuits.
    • Mary Anne MacLeod Trump, Donald’s mother, was a strong-willed woman who also instilled a sense of ambition and toughness in her son. [6] She had a competitive spirit and a fascination with luxury and excess, particularly as embodied by the British monarchy. [6]
    • Donald’s older brother, Freddy, struggled to live up to their father’s expectations, eventually failing as his father’s assistant and pursuing a career as an airline pilot. [7] This contrast highlighted for Donald the importance of toughness and the need to succeed in his father’s eyes. [7, 8] Freddy’s death at age 43, due in part to alcoholism, further solidified these beliefs for Donald. [8]

    Formative Years:

    • Donald’s rebellious and disruptive behavior as a child led his father to send him to New York Military Academy (NYMA) at the age of 13. [9]
    • At NYMA, Donald learned discipline, military bearing, and how to navigate a competitive environment. [10, 11] His coach, Theodore Dobias, a war veteran, instilled in him a fighting spirit. [10, 12]
    • Despite his father’s suspicion of intellectuals, Donald attended Fordham University and then transferred to the Wharton School of the University of Pennsylvania, graduating with an economics degree. [2, 11]

    Early Ambitions:

    • Even during his college years, Donald was eager to enter the family business and fulfill his father’s expectations for his success. [2]
    • He displayed a strong sense of confidence and ambition, believing that he could achieve anything he set his mind to. [4] This early self-belief would become a hallmark of his personality and business approach.

    Conclusion:

    The sources depict Donald Trump’s early life as a blend of privilege and hardship, shaped by a demanding father, a competitive family environment, and a formative experience at military school. These experiences instilled in him a strong work ethic, a belief in his own superiority, a focus on winning, and a drive to achieve success in the world of business and beyond.

    The Business of Being Donald Trump: A Look at His Career

    The sources depict Donald Trump’s business career as a rollercoaster ride of successes, setbacks, and constant reinvention, fueled by ambition, a keen understanding of media and branding, and a relentless pursuit of wealth and recognition.

    Early Ventures and the Rise of “The Donald”:

    • Trump’s early real estate projects, particularly the renovation of the Commodore Hotel in Manhattan into the Grand Hyatt Hotel and the development of Trump Tower, established him as a major player in the New York real estate scene. [1, 2] He leveraged tax breaks and his father’s connections to secure financing and navigated complex negotiations with city officials, demonstrating a combination of business acumen and political savvy. [1, 3]
    • From the start, Trump understood the power of publicity and cultivated media attention, using it to build his personal brand and enhance his projects’ perceived value. [2, 4, 5] He courted reporters, gave numerous interviews, and crafted a larger-than-life persona that made him a media darling, earning him the nickname “The Donald.” [4-6]
    • He expanded his empire into casinos in Atlantic City, aiming to capitalize on the booming gambling industry. [7] However, his ventures into this new territory were marked by risky financial decisions and lavish spending, which ultimately led to significant debt and multiple bankruptcies. [7-9]
    • Despite these setbacks, Trump managed to maintain his public image and lifestyle, leveraging his celebrity to secure loans and negotiate favorable terms with creditors. [9, 10] He portrayed himself as a savvy businessman who always bounced back, further cementing his brand as a symbol of resilience and success.

    Reinvention and the Reality Show Era:

    • As his casino empire crumbled, Trump turned to other avenues to generate revenue and maintain his public profile, including writing books, giving paid speeches, and licensing his name to various products. [10-12] He understood that his name had become a valuable commodity, synonymous with wealth and ambition, and he sought to exploit it in new and innovative ways.
    • His foray into reality television with The Apprentice proved to be a masterstroke, introducing him to a new generation and solidifying his image as a symbol of success, even if mixed with a certain degree of vulgarity. [13-15] The show, which featured Trump as the ultimate arbiter of business success, allowed him to showcase his personality, business acumen (or at least the perception of it), and lavish lifestyle.
    • The success of The Apprentice provided Trump with a platform to further expand his brand and monetize his celebrity. [16] He launched a variety of ventures, including Trump University, a real estate seminar program that promised to impart his knowledge and secrets to aspiring entrepreneurs. [12] However, these ventures often drew criticism for their questionable business practices and misleading claims. [17, 18]

    The Business of Controversy:

    • Throughout his career, Trump has courted controversy and used it to his advantage. [19, 20] He understood that conflict generates media attention, which in turn keeps his name in the public eye and maintains interest in his brand.
    • His pronouncements on various social and political issues, often delivered with bombast and hyperbole, ensured he remained a topic of conversation and debate. [19, 21, 22]
    • This approach, while effective in keeping him in the spotlight, has also alienated many and contributed to his polarizing image. [20, 23]

    Conclusion:

    The sources present a complex and often contradictory picture of Donald Trump’s business career. He is portrayed as a skilled dealmaker, a master of self-promotion, and a relentless entrepreneur, but also as a reckless gambler, an ethically questionable businessman, and a purveyor of hype and exaggeration. His career has been marked by both spectacular successes and embarrassing failures, but he has consistently managed to leverage his celebrity and media savvy to weather storms and reinvent himself. Ultimately, Trump’s business career demonstrates the power of branding and the ability to turn notoriety into a form of success, even if that success is built on shaky foundations and fueled by controversy.

    From Real Estate Mogul to Reality TV Star: The Rise of Donald Trump’s Fame

    The sources illustrate how Donald Trump’s ascent to fame was a carefully constructed and meticulously maintained phenomenon, orchestrated through a potent blend of shrewd business moves, aggressive self-promotion, and an intuitive understanding of media dynamics. His fame, while rooted in real estate development, transcended the confines of the business world to permeate popular culture, transforming him into a household name synonymous with wealth, ambition, and a certain brand of American success.

    The Early Spark:

    • Trump’s first taste of fame came as a teenager at NYMA when he earned a headline in the local paper for his athletic achievements. He reveled in the experience, recognizing the power of seeing his name in print and realizing the inherent allure of public recognition [1, 2]. This early encounter with fame laid the groundwork for his future endeavors, instilling in him a desire for public acclaim that would fuel his ambition throughout his life.

    Strategic Media Cultivation:

    • Trump’s understanding of media and publicity played a pivotal role in his rise to fame. From his early days in Manhattan real estate, he actively sought media attention, granting interviews, courting reporters, and strategically leveraging his father’s connections to secure favorable coverage. He recognized that publicity, regardless of its nature, could enhance the perceived value of his projects and elevate his own stature in the public eye.
    • His early successes in real estate, particularly the transformation of the Commodore Hotel into the Grand Hyatt and the development of Trump Tower, provided him with ample opportunities to court the press and shape his public image. He positioned himself as a bold, ambitious developer, willing to take risks and challenge the status quo, a narrative that resonated with a public fascinated by stories of entrepreneurial success [3-6].
    • Trump’s personality, characterized by confidence, brashness, and a penchant for hyperbole, provided ample fodder for the media. He understood that outrageous statements and bold pronouncements, even if controversial, guaranteed coverage and kept his name in the public consciousness [7-11].

    The Power of the “Trump” Brand:

    • As Trump’s fame grew, his name became synonymous with success, wealth, and a certain brand of aspirational luxury. He became a cultural icon, his name appearing on buildings, casinos, and a variety of consumer products, transforming “Trump” into a symbol of opulence and achievement [12-15].
    • This carefully cultivated brand allowed him to transcend the world of real estate and enter the realm of popular culture. His image became a shorthand for wealth and excess, frequently used by the media to signal stories about money, business, and luxury [15].

    The Apprentice and the Reality TV Phenomenon:

    • Trump’s foray into reality television with The Apprentice marked a significant turning point in his rise to fame. The show, which cast him as the ultimate judge of business acumen, introduced him to a new generation of viewers and further cemented his image as a symbol of success, albeit one infused with a certain degree of reality TV-style drama and vulgarity [13, 16-22].
    • His catchphrase “You’re fired!” became a cultural phenomenon, further solidifying his image as a powerful and decisive figure. The show’s success provided him with an unprecedented platform to promote his brand and monetize his celebrity.

    Political Dabbling and the Birther Controversy:

    • Trump’s repeated flirtations with presidential politics, while never resulting in a formal candidacy until 2015, consistently generated significant media attention. He understood that even the suggestion of a presidential run could elevate his profile and keep him in the public eye [13, 23-29].
    • His involvement in the “birther” movement, which questioned President Obama’s legitimacy and place of birth, further fueled his notoriety and provided him with ample opportunities to appear on news programs and offer his often controversial opinions. This strategy, while deeply divisive, effectively kept him in the spotlight and ensured he remained a topic of conversation [30-34].

    The Enduring Appeal of Fame:

    • The sources suggest that Trump’s relentless pursuit of fame stems from a deep-seated psychological need for attention and validation, a drive that seemingly originated in his childhood experiences. He acknowledges a fascination with fame and its power, viewing it as a “drug” that he has learned to control and leverage to his advantage [2, 35, 36].

    Conclusion:

    Donald Trump’s rise to fame is a testament to his understanding of media, branding, and the dynamics of public attention. He recognized early on that fame, regardless of its origins, could be harnessed to enhance his business ventures, elevate his personal brand, and ultimately create a powerful and enduring public persona. His fame, while often fueled by controversy and divisive rhetoric, has undeniably made him one of the most recognizable figures of our time, transforming him into a cultural icon whose influence extends far beyond the realm of real estate and business.

    Trump’s Presidential Campaign: A Look at His Journey to the White House

    The sources depict Donald Trump’s presidential campaigns as unconventional, fueled by his celebrity status, provocative rhetoric, and ability to capture media attention. His campaigns exploited his understanding of public perception and his willingness to court controversy, ultimately propelling him to the presidency in 2016.

    Early Political Flirtations and the Birth of a Pseudo-Campaign:

    • Trump first dabbled in politics in the late 1980s, using newspaper advertisements and public appearances to criticize America’s foreign policy and defense commitments. These actions, coupled with his meetings with political operatives, fueled speculation about his presidential ambitions. However, he maintained that he was not seeking office but merely expressing his views as a concerned citizen. [1, 2]
    • In 1999, he joined the Reform Party and openly considered a run for its presidential nomination, leveraging his celebrity status and provocative statements to gain media attention. His campaign, managed by Roger Stone, a seasoned political operative known for his controversial tactics, was characterized by outrageous pronouncements and a platform that combined elements of both liberal and conservative ideologies. [3-6]
    • Political analysts viewed Trump’s Reform Party campaign as a publicity stunt designed to promote his business interests rather than a genuine bid for the presidency. He ultimately withdrew from the race, citing the party’s internal disarray, but not before benefiting from increased book sales and speaking engagements. [7-9]
    • This early foray into presidential politics established a pattern that would repeat in subsequent years, with Trump using the specter of a candidacy to generate media attention and enhance his brand. He continued to flirt with presidential runs in the following years, often coinciding with the publication of his books or the launch of new business ventures. [10, 11]

    The Birther Movement and the 2012 Pseudo-Campaign:

    • In the lead-up to the 2012 presidential election, Trump became a prominent voice in the “birther” movement, which questioned President Obama’s legitimacy and place of birth. This involvement provided him with a platform to appear regularly on news programs, particularly on Fox News, and espouse his views on a range of political issues. [12-14]
    • Trump’s birther rhetoric, though widely debunked, resonated with a segment of the Republican base who viewed Obama with suspicion and distrust. This fueled speculation about a potential presidential bid, with some polls showing him as a viable contender in the Republican primary. [15, 16]
    • However, as with his previous political flirtations, Trump ultimately declined to run, choosing instead to focus on his business ventures, including The Apprentice. This decision, announced before a gathering of television advertisers, underscored the perception that his political ambitions were primarily driven by self-promotion and financial gain. [17, 18]

    The 2016 Campaign: From Reality TV Star to President:

    • In 2015, Trump formally announced his candidacy for the Republican presidential nomination, launching a campaign that would defy political norms and upend the American political landscape. His campaign was characterized by his unconventional style, inflammatory rhetoric, and ability to connect with a segment of the electorate who felt ignored by the political establishment. [19]
    • Trump’s campaign tapped into a vein of anger and resentment among white working-class voters who felt left behind by economic globalization and social change. He promised to “Make America Great Again,” appealing to a nostalgic vision of American power and prosperity.
    • His campaign rallies were often boisterous and filled with charged language, attracting large crowds and generating constant media attention. His use of social media, particularly Twitter, allowed him to bypass traditional media outlets and communicate directly with his supporters.
    • Trump’s rhetoric, often bordering on xenophobic and racist, drew criticism from both Democrats and many within his own party. However, his unapologetic style and willingness to challenge political correctness resonated with his base.
    • Despite facing numerous controversies and setbacks, Trump managed to secure the Republican nomination, defeating a crowded field of establishment candidates. His victory was a testament to his political instincts, his ability to exploit media attention, and the deep divisions within the Republican Party.
    • In the general election, Trump faced off against Hillary Clinton, the Democratic nominee. The campaign was one of the most contentious and divisive in American history, marked by personal attacks, allegations of misconduct, and a relentless focus on scandals and controversies.
    • Trump’s victory in the 2016 presidential election shocked many political observers and pundits. His victory was attributed to a number of factors, including his appeal to white working-class voters, Clinton’s perceived weaknesses, and a general dissatisfaction with the political status quo.

    Conclusion:

    The sources portray Trump’s presidential campaigns as a culmination of his lifelong pursuit of fame, wealth, and power. His campaigns were unconventional and often controversial, but they were undeniably effective in capturing media attention and mobilizing a segment of the electorate. His 2016 victory demonstrated the power of celebrity, the allure of a populist message, and the deep divisions within American society.

    The Trump Effect: Examining His Impact on American Society

    The sources illustrate Donald Trump’s profound impact on American society, highlighting his influence on political discourse, media culture, and social norms. They suggest that his aggressive self-promotion, divisive rhetoric, and blurring of the lines between entertainment and politics have contributed to a coarsening of public dialogue, a heightened focus on celebrity, and a widening of social divisions.

    Shaping the Political Landscape:

    • Trump’s political campaigns, particularly his successful 2016 presidential bid, have had a significant impact on the American political landscape. His populist message, focused on economic nationalism and a rejection of “political correctness,” resonated with a segment of the electorate who felt ignored by the political establishment.
    • This success demonstrated the potency of tapping into feelings of resentment and disillusionment, particularly among white working-class voters who felt left behind by globalization and social change [1, 2].
    • Trump’s victory emboldened far-right political movements and normalized rhetoric that had previously been considered fringe or extremist [3].
    • His presidency further polarized American politics, deepening existing divisions and contributing to a climate of political instability [4].

    Transforming Media and Celebrity Culture:

    • Trump’s mastery of media manipulation and his relentless self-promotion, honed over decades in the public eye, have significantly influenced media culture and the nature of celebrity [5-8].
    • He understood the power of spectacle and controversy, using outrageous statements and provocative behavior to generate media coverage and maintain a constant presence in the public consciousness [9-14].
    • Trump blurred the lines between entertainment and politics, leveraging his reality TV stardom to gain political traction and normalize a performative style of leadership [15-18].
    • His use of social media, particularly Twitter, allowed him to bypass traditional media outlets and control his message, often amplifying divisive and inflammatory rhetoric [19].
    • This approach, while effective in garnering attention and solidifying his base, contributed to the erosion of journalistic standards and the spread of misinformation [3].

    Normalizing Aggression and Divisive Rhetoric:

    • Trump’s aggressive, confrontational style, characterized by personal insults, bullying tactics, and a disregard for facts and evidence, has had a corrosive effect on public discourse and social norms [2, 7, 19-23].
    • His willingness to engage in verbal brawls and to denigrate opponents, often in deeply personal terms, normalized a level of incivility and aggression that many found alarming [19, 24].
    • This behavior, coupled with his frequent use of hyperbole and falsehoods, eroded trust in traditional sources of information and contributed to a climate of skepticism and cynicism [3, 7, 13, 25].
    • Trump’s rhetoric often appealed to prejudice and fear, exploiting social anxieties and divisions for political gain.
    • His comments about immigrants, minorities, and women frequently crossed the line into outright bigotry, further polarizing American society and emboldening extremist groups [1-3, 26].

    The “Culture of Narcissism” and the Pursuit of Self-Promotion:

    • The sources suggest that Trump’s relentless pursuit of fame and wealth, his obsession with winning and his need for constant validation, are symptomatic of a broader cultural shift towards narcissism and self-promotion [8, 27-30].
    • They argue that Trump’s success, while unique in its scale and notoriety, is a product of a society that increasingly values individual achievement, material wealth, and public recognition above all else [28, 31-33].
    • This “culture of narcissism,” as described by sociologist Christopher Lasch, has led to a decline in civic engagement, an erosion of social trust, and a focus on superficiality over substance [8, 29, 30].
    • Trump’s behavior, while often reprehensible, can be seen as a reflection of these cultural trends, serving as both a cause and a symptom of a society increasingly focused on self-interest and individual gratification [4, 30, 34].

    Conclusion:

    Donald Trump’s impact on American society has been multifaceted and profound. His political campaigns and presidency have reshaped the political landscape, while his media savvy and confrontational style have transformed media culture and normalized a level of incivility and division previously unseen in American public life. The sources suggest that his success, while rooted in his individual talents and ambitions, is also a reflection of broader cultural trends towards narcissism, self-promotion, and the pursuit of wealth and fame at any cost. While the long-term consequences of his impact remain to be seen, it is clear that Trump has left an indelible mark on American society, one that will continue to be debated and analyzed for years to come.

    Here are the chapter summaries for the book Never Enough: Donald Trump and the Pursuit of Success:

    Chapter Summaries of Never Enough

    • Chapter 1: The Trumps of Brooklyn, Queens, and the Klondike
    • This chapter explores the origins of the Trump family, starting with Donald Trump’s paternal grandfather, Friedrich Trump, who emigrated from Germany to the United States in the late 19th century [1, 2]. Friedrich sought his fortune in the Klondike Gold Rush but ultimately returned to New York and began investing in real estate [2]. His son, Fred Trump, followed in his footsteps, becoming a successful real estate developer in Brooklyn and Queens [1, 3, 4]. The chapter highlights Fred Trump’s shrewd business practices and his ability to profit from government housing programs, setting the stage for the family’s wealth and influence [4, 5]. It also touches upon the social and economic context of New York City during this period, including the rise of public relations as a tool for shaping public perception [6].
    • Chapter 2: The Boy King
    • This chapter focuses on Donald Trump’s childhood and adolescence, painting a picture of a privileged upbringing in a family obsessed with success [7]. The chapter draws parallels between Donald’s father, Fred Trump, and Lord Leverhulme, a British soap magnate who built a company town on the Isle of Lewis in Scotland [8]. Both men were driven by a desire to create their own worlds, with Fred Trump establishing a real estate empire in Queens and instilling in his son a competitive spirit and a thirst for recognition [7, 9]. Donald’s experiences at New York Military Academy, a strict boarding school, further shaped his personality, emphasizing discipline, hierarchy, and a focus on outward appearances [10-12].
    • Chapter 3: Apprentice
    • This chapter chronicles Donald Trump’s early forays into the world of Manhattan real estate, showcasing his ambition, bravado, and willingness to challenge established norms [13]. It covers his time at Fordham University and the Wharton School of the University of Pennsylvania, where he honed his business skills and cultivated an image of success [14]. The chapter also delves into the cultural context of the 1960s, marked by a growing emphasis on personal ambition and the pursuit of wealth, influenced by figures like Norman Vincent Peale and his “power of positive thinking” philosophy [15, 16]. Trump’s early real estate deals, including his involvement in the controversial Swifton Village development, illustrate his shrewdness and his ability to exploit government programs for profit [14].
    • Chapter 4: Fear City
    • This chapter portrays New York City in the 1970s as a city grappling with economic decline, social unrest, and rising crime rates [17]. It highlights the challenges faced by Mayor Abe Beame in addressing the city’s fiscal crisis and the growing sense of fear and anxiety among residents [18, 19]. Amid this backdrop, Donald Trump emerges as a brash young developer determined to make his mark on Manhattan [20]. The chapter details his early projects, including the renovation of the Commodore Hotel, and his association with Roy Cohn, a controversial lawyer with ties to organized crime [21, 22]. Trump’s ability to navigate the city’s complex political and legal landscape, often through questionable means, showcases his ruthlessness and his willingness to bend the rules to achieve his goals [23, 24].
    • Chapter 5: Donald Saves Midtown
    • This chapter focuses on Donald Trump’s acquisition and renovation of the Commodore Hotel, a decaying landmark across from Grand Central Terminal, illustrating his deal-making prowess and his talent for self-promotion [25]. It details the complex negotiations with the bankrupt Penn Central Railroad and the securing of lucrative tax breaks from the city government, paving the way for the hotel’s transformation into the Grand Hyatt [26-28]. The chapter also highlights the role of Roy Cohn in smoothing the way for Trump, using his connections and influence to overcome legal obstacles and secure favorable terms [25]. The success of the Grand Hyatt project solidifies Trump’s reputation as a major player in Manhattan real estate, further fueling his ambition and his insatiable hunger for recognition [29].
    • Chapter 6: Towering Trump
    • This chapter centers on Donald Trump’s most ambitious project to date: the construction of Trump Tower on Fifth Avenue, a gleaming skyscraper intended to symbolize his wealth and power [30]. It chronicles the challenges he faced in acquiring the land, overcoming zoning restrictions, and securing financing, showcasing his determination and his ability to manipulate public opinion [30]. The chapter also examines the opulent design of Trump Tower, with its lavish interiors and prominent retail spaces, reflecting Trump’s taste for extravagance and his desire to create a monument to himself [30]. The completion of Trump Tower marks a turning point in Trump’s career, elevating him to the status of a celebrity developer and cementing his image as a symbol of success and aspiration [30].
    • Chapter 7: Celebrity Donald
    • This chapter explores Donald Trump’s burgeoning celebrity status in the 1980s, fueled by his high-profile real estate projects, his lavish lifestyle, and his embrace of media attention [30]. It examines his cultivation of relationships with journalists, his frequent appearances on television shows, and his growing presence in gossip columns and society pages [31]. The chapter also analyzes Trump’s first book, The Art of the Deal, which became a bestseller and further cemented his image as a shrewd businessman and master negotiator [32]. Trump’s celebrity status, however, is not without its drawbacks, as he faces increasing scrutiny from the press and criticism for his ostentatious displays of wealth and his often abrasive personality [33].
    • Chapter 8: Donald in Suckerland
    • This chapter delves into Donald Trump’s expansion into the casino industry in Atlantic City, portraying a world of excess, risk, and questionable business practices [34]. It details his acquisition of multiple casinos, including the Taj Mahal, and his use of junk bonds and other high-risk financing methods to fuel his expansion, leading to mounting debt and financial instability [35-38]. The chapter also examines the broader social and economic context of the 1980s, marked by a growing income inequality and the rise of a “culture of narcissism” that celebrated wealth and material success [34]. Trump’s exploits in Atlantic City, while initially successful, ultimately contribute to his financial downfall, revealing the fragility of his empire and the recklessness of his business strategies [38].
    • Chapter 9: Luck Runs Out
    • This chapter chronicles Donald Trump’s financial troubles in the early 1990s, as his overleveraged casino empire crumbles under the weight of debt and declining revenues [39]. It details his struggles to renegotiate loans with banks, his near-bankruptcy, and the forced sale of assets, including his beloved Trump Shuttle airline and his yacht, the Trump Princess [37, 39]. The chapter also highlights the personal toll of Trump’s financial woes, as his marriage to Ivana Trump collapses and his reputation suffers [39]. Despite his setbacks, Trump manages to maintain a veneer of success, continuing to promote himself and his brand, even as his empire teeters on the brink of collapse [38].
    • Chapter 10: Trump the Spectacle
    • This chapter focuses on Donald Trump’s reinvention of himself in the mid-1990s, shifting his focus from real estate and casinos to entertainment and branding [40]. It covers his involvement in beauty pageants, his foray into professional wrestling, and his growing presence on tabloid television, showcasing his ability to adapt to changing media landscapes and to capitalize on his celebrity status [40]. The chapter also examines Trump’s second marriage to Marla Maples, a relationship that further fueled his tabloid notoriety [41, 42]. Trump’s embrace of spectacle, while often criticized as vulgar and superficial, allows him to remain in the public eye and to rebuild his brand, laying the groundwork for his eventual return to business and, ultimately, politics [43].
    • Chapter 11: New Trump
    • This chapter details Donald Trump’s financial comeback in the late 1990s and early 2000s, marked by a more cautious approach to business and a renewed focus on branding and licensing deals [40]. It covers his successful launch of Trump Hotels & Casino Resorts, a publicly traded company that allowed him to leverage his name and reputation without taking on excessive debt [40]. The chapter also examines his development of luxury residential towers in New York and other major cities, catering to wealthy buyers drawn to the Trump brand [40]. Trump’s financial recovery, however, is not without its controversies, as he faces accusations of misleading investors and engaging in questionable business practices [40]. Nevertheless, he re-establishes himself as a successful businessman and a cultural icon, laying the groundwork for his future political ambitions [44].
    • Chapter 12: Candidate Trump
    • This chapter traces Donald Trump’s growing interest in politics in the 2000s, marked by his exploration of a presidential run in 2000 as a Reform Party candidate and his vocal criticism of President George W. Bush’s handling of the Iraq War [44]. It examines his flirtation with a New York gubernatorial bid and his growing prominence as a conservative commentator on cable news, particularly on Fox News [44]. The chapter also delves into Trump’s embrace of the “birther” conspiracy theory, which falsely claimed that President Barack Obama was not born in the United States [45]. Trump’s promotion of this racist and baseless conspiracy theory, while condemned by many, brought him further attention and cemented his appeal among a segment of the Republican base who shared his views [45].
    • Chapter 13: Trump the TV Show
    • This chapter focuses on Donald Trump’s role as the host of the reality television show The Apprentice, which premiered in 2004 and became a ratings success, further enhancing his celebrity status and providing him with a platform to showcase his business acumen and his larger-than-life personality [46]. The chapter analyzes the show’s format, which pitted aspiring entrepreneurs against each other in a series of challenges, with Trump serving as the ultimate judge and arbiter of success [46]. The Apprentice not only boosted Trump’s popularity but also helped to rehabilitate his image after his financial troubles in the 1990s, portraying him as a successful businessman and a savvy mentor [46]. The show’s success also reinforced Trump’s belief in his own exceptionalism and his ability to command an audience, qualities that he would later leverage in his presidential campaign [46].
    • Chapter 14: “The Beauty of Me”
    • This chapter examines Donald Trump’s personality and his worldview, highlighting his narcissism, his obsession with winning, and his belief in his own infallibility [46]. It explores the psychological roots of his behavior, drawing on insights from experts in psychology and sociology, and analyzes the ways in which his personality traits have shaped his business dealings, his personal relationships, and his approach to politics [46, 47]. The chapter also delves into the broader cultural context of American society, suggesting that Trump’s success is a reflection of a “culture of narcissism” that values self-promotion, material wealth, and external validation above all else [46, 47].
    • Chapter 15: A Not-So-Innocent Abroad
    • This chapter chronicles Donald Trump’s business ventures outside of the United States, highlighting his failed golf course development in Scotland and his pursuit of licensing deals in various countries, illustrating his global ambitions and his willingness to exploit his brand for profit [48]. It also examines his controversial trip to Moscow in 1987, where he explored the possibility of building a Trump Tower in the Soviet Union, showcasing his eagerness to court foreign leaders and to pursue business opportunities regardless of ethical considerations [48]. The chapter concludes by suggesting that Trump’s foreign ventures, often marked by setbacks and controversies, reveal his limited understanding of global affairs and his tendency to prioritize personal gain over broader considerations [48].

    Please note that the summaries are based solely on the provided source material and my conversation with you. If you wish to delve further into specific events or gain additional perspectives, you may want to consult external sources and fact-check the information presented in the book.

    Impact of the Great Depression on the American Dream

    The Great Depression had a profound impact on the American Dream, shaking the very foundations of the concept and forcing a reassessment of its meaning. Here’s how:

    • Economic Hardship and the Erosion of Faith: The stock market crash of 1929 and the ensuing economic depression resulted in widespread unemployment, poverty, and financial ruin. Soaring unemployment rates, breadlines, and foreclosures became the new reality for millions of Americans. [1, 2] This stark contrast to the prosperity of the Roaring Twenties caused widespread disillusionment and eroded faith in the idea of upward mobility and economic security, key tenets of the American Dream.
    • Redefining the Dream: From Materialism to Dignity: Amidst the economic despair, historian James Truslow Adams, in his 1931 book “The Epic of America,” offered a new interpretation of the American Dream. He defined it as a chance for every citizen to live “the fullest possible life of which they were capable,” emphasizing dignity and respect rather than solely focusing on material wealth. [3] This shift in focus reflected a growing awareness of the limitations of a purely materialistic pursuit of success, especially in the face of economic hardship.
    • Government Intervention and the Search for Security: The Great Depression forced a reevaluation of the role of government in ensuring economic security and opportunity. The establishment of the Federal Housing Administration (FHA) by Franklin Delano Roosevelt as part of the New Deal signaled a move towards greater government intervention in the housing market. [4] The FHA’s aim was to stimulate the economy and promote homeownership by insuring mortgages, making it easier for people to buy homes. [5] This intervention marked a departure from the laissez-faire approach that had prevailed before the Depression and reflected a growing recognition of the government’s responsibility in promoting social welfare.
    • The Rise of “Get-Rich-Quick” Schemes: While some sought security through government programs, others turned to “get-rich-quick” schemes in an attempt to recapture the prosperity they had lost. The sources mention the popularity of books and seminars that promised financial success with minimal effort, often through real estate speculation. [6] This trend reveals the enduring allure of the American Dream, even in the face of widespread economic hardship. It also suggests a growing sense of desperation and a willingness to take risks in pursuit of financial security.

    The sources offer a nuanced perspective on the impact of the Great Depression on the American Dream. While highlighting the economic devastation and the erosion of faith in traditional notions of success, the sources also point to a redefinition of the dream, a shift towards emphasizing dignity and respect, and a growing role for government in ensuring economic opportunity.

    Evolution of Celebrity in the Gilded Age

    The sources portray the Gilded Age as a period where the concept of “celebrity” underwent significant transformation. While historically, fame was associated with heroic achievements or leadership in noble causes, the Gilded Age saw the rise of a new type of celebrity fueled by media attention and public fascination with wealth and extravagance.

    • Wealth as a Pathway to Fame: During the Gilded Age, immense wealth became a defining characteristic of celebrity. Individuals like J.P. Morgan and the Vanderbilts, who amassed enormous fortunes, became objects of widespread fascination. Their lavish lifestyles, chronicled in detail by mass-circulation newspapers, transformed them into symbols of success and social standing, effectively turning their wealth into a form of fame [1].
    • Media’s Role in Creating “Synthetic Celebrity”: The rise of mass media, particularly photo-rich tabloid newspapers and movie-theater newsreels, played a crucial role in the evolution of celebrity. This new media landscape created what Neal Gabler termed a “two-dimensional society,” where individuals and events became memorable to millions who never experienced them firsthand [2]. This phenomenon, driven by the media’s ability to disseminate images widely, contributed to the rise of “synthetic celebrity,” where publicity itself was enough to make someone famous [2, 3].
    • Shifting Values and the Rise of the “Personality”: The sources suggest that the Gilded Age witnessed a shift in societal values, where the pursuit of wealth and attention gained prominence. This shift, coupled with the media’s focus on personalities, paved the way for individuals to cultivate fame based on their image and public persona rather than solely on their achievements [4, 5].
    • The Power of Publicity and “Pseudo-Events”: Recognizing the power of media, individuals in the Gilded Age, including Fred Trump, began staging “pseudo-events” – carefully orchestrated occurrences intended to generate publicity [6]. These events, often designed to create a specific image or message, highlighted the growing understanding of how media could be manipulated to shape public perception and elevate one’s social standing.
    • From “Robber Barons” to “American Royalty”: The sources describe how wealthy individuals of the Gilded Age navigated public perception. They were aware of the criticism directed at their extravagant lifestyles and often sought to justify their wealth by emphasizing virtues like hard work and determination [7]. The media often portrayed them as “American royalty,” focusing on their successes while downplaying any negative aspects of their business practices [8, 9].
    • The Enduring Legacy of Gilded Age Celebrity: The concept of celebrity, as shaped by the Gilded Age, continues to resonate in contemporary society. The media’s focus on wealth, personalities, and carefully constructed public images remains central to how we understand and engage with fame. The rise of reality television, social media, and personal branding can be seen as extensions of trends that emerged during the Gilded Age, where the line between genuine achievement and manufactured celebrity becomes increasingly blurred.

    Key Characteristics of the Gilded Age

    The Gilded Age, a term coined by Mark Twain, was a period in American history, roughly spanning from the 1870s to the early 1900s, marked by rapid economic growth, industrialization, and social change. Here are some of its key characteristics as gleaned from the sources:

    • Extravagant Displays of Wealth: The sources describe the era as one of immense wealth accumulation, leading to ostentatious displays of luxury by the upper class [1]. They built enormous mansions, owned multiple yachts, and indulged in lavish parties [1, 2]. This conspicuous consumption was fueled by a belief that wealth was a sign of success and social standing, mirroring contemporary trends where the richest individuals expressed their fortunes through “mega” or “monster” mansions and opulent gatherings [2].
    • Public Fascination with the Rich: The rise of mass-circulation newspapers fueled public fascination with the lives of the wealthy, who became a source of both admiration and envy [1]. The press chronicled their every move, contributing to the perception of the Gilded Age as a time of grandeur and extravagance. This fascination with wealth persists today, as evidenced by the popularity of television programs and magazines that showcase the lifestyles of the rich and famous [3].
    • The Rise of “Robber Barons”: While some celebrated the achievements of wealthy industrialists and financiers, others viewed them as “robber barons” who amassed their fortunes through ruthless business practices [4]. These individuals, with names like Rockefeller, Morgan, Carnegie, and Vanderbilt, were criticized for their pursuit of profit at the expense of workers and the public good. This tension between admiration and criticism of the wealthy continues to resonate in discussions about income inequality and corporate power today.
    • Attempts to Justify Wealth as Virtue: The sources suggest that the wealthy of the Gilded Age were aware of the public’s mixed feelings towards their extravagant lifestyles. In response, they sought to distance themselves from negative perceptions by emphasizing virtues like hard work and determination [5]. They often downplayed their intellectual capabilities and claimed their success was a result of divine favor or superior morals [5, 6]. This tendency to attribute wealth to virtue, rather than to factors like luck or systemic advantages, is a recurring theme in American history, with parallels in contemporary justifications for economic inequality.
    • The Emergence of a “Leisure Class”: Social theorist Thorstein Veblen, writing during the Gilded Age, observed the development of a “leisure class” – individuals who, thanks to their inherited wealth, were freed from the necessity of work [7]. They engaged in conspicuous leisure pursuits like yachting and golf, further solidifying their social status and differentiating themselves from the working class. The concept of a leisure class remains relevant today, as debates continue about the role of inherited wealth and the social implications of extreme income inequality.
    • Economic Instability and Social Discontent: The Gilded Age was not without its problems. The sources mention that the era was punctuated by recessions and panics, ultimately culminating in the stock market crash of 1929 [6]. This economic instability led to social discontent and fueled calls for reform. This period of economic turmoil provides a historical context for understanding the anxieties and aspirations of the Trump family, who were navigating the challenges of building wealth during a time of both opportunity and uncertainty.

    These characteristics offer a glimpse into the complexities of the Gilded Age – a time of unprecedented wealth creation, but also one marked by stark social divisions and economic instability. The sources suggest that many of the themes and tensions of the Gilded Age continue to resonate in contemporary American society, particularly in discussions about wealth, inequality, and the pursuit of the American Dream.

    Here’s a summary of the topics discussed in “Never Enough: Donald Trump and the Pursuit of Success,” drawing from the provided excerpts:

    • The Trump Family History and Donald’s Upbringing

    The book begins by exploring the Trump family history, starting with Donald Trump’s paternal grandfather, Friedrich Trump, who emigrated from Germany to the United States in the late 19th century [1-3]. Friedrich sought wealth during the Klondike Gold Rush, amassing a small fortune before returning to Germany and eventually settling in New York City [3]. His son, Fred Trump, became a successful real estate developer in Brooklyn and Queens, focusing on building affordable housing [2, 4].

    The book then traces Donald Trump’s childhood in Queens, painting a picture of a privileged but competitive upbringing [5]. His father, Fred, instilled in him a strong work ethic and an ambition for success [5-7]. Donald’s early education at the New York Military Academy further shaped his personality, fostering a focus on discipline, competition, and a hierarchical view of the world [5, 7-10].

    • Donald Trump’s Entry into Manhattan Real Estate and the Pursuit of Success

    The book chronicles Donald Trump’s entry into the world of Manhattan real estate in the 1970s [11, 12]. It highlights his ambition, his willingness to take risks, and his early success in acquiring and developing properties like the Commodore Hotel, which he transformed into the Grand Hyatt [11, 13, 14]. The book also documents his close association with controversial figures like lawyer Roy Cohn, who played a significant role in Trump’s early deals [13, 15, 16].

    Trump’s pursuit of success in Manhattan real estate took place against the backdrop of a changing New York City [11, 13, 17-19]. The city faced financial challenges, social unrest, and rising crime rates in the 1970s [18, 19]. Amidst this turmoil, Trump emerged as a brash and ambitious developer, eager to make a mark on the city’s skyline [11, 14]. He leveraged his connections, his media savvy, and his willingness to push boundaries to secure favorable deals and garner public attention [11, 12, 14-16].

    • Celebrity, Media Manipulation, and the Construction of the Trump Image

    The book examines how Donald Trump cultivated his celebrity status, utilizing media attention to build his brand and enhance his power [14, 20-23]. From the early days of his career, he understood the importance of publicity and carefully managed his image, supplying the press with quotes and interviews [12, 20]. He furthered his celebrity with the publication of his 1987 book, “The Art of the Deal,” which he co-authored with professional writer Tony Schwartz [20, 22-25].

    Trump’s relationship with the media was marked by a mix of courtship and confrontation [12, 26, 27]. He cultivated relationships with certain journalists, providing them with information and access while fiercely attacking those who criticized him [12, 15, 26, 27]. He was adept at using hyperbole and exaggeration to promote himself and his projects, often blurring the lines between truth and fiction [22].

    The book explores how Trump’s image as a successful businessman, a master negotiator, and a larger-than-life figure was carefully crafted and maintained, even as his businesses faced financial difficulties [24, 26-31]. It argues that Trump’s celebrity persona became a valuable asset, allowing him to leverage his fame into new ventures, including casinos, airlines, and eventually, a reality television show, “The Apprentice” [26, 30, 32, 33].

    • Donald Trump’s Personal Relationships and Business Practices

    The book delves into Donald Trump’s personal relationships, highlighting his multiple marriages, his relationships with his children, and his interactions with business associates [8, 21, 28, 34-38]. It paints a complex portrait of a man who demands loyalty, thrives on competition, and often displays a transactional approach to relationships [7, 21, 36-38].

    The book also scrutinizes Trump’s business practices, examining his dealings with contractors, investors, and financial institutions [13, 30, 31, 36, 39-42]. It raises questions about his financial management, his history of bankruptcies, and his treatment of those who worked for him [13, 30, 31, 36, 41].

    • The American Pursuit of Success and the Cultural Context of Donald Trump’s Rise

    The book analyzes the cultural context that contributed to Donald Trump’s rise to prominence, exploring themes of celebrity culture, the American Dream, and the pursuit of wealth and status [1, 17, 43-52]. It draws connections between the popularity of self-help gurus like Norman Vincent Peale and Tony Robbins and the public’s fascination with figures like Trump who projected an image of success and power [1, 44, 45, 50, 52, 53].

    The book argues that Trump’s success was, in part, a reflection of a cultural shift in America, where self-promotion, image-making, and the relentless pursuit of wealth and attention became increasingly valued [17, 46-50, 52]. It suggests that Trump’s ability to tap into these cultural currents, combined with his media savvy and his talent for self-promotion, helped propel him to a level of fame and influence that extended far beyond the world of real estate [23].

    • Donald Trump’s Political Ambitions

    The book also touches upon Donald Trump’s early forays into politics, including his brief exploration of a presidential run in 1987 and his subsequent flirtations with political office [52, 54, 55]. It highlights his populist rhetoric, his focus on economic issues, and his ability to connect with a segment of the American public who felt disillusioned with the political establishment [52, 54, 55].

    These are just some of the topics covered in “Never Enough.” The book provides a detailed account of Donald Trump’s life, career, and personality, offering insights into the man who would eventually become President of the United States. To fully understand the author’s analysis, it is recommended to read the book in its entirety.

    Downplayed Qualities of Gilded Age Captains of Industry and Finance

    The sources indicate that captains of industry and finance during the Gilded Age strategically downplayed certain qualities in an effort to manage public perception and justify their immense wealth.

    • Intellectualism: While talent and intelligence were acknowledged as necessary for success, the sources suggest that higher education and intellectualism were downplayed [1]. The achievements of entrepreneurs and inventors who dropped out of college and attained significant success were emphasized. This focus on practical skills and a “can-do” spirit served to deflect attention from intellectual capabilities, which might have been perceived as elitist or out of touch with the common man.
    • Excesses of High Society: Recognizing that the American public was wary of the excesses associated with high society, wealthy men distanced themselves from extravagant social events [2]. They portrayed such gatherings as primarily feminine affairs, participating only to please their wives and daughters. This strategic separation aimed to counter the image of the wealthy as frivolous and out of touch with the concerns of ordinary Americans.
    • Unethical Business Practices: The sources reveal that captains of industry and finance often downplayed or obscured their involvement in unethical business practices [3, 4]. While some, like John D. Rockefeller, attributed their wealth to divine favor, others like J.P. Morgan, whose empire was built through stock manipulation, pointed to “character” as the source of their success. These claims sought to deflect attention from the often-ruthless methods employed in amassing their fortunes.
    • Connections and Privilege: While the sources don’t explicitly state that connections and privilege were downplayed, there is an implicit suggestion that the emphasis on hard work and determination served to obscure the role of these factors in achieving success. By focusing on individual effort and virtue, the narrative of the “self-made man” helped mask the systemic advantages enjoyed by those born into wealth and influence.

    In summary, the sources suggest that Gilded Age captains of industry and finance downplayed intellectualism, their participation in high-society events, and their involvement in unethical business practices. This calculated approach aimed to present a more palatable image to the public, emphasizing virtues like hard work and determination while obscuring the role of privilege and questionable business tactics in their rise to wealth and power.

    Differences in Ambition and Conspicuous Consumption: Fred Trump Sr. vs. Donald Trump

    While both Fred Trump Sr. and his son Donald shared an ambition for success in real estate, their approaches diverged significantly, particularly in terms of conspicuous consumption. Fred, a product of a different era, exhibited a more restrained approach to displaying his wealth compared to his son’s flamboyant style.

    • Ambition Rooted in Different Eras: Fred’s ambition was shaped by his experiences during the Great Depression and the post-war economic boom. He focused on providing housing for the middle class, accumulating wealth through shrewd business practices and a relentless work ethic [1, 2]. Donald, on the other hand, came of age during the booming 1980s, a period marked by a resurgence of conspicuous consumption and the celebration of wealth as a virtue [3, 4]. His ambition was driven by a desire not just for financial success but also for fame and recognition [5].
    • Fred’s Restrained Lifestyle: Despite his considerable wealth, Fred maintained a relatively modest lifestyle. He resided in a comfortable but not overly lavish mansion in Queens, rarely traveled beyond Florida vacations, and exercised caution with expenses [3, 6]. This approach aligns with the general trend among top executives in the mid-20th century, who, mindful of the excesses of the Roaring Twenties, opted for more restrained displays of wealth [3].
    • Donald’s Embrace of Extravagance: In stark contrast, Donald embraced a flamboyant lifestyle, epitomizing the conspicuous consumption that characterized the 1980s. He acquired luxury properties, traveled in private jets and helicopters, and adorned himself with expensive suits and gold accessories [7-9]. His approach aligns with his belief in “flair” as a key element of success [8].
    • Divergent Approaches to Media and Publicity: While Fred recognized the importance of publicity, he was generally uncomfortable as a public figure and stepped back from media attention after facing scrutiny for his business practices [10, 11]. Donald, however, actively sought media attention, using it to build his brand and cultivate an image of success [1, 7, 8]. He recognized the power of “pseudo-events” and skillfully manipulated media to his advantage, learning from his father’s experiences while embracing a more aggressive approach [1, 9, 12, 13].
    • Donald’s Ambition for Fame and Recognition: Donald’s ambition extended beyond mere financial success. He craved fame and recognition, seeking to establish his name as a symbol of wealth and power [7, 14]. His pursuit of celebrity aligns with the broader trends of the Gilded Age, where wealth became a pathway to fame and media attention fueled the rise of a new type of celebrity [5, 15].

    In conclusion, Fred Trump Sr. and Donald Trump, though both driven by ambition, differed significantly in their approaches to wealth and its display. Fred, a product of a more restrained era, focused on building a solid real estate business while maintaining a relatively modest lifestyle. Donald, coming of age in the flamboyant 1980s, embraced a more extravagant approach, leveraging media attention and cultivating a celebrity persona to further his ambitions. This difference highlights not only a generational shift but also a fundamental contrast in their values and understanding of success.

    Business Practices: Fred Trump Sr. vs. Donald Trump

    The sources offer a detailed account of Fred Trump Sr.’s business practices, revealing a shrewd and determined individual who built a successful real estate empire primarily focused on providing middle-class housing in Brooklyn and Queens. Donald Trump, while learning from his father’s methods, adopted a different approach, shifting his focus to luxury developments in Manhattan and embracing a more flamboyant and aggressive style.

    • Fred’s Focus on Middle-Class Housing: Fred primarily developed and operated large-scale apartment complexes aimed at middle-class residents. He excelled at navigating government programs like the Federal Housing Administration (FHA) and the Mitchell-Lama program, securing valuable tax breaks and subsidies to maximize profits [1-3].
    • Donald’s Shift to Luxury Developments: In contrast, Donald, upon entering the family business, urged his father to invest in Manhattan, where he focused on luxury hotels and residential towers, catering to a wealthy clientele [4]. This shift reflects Donald’s ambition for fame and recognition, as he saw associating his name with high-profile projects as a pathway to celebrity.
    • Fred’s Mastery of Government Programs: The sources depict Fred as a master of leveraging government programs to his advantage. He skillfully navigated the complexities of FHA regulations, exploiting loopholes to maximize profits, as evidenced in his testimony before the Senate Banking Committee [1, 2]. His success in securing favorable terms for projects like Trump Village demonstrates his deep understanding of how to work within the system to benefit his business [3].
    • Donald’s Reliance on Political Connections: Donald, while also adept at working with government officials, relied heavily on political connections and the influence of figures like Roy Cohn to secure approvals and favorable treatment for his projects [5-7]. This approach, more aggressive than his father’s, reflects Donald’s belief in the power of leverage and negotiation.
    • Fred’s Conservative Financial Strategy: Fred adopted a conservative financial strategy, focusing on steady growth and minimizing risk to his personal fortune. He preferred to build and operate his properties, generating a reliable stream of income through rent payments [8]. His cautious approach ensured long-term profitability and allowed him to expand his portfolio gradually over time.
    • Donald’s Aggressive Financial Practices: Donald, in contrast, adopted a more aggressive financial strategy, characterized by high leverage and significant borrowing [9]. He utilized profits from successful ventures like the Grand Hyatt and Trump Tower to finance new projects, often taking on substantial debt to fuel his expansion. This approach, riskier than his father’s, reflected his ambition for rapid growth and his confidence in his ability to generate high returns.

    While Fred’s business practices were characterized by a focus on middle-class housing, a mastery of government programs, and a conservative financial strategy, Donald’s approach involved a shift to luxury developments, a reliance on political connections, and a more aggressive financial style. This difference reflects not only a generational shift but also a fundamental contrast in their personalities, values, and understanding of success.

    Acquiring Properties: Fred Trump Sr. vs. Friedrich Trump

    The sources detail how both Fred Trump Sr. and his father, Friedrich Trump, demonstrated ambition and a knack for identifying lucrative opportunities in real estate. However, their tactics for acquiring properties differed significantly, reflecting the distinct contexts in which they operated and their contrasting personalities.

    • Friedrich’s Exploitation of Frontier Opportunities: Friedrich Trump, an immigrant arriving in America with limited resources, capitalized on the opportunities presented by the burgeoning frontier. He demonstrated a willingness to operate in the shadows of legality, as seen in his acquisition of a prime location in Monte Cristo by falsely claiming a gold strike [1]. He further capitalized on the influx of prospectors by establishing a boardinghouse and, later, a restaurant and hotel in the Yukon, catering to their needs and desires [1, 2]. These ventures highlight his entrepreneurial spirit and his adaptability in navigating the often lawless environment of the frontier.
    • Fred’s Strategic Use of Legal Loopholes: Fred Trump Sr., operating within a more developed and regulated system, focused on acquiring properties within the legal framework, albeit by skillfully exploiting loopholes and maximizing benefits from government programs [3-5]. His success in winning contracts from the Federal Housing Administration (FHA) and leveraging the Mitchell-Lama program to develop large-scale apartment complexes demonstrates his deep understanding of the intricate regulations governing these programs [3, 4, 6, 7].
    • Friedrich’s Transient Ventures: Friedrich’s ventures in Monte Cristo and the Yukon were transient, focused on exploiting the immediate opportunities presented by the gold rushes [1, 2]. He readily moved on once the booms subsided, leaving behind his establishments and seeking new prospects. This approach suggests a focus on short-term gains and a willingness to embrace risk, characteristics often associated with frontier entrepreneurs.
    • Fred’s Focus on Long-Term Investments: Fred, in contrast, concentrated on building a lasting real estate empire, developing and operating properties with a long-term investment horizon [8, 9]. His projects, primarily large apartment complexes, aimed at providing housing for a growing middle class, ensured a steady stream of income through rent payments [6, 7]. This approach reflects a more calculated and methodical approach to wealth accumulation, prioritizing stability and long-term profitability.

    Friedrich’s tactics involved exploiting the opportunities of a burgeoning frontier, often operating in a legally ambiguous space and pursuing short-term gains. Fred, operating in a more established system, excelled at leveraging government programs and legal loopholes to acquire properties for long-term investment and profit. This difference highlights not just a shift in context but also a contrast in their approaches to risk, legality, and long-term vision.

    Fred Trump Sr.’s Use of Political Connections

    The sources provide a glimpse into how Fred Trump Sr. strategically cultivated and utilized political connections to advance his real estate ventures. His approach, while not always ethically sound, proved highly effective in navigating the complex world of New York City real estate development during the mid-20th century.

    • Early Connections in Brooklyn: Fred Trump’s political involvement can be traced back to his early days in Brooklyn. He recognized the importance of building relationships with influential figures in the city’s Democratic Party. He attended political club meetings and socialized with power brokers, strategically positioning himself within the city’s political landscape. [1]
    • Favorable Treatment in Property Acquisitions: Fred Trump’s political connections played a significant role in his acquisition of valuable properties. The sources highlight how his close ties to Democratic Party leaders facilitated favorable treatment in deals involving public or publicly regulated entities, including the City of New York and the Brooklyn Water Company. These connections provided him with access to opportunities that might have been unavailable to less politically connected developers. [2]
    • Securing FHA Contracts and Approvals: Fred Trump’s political ties proved particularly advantageous in securing contracts and approvals from the Federal Housing Administration (FHA). His connections with individuals like Abraham Beame, a prominent figure in the Brooklyn Democratic machine who later served as New York City’s mayor, and Robert F. Wagner, then-mayor of New York City, provided him with influence within the FHA. [3, 4]
    • Navigating the Mitchell-Lama Program: Similarly, Fred Trump’s political connections helped him navigate the complexities of the Mitchell-Lama program, a state-subsidized housing initiative aimed at providing affordable housing for middle-income residents. His connections with political figures involved in the program’s administration, such as Abraham Lindenbaum, who served on the city’s Planning Commission, facilitated his success in securing approvals and funding for projects like Trump Village. [4]
    • Exploiting Political Influence for Profit Maximization: The sources suggest that Fred Trump was not shy about exploiting his political influence for personal gain. The Lindenbaum affair, where Fred Trump engaged Lindenbaum’s law firm to perform work that was already being handled by a city agency, highlights how he used his connections to extract additional profits from publicly funded projects. [4]

    Overall, the sources depict Fred Trump Sr. as a shrewd operator who understood the importance of political connections in the world of New York City real estate. He cultivated relationships with key figures in the Democratic Party, leveraging their influence to secure favorable treatment in property acquisitions, navigate government programs, and maximize his profits. While his methods were not always above board, they proved highly effective in building his real estate empire.

    Lasting Consequences of Senate Testimony

    Fred Trump’s experience with the US Senate Banking Committee, while not resulting in criminal charges, had a significant and lasting impact on his future business ventures. The sources detail how the scrutiny he faced tarnished his reputation and curtailed his access to government programs, forcing him to adapt his strategies and seek alternative avenues for growth.

    • Loss of Access to FHA Programs: The most immediate consequence of the Senate hearings was the loss of access to FHA programs. [1] The committee’s investigation revealed questionable practices, including inflated cost estimates and the exploitation of loopholes to maximize profits. [2, 3] While Fred Trump defended his actions as legal, the negative publicity surrounding the hearings and President Eisenhower’s focus on rooting out corruption in government agencies made it politically untenable for the FHA to continue working with him. [1, 4]
    • Damaged Reputation and Political Obstacles: The Senate investigation, while failing to uncover criminal wrongdoing, tarnished Fred Trump’s reputation and created political obstacles for his future projects. [5] Competitors and those opposed to his projects could now point to his past practices as evidence of a willingness to bend or break the rules for personal gain. This scrutiny made it more difficult for him to secure approvals for new projects, especially those requiring city or state support. [5, 6]
    • Shift to Mitchell-Lama Program: Faced with these setbacks, Fred Trump adapted his strategies, shifting his focus to the Mitchell-Lama program, a state-subsidized housing initiative that offered similar benefits to the FHA program but with less federal oversight. [7] This program allowed him to continue developing large-scale apartment complexes, albeit with potentially lower profit margins due to stricter regulations. [7, 8]
    • Increased Reliance on Political Connections: The Senate hearings highlighted the importance of political connections for navigating the complexities of government programs and securing favorable treatment. [6, 9] While Fred Trump had always cultivated relationships with political figures, the experience likely reinforced the need to maintain and strengthen these ties to ensure the success of future ventures. The sources note his close relationships with figures like Abe Beame and Robert F. Wagner, both prominent Democrats who held significant sway in New York City politics. [4, 10]
    • Focus on Training a Successor: Recognizing the changing landscape of real estate development and the limitations imposed by his past dealings, Fred Trump increasingly focused on training his sons to take over the business. [6, 11] The sources suggest that he saw in Donald the ambition and drive necessary to succeed in the increasingly competitive world of large-scale development. [12-14] He involved Donald in various aspects of the business, providing him with firsthand experience in negotiating with contractors, managing projects, and navigating the political landscape. [8, 12]

    Fred Trump’s experience with the Senate Banking Committee marked a turning point in his career. The loss of access to FHA programs, the damage to his reputation, and the increased political scrutiny forced him to adjust his strategies, rely more heavily on political connections, and focus on preparing his son to navigate the evolving challenges of the real estate industry.

    The Impact of Fred Trump’s Senate Hearing on Donald Trump’s Political Ambitions

    While the sources don’t explicitly link Fred Trump Sr.’s experience with the Senate Banking Committee to Donald Trump’s later political aspirations, they do offer insights into how Fred’s experiences and approach to business, particularly his political dealings, may have indirectly shaped Donald’s worldview and ambitions.

    • Witnessing the Power of Connections: Donald Trump, as a young man observing his father navigate the world of real estate, witnessed firsthand the significance of political connections in securing favorable treatment, navigating regulations, and overcoming obstacles [1, 2]. Fred’s ability to leverage relationships with figures like Abe Beame, who rose to become Mayor of New York City, demonstrated to Donald that cultivating political alliances could be a potent tool for achieving success [2].
    • Understanding the Limits of Political Influence: However, Fred’s experience with the Senate Banking Committee also exposed the potential downsides of relying heavily on political influence [3]. The scrutiny he faced, the damage to his reputation, and the loss of access to FHA programs highlighted the vulnerability that comes with operating in a system where political favoritism can be easily exposed and condemned. This experience may have instilled in Donald a sense of caution regarding overt reliance on political connections, while simultaneously reinforcing their importance for achieving ambitious goals.
    • Embracing Public Attention and Publicity: The Senate hearings also thrust Fred Trump into the public spotlight, albeit in a negative light [4]. While he generally sought to avoid media attention following this experience, the episode likely demonstrated to Donald the power of publicity, both positive and negative, in shaping public perception and influencing outcomes [3]. Donald’s own career would be marked by a relentless pursuit of media attention, leveraging publicity to promote his projects and cultivate a celebrity persona [5].
    • Developing a Combative Approach: Fred Trump’s confrontational style, evident in his dealings with the Senate committee and his defense of his business practices, may have further influenced Donald’s own combative approach to business and, later, politics [6]. Donald, observing his father stand up to challenges and refuse to back down, may have internalized this approach as a model for success in a world where adversaries are constantly seeking to undermine one’s ambitions.
    • Shifting Focus to Private Enterprise: Fred Trump’s retreat from seeking political office after his experience with the Senate committee and the changing political landscape in New York City [7, 8], may have solidified Donald’s own focus on building a business empire rather than pursuing a career in public service. Donald, witnessing his father’s frustrations with the political system and the limitations imposed by public scrutiny, likely saw private enterprise as offering greater freedom and control, allowing him to pursue his ambitions on his own terms.

    While the sources don’t directly address Donald Trump’s political ambitions, they provide a context for understanding how his father’s experiences, particularly his dealings with the Senate Banking Committee and his subsequent shift away from seeking political office, may have indirectly shaped Donald’s own worldview and approach to achieving success. Donald’s focus on building a business empire, his understanding of the power and limits of political connections, his embrace of publicity, and his combative style, all bear the imprint of his father’s experiences and the lessons he likely absorbed observing Fred navigate the world of New York City real estate.

    Impact of Senate Testimony on Fred Trump’s Business Dealings

    Fred Trump’s 1954 appearance before the US Senate Banking Committee, while not resulting in criminal charges, had a lasting impact on his business practices. [1, 2] The sources suggest that, while he may have technically adhered to regulations, his aggressive exploitation of loopholes and profit-maximizing strategies, like those employed at Beach Haven, drew the ire of the committee. [2-4]

    • Loss of Access to FHA Programs: The most immediate consequence of the Senate hearings was the loss of access to FHA programs. [5] This significantly impacted Trump’s business, as the FHA had been instrumental in funding his earlier projects. [6] The committee, along with President Eisenhower, aimed to curb corruption within government agencies, and Trump’s dealings, though legal, became politically unpalatable. [3, 7]
    • Tarnished Reputation: Despite skillfully defending himself before the committee, the hearings undeniably tarnished Trump’s reputation. [5] Competitors and adversaries could now leverage his past practices to undermine his future endeavors. [8] The “scent of scandal” attached to him made securing approvals for new projects, particularly those reliant on city or state support, considerably more challenging. [8]
    • Shift in Political Landscape: The political climate in New York City also shifted significantly, further impacting Trump’s business. [9] The election of reform-minded Mayor John V. Lindsay in 1965 sidelined many of the machine politicians who had previously facilitated Trump’s success. [9] This new environment, focused on merit and transparency, presented an unfamiliar challenge for Trump, who had thrived under a system of political patronage. [9]
    • Increased Reliance on Existing Connections: Despite these obstacles, Trump was able to adapt and continue his business ventures. [5] The sources highlight his continued involvement in the Mitchell-Lama program, a state-subsidized housing initiative, through projects like Trump Village. [10-12] The sources also mention his relationship with Abraham Lindenbaum, a lawyer and Planning Commission member, showcasing Trump’s continued reliance on political connections to navigate bureaucratic complexities. [11, 13]
    • Focusing on Coney Island and Succession: Trump also redirected his attention to the development of the Steeplechase Park property in Coney Island. [14] This project, initially envisioned as a lucrative residential and commercial development, faced considerable challenges due to zoning restrictions and the changing political landscape. [14, 15] The sources suggest that these difficulties, coupled with his son Freddy’s departure from the family business, prompted Trump to increasingly focus on training his son Donald as his successor. [9, 16, 17] He involved Donald in various aspects of the business, providing him with valuable experience in negotiating, managing projects, and understanding the intricate interplay of politics and real estate. [10, 17]

    In conclusion, the sources depict Fred Trump’s appearance before the US Senate Banking Committee as a pivotal moment in his career. While he emerged legally unscathed, the experience significantly impacted his business dealings, forcing him to adapt his strategies, rely more heavily on existing political connections, and prioritize the training of his son Donald to navigate the evolving world of real estate development.

    Benefits from the FHA Program

    Fred Trump reaped significant benefits from the Federal Housing Administration (FHA) program in the years following World War II. The FHA, created by President Franklin Delano Roosevelt as part of the New Deal, was designed to stimulate the economy and aid homebuyers by providing government-backed loans to developers and builders [1, 2]. This program presented a lucrative opportunity for businessmen like Fred Trump who saw a chance to expand their operations with reduced risk, thanks to government backing [3].

    • Early Access and Connections: Fred Trump benefited from early access to the FHA program, securing his first contract and receiving a commemorative plaque from the New York FHA Director, Tommy Grace, in 1936 [3]. This connection, facilitated by Grace’s brother who was also Fred Trump’s lawyer, highlights the importance of political connections in gaining favorable treatment within the program [3, 4].
    • Rapid Expansion and Wealth Accumulation: The sources suggest that Fred Trump’s involvement with the FHA coincided with a period of rapid expansion and wealth accumulation. He became known as one of Brooklyn’s biggest builders, constructing thousands of homes at a breakneck pace, fueled by FHA-backed financing [5]. By 1975, he had amassed an estimated fortune of $100 million, largely through developing and renting homes to working-class New Yorkers [5, 6].
    • Exploitation of Loopholes and Profit Maximization: Fred Trump’s testimony before the Senate Banking Committee in 1954 revealed how he skillfully utilized the FHA program to maximize profits. The investigation focused on his Beach Haven development, where he was accused of inflating cost estimates, charging excessive rents, and leveraging loopholes in regulations to increase personal gains [1, 7, 8]. While he defended his actions as legal, the committee questioned whether his practices aligned with the program’s intended purpose of aiding veterans [9-12].

    The FHA program, while beneficial for many, also attracted individuals who sought to exploit its structure for personal gain. Fred Trump, with his sharp business acumen and understanding of regulations, effectively utilized the program to build his real estate empire, but his practices drew scrutiny for pushing the boundaries of ethical conduct. This experience, along with the shifting political landscape and increased public scrutiny, would later influence his son Donald’s approach to business and his pursuit of alternative avenues for wealth creation.

    Benefits from the Mitchell-Lama Program

    Fred Trump’s involvement with the Mitchell-Lama program, a New York State initiative designed to provide affordable housing, proved highly beneficial for his business. The program, named for the lawmakers who spearheaded its creation, offered a unique combination of government support and financial incentives that allowed developers to construct large-scale housing projects while ensuring a steady stream of profits. The sources illustrate how Fred Trump, a shrewd businessman with a knack for navigating regulations and cultivating political connections, effectively utilized the program to further expand his real estate empire.

    • Access to Government-Acquired Land: The Mitchell-Lama program allowed developers to construct housing on land acquired by the government, often through the controversial process of condemnation. This process, while often displacing existing residents and businesses, allowed for the assembly of large parcels of land that would be otherwise difficult and expensive to acquire through private transactions. The sources note that Fred Trump’s Trump Village project was built on a sprawling site assembled through government condemnation, a process facilitated by “Brooklyn judges friendly to Trump” who oversaw the condemnations and set the prices paid for each parcel. [1] This suggests that Trump benefited from political connections and influence in securing the necessary land for his project.
    • Low-Interest Loans and Tax Exemptions: The program provided developers with low-interest loans, reducing the cost of financing and making large-scale projects more feasible. In addition, developers enjoyed exemptions from certain taxes, further enhancing profitability. These financial benefits significantly reduced the risks associated with large-scale development and ensured a more predictable return on investment. The sources mention that Fred Trump received $50 million in low-cost financing and valuable tax breaks for the Trump Village project. [2]
    • Guaranteed Profits and Reduced Risk: The Mitchell-Lama program went beyond typical government assistance programs by guaranteeing developers a 7.5 percent builder’s fee and a 6 percent annual profit. This unique feature virtually eliminated the financial risks typically associated with real estate development, ensuring a steady stream of income for participants like Fred Trump. [1] This guaranteed profitability allowed developers to focus on maximizing efficiency and minimizing costs without the fear of losing money, as the program ensured a minimum return regardless of market fluctuations.

    Trump Village, Fred Trump’s largest and most ambitious project, served as a prime example of how he leveraged the benefits of the Mitchell-Lama program. However, his success with this program was not without controversy. The sources detail how state officials later investigated the “string-pulling” Trump employed to acquire land and secure government support for the project. [2] This investigation, similar to his experience with the Senate Banking Committee, exposed the ethical complexities of operating within a system that allows for significant government assistance and financial incentives.

    The Mitchell-Lama program, while initially envisioned as a solution to the affordable housing crisis, became entangled in a web of political maneuvering and questionable business practices. Fred Trump, despite facing scrutiny and accusations of exploiting the program, ultimately benefited immensely from its structure. His success highlights the potential for abuse within government programs designed to address social issues, and it serves as a reminder of the importance of oversight and accountability in ensuring that such programs serve their intended purpose.

    Benefits Fred Trump Derived from the FHA Program

    Fred Trump, Donald Trump’s father, significantly benefited from the Federal Housing Administration (FHA) program, particularly in the years after World War II. The FHA, part of President Franklin Delano Roosevelt’s New Deal, aimed to stimulate the economy and help aspiring homeowners by offering government-backed loans to developers and builders [1]. The sources indicate that this program, designed to make homeownership more accessible and reduce risks for builders, presented a lucrative opportunity for businessmen like Fred Trump who recognized the potential for expansion with government support [2].

    • Early Adoption and Connections: Fred Trump was among the early participants in the FHA program. As early as August 1936, he received his first FHA contract and a commemorative plaque from Tommy Grace, the head of the FHA in New York [2]. This connection underscores the crucial role of political relationships in gaining favorable treatment within the program. It’s worth noting that Grace’s brother was also Fred Trump’s lawyer, suggesting a potential conflict of interest that could have facilitated Trump’s early success with the program [2].
    • Windfall Profits and Exploitation of Loopholes: Fred Trump’s testimony before the Senate Banking Committee in 1954 shed light on his methods for maximizing profits within the FHA program [3, 4]. The investigation centered on his Beach Haven development, where he was accused of inflating construction cost estimates to secure larger loans from the FHA [5]. This tactic allowed him to charge higher rents while simultaneously pocketing the difference between the actual construction costs and the inflated figures submitted to the FHA [5]. The committee also scrutinized Trump’s practice of channeling funds through a trust established for his children, enabling him to collect substantial rental income while technically remaining within the program’s regulations [6].
    • Support from Influential Figures: Fred Trump’s success with the FHA program was further facilitated by the actions of key figures within the agency, namely Tommy Grace and Clyde L. Powell [7]. Grace, as mentioned earlier, awarded Trump his first FHA contract and may have provided preferential treatment due to their shared connection through Grace’s brother [2, 7]. Powell, a powerful figure in Washington, intervened on Trump’s behalf when irregularities were discovered in his paperwork, excusing him from adhering to certain rules [8]. This suggests a pattern of favoritism and potential corruption within the FHA that allowed developers like Trump to operate with a degree of leniency not afforded to others.

    The sources depict Fred Trump as a shrewd businessman who effectively utilized the FHA program to amass a considerable fortune. His methods, while technically legal, raised ethical concerns and highlighted the potential for exploitation within government programs.

    The experience of Fred Trump with the FHA program serves as a historical context for understanding Donald Trump’s later business practices. Donald, who witnessed his father’s success and the scrutiny he faced, would go on to pursue ventures that relied heavily on government subsidies, tax breaks, and political connections. His approach to real estate development mirrored many of the tactics employed by his father, including leveraging loopholes, cultivating relationships with influential figures, and aggressively pursuing profit maximization.

    Fred Trump’s Business Methods

    Fred Trump’s business methods were characterized by a sharp focus on profit maximization, a keen understanding of regulations and loopholes, and the cultivation of political connections to gain a competitive edge. His approach, while successful in building a significant real estate empire, often drew scrutiny and raised ethical concerns about the potential for exploitation within government programs.

    • Leveraging Government Programs: Fred Trump expertly utilized government programs like the FHA and Mitchell-Lama to fuel his business expansion. He understood the intricacies of these programs, allowing him to secure favorable loans, exploit loopholes, and maximize profits. For example, his testimony before the Senate Banking Committee in 1954 revealed his tactics for inflating cost estimates and channeling funds through trusts to increase his personal gains from the FHA program [1]. Similarly, with the Mitchell-Lama program, he took advantage of government-acquired land and generous financial incentives to develop Trump Village, his most ambitious project [2-4].
    • Cultivating Political Connections: Throughout his career, Fred Trump recognized the importance of political influence in navigating the real estate industry. He fostered relationships with key figures within government agencies and political organizations, such as Tommy Grace, the head of the FHA in New York, and Clyde L. Powell, a powerful figure in Washington [1, 5]. These connections provided him with early access to programs, preferential treatment, and support in overcoming obstacles. His involvement with the Brooklyn Democratic Party machine, as evidenced by his aspirations to become borough president of Queens, further highlights his reliance on political networks [6].
    • Aggressive Deal-Making and Cost Control: Fred Trump was known for his aggressive and sometimes ruthless approach to deal-making. He was skilled at negotiating with contractors, suppliers, and government officials to secure the best possible terms for his projects. He was also meticulous about controlling costs, even to the point of being perceived as stingy. This frugality, while contributing to his success, also created conflicts with his eldest son, Freddy, who struggled to meet his father’s demanding standards [7, 8].
    • Prioritizing Profit Over Social Responsibility: Fred Trump’s business practices often prioritized profit over social responsibility. His dealings with the FHA and Mitchell-Lama programs were marked by accusations of exploiting loopholes, inflating costs, and maximizing personal gains at the expense of taxpayers and those the programs were designed to help [9, 10]. He was also accused of engaging in discriminatory housing practices, which he denied but ultimately settled with a pledge of nondiscrimination [11].

    Fred Trump’s legacy as a successful but controversial businessman provided a blueprint for his son Donald’s approach to the real estate industry. Donald, having observed his father’s methods and the scrutiny they attracted, would follow a similar path, employing aggressive tactics, leveraging political connections, and seeking to maximize profits, even if it meant pushing ethical boundaries.

    The Role of “Honest Graft” in Fred Trump’s Success

    The sources suggest that Fred Trump’s success can be partly attributed to practices that resemble what George Washington Plunkitt, a 19th-century New York politician, termed “honest graft.” Plunkitt described this as leveraging political connections and insider knowledge for personal gain, blurring the lines between ethical business practices and outright corruption. While the sources don’t explicitly label Fred Trump’s actions as “honest graft,” they highlight several instances where his methods align with Plunkitt’s concept:

    • Exploiting Government Programs: Fred Trump’s dealings with the FHA and Mitchell-Lama programs, as discussed in our conversation history, illustrate his knack for manipulating regulations and maximizing personal profits from government initiatives. His tactics of inflating cost estimates, channeling funds through trusts, and securing preferential treatment from individuals like Tommy Grace and Clyde L. Powell suggest a pattern of leveraging insider connections and bending rules to his advantage. While these actions might not have been strictly illegal, they certainly skirted ethical boundaries and allowed him to reap substantial benefits at the expense of taxpayers and program beneficiaries.
    • Cultivating a Network of Influence: Fred Trump’s close ties to the Brooklyn Democratic Party machine and his ambition to become borough president of Queens underscore his understanding of the power of political influence in the real estate industry. The sources note his involvement with powerful figures like Tommy Grace, whose brother served as Trump’s lawyer, and Clyde L. Powell, who intervened on Trump’s behalf to excuse him from certain FHA regulations. These connections, while not necessarily involving explicit quid-pro-quo arrangements, provided him with access and advantages that likely contributed to his success.
    • Benefitting from Favorable Judicial Decisions: The sources mention that the assembly of land for Trump Village, facilitated through government condemnation, involved “Brooklyn judges friendly to Trump” who oversaw the process and determined the prices paid for each parcel. This suggests that Trump’s political connections extended to the judiciary, potentially influencing decisions that benefited his business interests.

    The concept of “honest graft,” as articulated by Plunkitt, relies on a subtle manipulation of rules and a reliance on personal connections to gain an edge. The sources, while not definitively proving criminal wrongdoing, provide ample evidence to suggest that Fred Trump operated in a similar vein, blurring the lines between ethical business practices and opportunistic exploitation of the system.

    It’s important to note that judging the ethicality of business practices within their historical context can be complex. What might be considered acceptable or even shrewd in one era could be viewed as unethical or corrupt in another. However, the sources make clear that Fred Trump’s methods, particularly his dealings with government programs and reliance on political connections, raised concerns about fairness and transparency, even in his own time. His success, built partly on these practices, raises questions about the role of influence and access in shaping the distribution of wealth and opportunity. [1-5]

    Fred Trump’s First FHA Project

    Fred Trump’s first FHA contract was for a four-hundred-home development in Brooklyn. [1] This contract was awarded to him in August 1936 by Tommy Grace, the head of the FHA in New York. [1] The occasion was even marked by a ceremony where Grace presented Trump with a commemorative plaque, an event covered by The New York Times. [1]

    This initial contract was significant for a few reasons:

    • Early Adoption: It highlights Fred Trump’s early involvement with the FHA program, positioning him to benefit from the government-backed loans and reduced risks it offered to developers. [2]
    • Political Connections: The fact that Tommy Grace, the person responsible for awarding FHA contracts in New York, was connected to Fred Trump through his brother, who was Trump’s lawyer, raises questions about favoritism and potential conflicts of interest. [1, 3] This connection suggests that Fred Trump strategically utilized his political network to gain an advantage within the FHA program, a pattern that would continue throughout his career.
    • Scale of the Project: The size of this initial development, encompassing four hundred homes, demonstrates Fred Trump’s ambition and his early recognition of the potential for large-scale projects facilitated by government programs. [1]

    While the sources don’t provide specific details about the location or the ultimate success of this first FHA project, it’s clear that it marked the beginning of Fred Trump’s long and profitable relationship with government-backed housing programs.

    The sources also illustrate how Fred Trump later used his understanding of FHA regulations to maximize profits on projects like Beach Haven, a development that drew scrutiny from the Senate Banking Committee in 1954. [4-6] These later dealings with the FHA, although controversial, demonstrate Fred Trump’s ability to leverage government programs for personal gain, a strategy that would later influence his son Donald’s approach to real estate development.

    Benefits of the First FHA Contract

    Fred Trump’s first FHA contract, awarded in August 1936, provided him with a significant boost in his early career as a real estate developer [1]. The contract, for a four-hundred-home development in Brooklyn, was facilitated by Tommy Grace, the head of the FHA in New York. Grace presented Trump with a commemorative plaque at a ceremony covered by The New York Times [1].

    The sources, while not explicitly detailing all the benefits Trump derived from this first contract, strongly suggest several advantages he likely gained:

    • Access to Government-Backed Loans: The FHA program was designed to stimulate the housing market during the Great Depression by insuring mortgages, thereby encouraging lenders to provide financing for home construction and purchases. This meant that Fred Trump could access loans with lower interest rates and more favorable terms than he might have secured on his own, significantly reducing his financial risk and increasing his potential profit margin.
    • Reduced Risk: With the FHA insuring the mortgages, lenders were more willing to back Trump’s project, even in uncertain economic times. This allowed Trump to proceed with a large-scale development, expanding his business operations and potentially earning substantial profits with a reduced risk of personal financial losses.
    • Enhanced Reputation and Credibility: Being awarded an FHA contract, especially one of this size, likely enhanced Fred Trump’s reputation and credibility as a developer. The public nature of the award, with a ceremony and media coverage, signaled that the federal government endorsed his capabilities and financial soundness. This newfound credibility likely made it easier for Trump to secure future financing, attract partners, and win approval for subsequent projects.
    • Political Influence: The fact that Tommy Grace, the individual responsible for awarding the contract, was connected to Fred Trump through Grace’s brother, who served as Trump’s lawyer, raises questions about the role of political influence in securing this initial deal [1, 2]. This connection suggests that Fred Trump strategically cultivated relationships within the FHA to gain a competitive edge, a pattern that would continue in his later dealings with government programs.

    While the sources don’t specify the exact financial gains Trump achieved from this first FHA project, it’s clear that it played a crucial role in launching his career. The access to financing, reduced risk, enhanced credibility, and potential political influence all combined to provide a substantial boost to his early business ventures.

    Fred Trump’s subsequent dealings with government programs, such as the Mitchell-Lama program and his later FHA projects, further illustrate his knack for leveraging these initiatives to maximize profits. While these later endeavors attracted scrutiny and criticism, they demonstrate the lasting impact of his early experience with the FHA, shaping his approach to real estate development and ultimately influencing his son Donald’s business practices.

    Tactics for Maximizing FHA Benefits

    Fred Trump employed several tactics to maximize his gains from the FHA program, as revealed in his 1954 testimony before the Senate Banking Committee regarding his Beach Haven project [1, 2]. These tactics, while technically legal, raised ethical concerns about the exploitation of a program intended to benefit veterans:

    Inflating Cost Estimates to Secure Larger Loans and Higher Rents

    Trump admitted to submitting inflated construction cost estimates to the FHA, allowing him to borrow more money than needed and receive approval for charging higher rents [3, 4]. After the project’s completion, the final tally revealed that Beach Haven was built for $4 million less than the initial estimate [4]. Despite this discrepancy, the inflated rents remained in place because FHA regulations permitted it [4]. This tactic allowed Trump to pocket significant profits while burdening tenants with higher housing costs.

    Exploiting Loopholes to Channel Funds and Avoid Taxes

    Trump’s testimony also revealed his use of convoluted financial arrangements to maximize personal gains. He explained how he placed the land under Beach Haven in a trust for his children, while the buildings were owned by separate corporations [5]. This structure allowed the corporations to pay rent to the trust, generating substantial profits for his children that were technically not considered personal income [5]. This complex system of trusts and corporate entities allowed Trump to channel funds, potentially minimizing his tax liability while securing long-term financial benefits for his family.

    Justifying Practices as Standard Business Operations

    When questioned by senators about these tactics, Trump defended his actions as legitimate business practices [2, 5]. He argued that his complex financial arrangements were simply ways to maximize efficiency and profit, similar to how a tailor charges a customer full price for a suit even if a low-wage assistant does the actual sewing [3]. He insisted that he had not violated any regulations and expressed indignation at any suggestion of wrongdoing, claiming that the scrutiny was damaging to his reputation [4, 6].

    Leveraging Personal Connections for Favorable Treatment

    Although not directly addressed in his 1954 testimony, the sources suggest that Fred Trump’s early access to the FHA program and his ability to navigate its complexities were aided by political connections [7, 8]. His relationship with Tommy Grace, the head of the FHA in New York, whose brother was Trump’s lawyer, hints at potential favoritism and preferential treatment [7, 8]. This pattern of leveraging personal connections to gain an edge within government programs would continue throughout Fred Trump’s career.

    Fred Trump’s tactics for maximizing FHA benefits exemplify his shrewd understanding of regulations, his willingness to exploit loopholes, and his ability to justify his actions as standard business practices. While his methods were not necessarily illegal, they raise ethical questions about the exploitation of government programs and the potential for personal enrichment at the expense of those the programs were designed to help. This approach, characterized by a focus on profit maximization and a willingness to push boundaries, would later influence his son Donald’s own business practices.

    Virtues Claimed by Gilded Age Businessmen

    The sources provide several examples of virtues that Gilded Age businessmen claimed to embody, often in an attempt to counter negative public perceptions of their extravagant lifestyles:

    • Hard Work and Determination: To distance themselves from the image of money-loving, “un-American” high society figures [1], wealthy men of the Gilded Age emphasized virtues like hard work and determination in their public statements and biographies [1]. They presented themselves as self-made men who achieved success through sheer effort and perseverance.
    • Motivation over Talent: Andrew Carnegie, a prominent industrialist, went so far as to say that success depended more on motivation than talent [1], suggesting that anyone, regardless of their natural abilities, could achieve great things through hard work and dedication.
    • Singleness of Purpose: John D. Rockefeller, founder of Standard Oil, advised “singleness of purpose” [1], emphasizing the importance of focus and unwavering commitment to one’s goals.
    • Willpower: Authors and preachers of the time, capitalizing on the public’s fascination with the secrets of success, often attributed the achievements of wealthy men to virtues like willpower [2], implying that their financial triumphs were a result of their superior mental strength and self-discipline.
    • Personality and Appearance: Other writers stressed the importance of personality and appearance in achieving success [2]. John Graham, a Chicago meatpacking magnate, even suggested that “two-thirds of success is making people think you are all right” [2], emphasizing the role of image and social perception in business dealings.
    • Divine Favor or Superior Morals: Some Gilded Age businessmen went so far as to attribute their success to divine favor or superior morals [3]. John D. Rockefeller claimed that “God gave me my money” [3], while J.P. Morgan, known for his aggressive financial tactics, attributed his success to “character” [3]. These claims, often made in the face of criticism and scrutiny, highlight the tendency of these businessmen to justify their wealth and power through appeals to higher authority or moral superiority.

    It’s important to note that the sources, while highlighting these claimed virtues, also present a more nuanced and critical perspective on the actual behavior of these Gilded Age titans. The text suggests that their emphasis on virtues like hard work and character often served as a facade to mask their ruthless business practices, exploitation of workers, and manipulation of financial systems.

    Motivations According to Alexis de Tocqueville

    Alexis de Tocqueville, writing in 1831, claimed that “Love of money is either the chief or a secondary motive at the bottom of everything Americans do” [1]. This suggests that Tocqueville saw financial gain as a primary driving force in American society. While the source does not explicitly mention a second motivating factor identified by Tocqueville, his observation about the “love of money” aligns with several key concepts discussed in the sources:

    • The American Dream: The sources discuss the concept of the “American Dream,” which emphasizes the belief that every citizen should have the opportunity to achieve success and live a fulfilling life [2]. Although the American Dream encompasses more than just economic prosperity, the pursuit of wealth is often seen as a central component.
    • The Pursuit of Success: The sources highlight the intense focus on achieving success, particularly through financial gain, that characterized both the Gilded Age and later periods in American history [3, 4]. This suggests that the desire for wealth and its associated status has been a persistent motivator for Americans.
    • The Value of Hard Work and Determination: The sources note how successful businessmen of the Gilded Age often attributed their achievements to virtues like hard work and determination [5]. This emphasis on individual effort and striving for success can be seen as a reflection of the underlying drive for financial gain.

    Based on Tocqueville’s observation and the themes presented in the sources, one could infer that a second key factor motivating Americans might be ambition. The desire to achieve success, climb the social ladder, and leave a mark on the world could be seen as a complementary force to the pursuit of wealth. This ambition, fueled by the belief in individual opportunity and the promise of the American Dream, could be interpreted as a key motivator alongside the “love of money” that Tocqueville observed.

    The Foundation of the Trump Fortune: Fred Trump’s Business Practices

    Fred Trump, Donald Trump’s father, built his wealth primarily through shrewd real estate development in New York City, focusing on providing housing for the working and middle class. His business practices, however, were often controversial, as he frequently exploited government programs and engaged in tactics that blurred the lines between legality and ethical conduct.

    Early Career and Exploitation of Opportunities:

    • Early Start in Real Estate: Fred began working in construction at a young age, learning the trades and understanding the real estate market. He partnered with his mother, forming E. Trump & Son, at the opportune time of a population boom in New York City. [1, 2]
    • Capitalizing on Foreclosures: He astutely recognized the potential for profit in acquiring distressed properties during the Great Depression. Instead of competing in the fierce market of Manhattan, he concentrated on Brooklyn and Queens, buying properties facing foreclosure. [2, 3]
    • The Lehrenkrauss Deal: A pivotal moment in his career came when he secured the mortgage-servicing business of the bankrupt Lehrenkrauss & Co., outmaneuvering established companies with his political connections. This deal not only provided him with steady income but also gave him valuable insider information on upcoming foreclosures, allowing him to acquire properties before they reached the open market. [3-5]

    Government Programs and Political Connections:

    • FHA Programs: Fred benefited significantly from the Federal Housing Administration (FHA) programs designed to encourage homeownership after World War II. He built large-scale housing projects like Beach Haven, using legal loopholes to maximize his profits. [6-9]
    • Connections and “Honest Graft”: He cultivated relationships with powerful figures in Brooklyn’s Democratic Party machine, a system reminiscent of the “honest graft” described by Tammany Hall politician George Washington Plunkitt, who famously stated, “I saw my opportunities and I took ’em.” This allowed him to secure favorable treatment and navigate bureaucratic hurdles. [4, 9, 10]
    • Mitchell-Lama Program: Even after facing scrutiny for his FHA dealings, Fred adapted his approach, taking advantage of the Mitchell-Lama program, which offered tax breaks and low-interest loans for developing affordable housing. His Trump Village project, built under this program, again showcased his ability to leverage political connections and exploit the system for personal gain. [11-14]

    Questionable Practices and Legal Scrutiny:

    • Pushing Ethical Boundaries: While Fred’s methods were often technically legal, they frequently raised ethical questions. His manipulation of equipment rental costs in the Trump Village project, for instance, demonstrated his willingness to stretch the rules to inflate profits. [14]
    • Allegations of Profiteering: He faced criticism and investigations for his practices, with some accusing him of “profiteering” from government programs. His testimony before the New York State Commission of Investigation, where he defended his actions, further tarnished his public image. [14, 15]
    • Shift in Political Landscape: The changing political climate in New York City, with the rise of reform-minded politicians like John V. Lindsay, made it more challenging for Fred to rely on his old methods of securing favors and approvals. This shift likely contributed to his increased focus on mentoring his son Donald as a successor. [16, 17]

    Fred Trump’s fortune was built on a combination of entrepreneurial spirit, a keen understanding of the real estate market, and a willingness to exploit opportunities, even if they involved bending ethical boundaries. His legacy is complex, marked by both impressive business acumen and controversial practices that continue to be debated. The sources portray him as a product of his time, operating within a system that often rewarded those who understood how to manipulate the rules for personal gain.

    The Impact of Investigation on Fred Trump’s Business Practices

    Following the New York State Commission of Investigation’s examination of his involvement in the Mitchell-Lama program, Fred Trump faced a significant shift in his business approach. Although he retained his profits and continued to receive rental income from Trump Village and its adjacent shopping center, the scrutiny he experienced during the hearings had lasting consequences [1, 2].

    • Loss of Access to Government Programs: Despite no legal prohibition preventing him from applying for future government subsidies and tax breaks, the shadow of scandal made it difficult for him to gain approval for new projects [2]. The investigation had publicly exposed his manipulation of the system and labeled him as a “profiteer,” tarnishing his reputation and making government agencies hesitant to partner with him [1, 2].
    • Increased Opposition from Competitors: Competitors and adversaries could now use his past record to oppose any new Trump applications for government assistance, potentially hindering his ability to secure lucrative projects [2].
    • Changing Political Landscape: The political environment in New York City had also undergone a transformation, further complicating Fred’s ability to operate as he had in the past [3]. The election of reform-minded Mayor John V. Lindsay, who campaigned on a platform of ending political favoritism, signaled a shift away from the “machine politics” that Fred had long relied upon [3].
    • Focus on Succession and Management: Faced with these challenges, Fred began to prioritize training a successor, turning his attention to his sons, first Fred Jr. and then Donald [3, 4]. He focused on managing his existing real estate holdings and ensuring the continued profitability of his vast portfolio [4].
    • Cautious Approach to Large-Scale Projects: The investigation likely instilled a degree of caution in Fred’s approach to future endeavors. While he remained active in real estate, his subsequent projects were less ambitious than the large-scale, government-subsidized developments that had characterized his earlier career. For example, his involvement in the Coney Island Steeplechase Park project, although initially grand in scope, was ultimately scaled back and focused on a smaller, less risky development after facing regulatory hurdles and opposition [5, 6].

    In essence, the New York State Commission of Investigation’s probe marked a turning point in Fred Trump’s career. The investigation, along with the evolving political climate in New York City, forced him to adapt his business practices. He shifted away from pursuing large-scale, government-funded projects, opting instead to focus on managing his existing assets and mentoring his son Donald, who would eventually inherit the family business.

    Benefits from FHA Connections

    Fred Trump’s connections to powerful figures in the Federal Housing Administration (FHA) proved highly advantageous to his business endeavors, particularly in the post-World War II era. The sources highlight specific instances where these connections facilitated his success:

    • Securing Initial FHA Contracts: Fred’s relationship with Thomas “Tommy” Grace, the head of the FHA in New York, played a crucial role in securing his first FHA contract [1, 2]. Grace, a prominent figure in Brooklyn’s Democratic Party machine, had close ties to the Trump family, with his brother serving as Fred’s lawyer. This connection likely smoothed the approval process for Trump’s early housing projects, allowing him to access government-backed financing and expand his operations. A commemorative plaque, presented to Fred by Grace in 1936, marked the federal government’s commitment to backing a 400-home development, demonstrating the significance of this early connection [1].
    • Favorable Treatment and Rule-Bending: Fred also benefited from his association with Clyde L. Powell, another influential figure within the FHA [2, 3]. Powell, known for his willingness to bend rules for favored developers, granted Trump exceptions and excused him from certain regulatory requirements [4]. Notably, Powell intervened when the agency’s comptroller discovered issues with Trump’s paperwork, ensuring that these problems did not impede the progress of his projects [4].
    • Financial Gains through Exploitation of Loopholes: The sources suggest that Fred’s connections within the FHA, coupled with his shrewd understanding of the system, allowed him to exploit loopholes and maximize his profits. At Beach Haven, for instance, Powell’s intervention permitted Trump to finish construction six months ahead of the loan repayment schedule, enabling him to collect $1.7 million in rent payments during that period [3].
    • Protection from Scrutiny: Fred’s connections might have also shielded him from closer scrutiny regarding his business practices. Despite allegations of graft and profiteering within the FHA, Fred emerged relatively unscathed from the 1954 Senate Banking Committee investigation [5, 6]. Although investigators uncovered questionable practices and excessive profits among developers, Fred’s connections likely helped deflect direct accusations and minimize the consequences of his actions.

    Fred Trump’s connections within the FHA, particularly with figures like Grace and Powell, provided him with significant advantages, including easier access to contracts, preferential treatment, and protection from potential repercussions. This access to government-backed financing and influence within the agency enabled him to expand his real estate empire rapidly and accumulate considerable wealth, particularly in the booming post-war housing market. These connections illustrate the importance of political influence and personal relationships in navigating the complexities of government programs and securing favorable outcomes in the competitive world of real estate development.

    Fred Trump’s Business Practices: A Path to Fortune

    Fred Trump’s fortune stemmed from a combination of entrepreneurial drive, keen market understanding, and a willingness to leverage opportunities, even those involving ethically ambiguous practices.

    Early Career and Opportunism:

    • Starting Young and Building Expertise: Fred began working in construction as a teenager [1], learning the intricacies of the business from the ground up. This early experience gave him a deep understanding of building practices and costs, which proved invaluable as he transitioned into real estate development.
    • Seizing the Moment: He recognized the potential of the population boom in New York City [2] and partnered with his mother to form E. Trump & Son, capitalizing on the rising demand for housing.
    • Focusing on Undervalued Markets: Instead of competing in the expensive Manhattan market, Fred concentrated on the developing boroughs of Brooklyn and Queens [2], acquiring properties at lower prices with greater potential for appreciation.
    • Mastering Foreclosure Acquisitions: The Great Depression presented unique opportunities, and Fred became adept at purchasing distressed properties facing foreclosure [3]. He honed his skills in navigating the legal and financial complexities of these transactions, often securing properties at bargain prices.

    Leveraging Government Programs and Connections:

    • FHA Windfall: Following World War II, Fred capitalized on the Federal Housing Administration (FHA) programs aimed at encouraging homeownership [4]. He secured his first FHA contract in 1936 for a 400-home development, largely due to his connection with Thomas Grace, the head of the FHA in New York and a prominent figure in Brooklyn’s Democratic Party [our conversation history]. This access to government-backed financing provided a significant boost to his early business ventures.
    • Cultivating Political Influence: Fred understood the importance of political connections. He strategically cultivated relationships with powerful figures like Tommy Grace and Clyde Powell within the FHA, who often granted him exceptions and preferential treatment [our conversation history]. This influence allowed him to navigate bureaucratic hurdles, secure approvals, and potentially avoid closer scrutiny of his practices.
    • Maximizing Profits through Loopholes: Fred’s knowledge of government programs, coupled with his political connections, enabled him to exploit loopholes and maximize profits. The sources describe his methods as “shrewd business practices” [4] and suggest that he often pushed the boundaries of ethical conduct. For example, at Beach Haven, he manipulated the project timeline to collect rent payments before loan repayments were due, thanks to an exception granted by Powell [our conversation history].
    • Adapting to Changing Programs: Even as investigations exposed questionable practices within the FHA, Fred adapted his approach, turning to the Mitchell-Lama program for affordable housing development [5, 6]. This program offered tax breaks and low-interest loans, which Fred again used to his advantage.

    Navigating Investigations and Shifting Landscapes:

    • Facing Scrutiny: Fred’s practices did not escape scrutiny. The Senate Banking Committee investigation in 1954 and the New York State Commission of Investigation in the late 1960s examined his dealings with government programs [5, 7]. These investigations, though not resulting in criminal charges, tarnished his public image and labeled him a “profiteer” [5].
    • Adapting to a New Era: The changing political climate in New York City, with the rise of reform-minded politicians, presented new challenges for Fred. The influence he had wielded through connections and “honest graft” [8] became less effective as the old political machine weakened [6, 9].
    • Shifting Focus: The investigations, coupled with the changing political landscape, prompted a shift in Fred’s business approach. He became more cautious about large-scale, government-funded projects and concentrated on managing his existing real estate holdings, ensuring their continued profitability [our conversation history].

    Fred Trump’s story is one of ambition, resourcefulness, and calculated risk-taking. He successfully navigated the intricacies of the real estate market, using both legitimate business acumen and ethically questionable tactics to amass his fortune. His legacy remains complex, marked by both entrepreneurial success and controversies that continue to be debated.

    The 1920s Economic Boom and Fred Trump’s Early Success

    The sources indicate that a period of explosive growth in New York City during the 1920s provided the backdrop for Fred Trump’s early success in real estate. After a brief economic depression from 1920-1921 wiped out much of his family’s savings, Fred finished high school, attended night school and began working for a builder [1].

    • New York City’s Transformation: During the 1920s, New York City underwent a period of remarkable expansion, becoming the world’s largest city. This growth fueled a surge in demand for housing and commercial spaces [2].
    • The Rise of Brooklyn and Queens: Fred and his mother, Elizabeth, established their business, E. Trump & Son, in 1923, strategically focusing on the developing boroughs of Brooklyn and Queens. These areas offered lower property prices and presented significant growth potential, particularly with the expansion of transportation infrastructure connecting them to Manhattan [2].
    • Capitalizing on the Boom: The Trumps seized this opportunity, initially building single-family homes and then progressing to larger developments. Within two years, they had completed and sold dozens of homes, expanding their operations and acquiring larger properties near the border of suburban Nassau County [2].
    • The End of the Roaring Twenties: The sources note that the stock market crash of 1929 brought an abrupt end to the real estate boom in Queens. The ensuing Great Depression led to widespread unemployment and financial hardship, causing E. Trump & Son to go out of business [3].

    Although the 1920s boom ultimately ended in economic disaster, it provided a crucial window of opportunity for the young Fred Trump to gain experience, establish his business, and develop the skills that would shape his future success in real estate.

    Factors in Coney Island’s Rise as a Tourist Destination

    The sources highlight two key factors that contributed to the popularity of Coney Island as a major tourist attraction:

    • The Development of Amusement Parks: Coney Island’s fame was largely built upon the establishment of large-scale amusement parks, offering a variety of entertainment and thrilling experiences for visitors. Steeplechase Park, opened in 1897 by George Tilyou, featured attractions like a mechanical horse race, a parachute jump, and a midway filled with games and concessions. Its iconic Steeplechase Jack character, with devilish horns, became a recognizable symbol of the park [1]. Luna Park, another major amusement park, offered fantastical rides, including an “ornithopter” journey to a simulated moonscape. These amusement parks, with their innovative and often outlandish attractions, drew millions of visitors and solidified Coney Island’s image as a vibrant and exciting destination [2].
    • Accessibility for a Diverse Population: Coney Island’s location and affordability made it a popular escape for New Yorkers of all social classes. Its easily accessible beach, reachable by a simple subway ride, became a symbol of egalitarian New York, offering free recreation for those who couldn’t afford the amusement park admissions. Even during the decline of its amusement park era, the beach remained a draw for locals and tourists alike, attracting visitors seeking relaxation and enjoyment regardless of their economic status [3, 4].

    From Visionary Developer to Reluctant Seller: Fred Trump’s Shifting Role in the Coney Island Project

    Fred Trump’s involvement in the Coney Island project underwent a significant transformation in the late 1960s, evolving from an ambitious developer eager to reshape the area into a reluctant seller forced to abandon his plans.

    Early Ambitions and Challenges

    Initially, Fred envisioned transforming the Steeplechase Park site, which he purchased for $2.5 million, into a complex of high-rise apartment buildings inspired by Miami Beach developments [1, 2]. This vision, however, faced immediate obstacles due to city zoning regulations that restricted development in the amusement park area to recreational facilities [3]. The sources suggest that Fred might have initially underestimated these challenges, relying on his past success in navigating city bureaucracy through political connections and “honest graft” [our conversation history].

    Freddy’s Involvement and Mounting Difficulties

    Fred Jr., or “Freddy,” took on a prominent role in the project, tasked with overcoming the zoning restrictions and advancing his father’s plan [1, 3]. Freddy argued that Coney Island’s appeal as a resort had diminished, citing concerns about crime and a changing visitor demographic [3]. He faced resistance from local advocates and the Coney Island Chamber of Commerce, who viewed the beach as a crucial public amenity and opposed its potential privatization under Trump’s development [3].

    Further complicating matters was the changing political landscape in New York City. The defeat of Abe Beame, a machine politician aligned with Fred Sr., by the reform-minded John Lindsay in the 1965 mayoral election weakened the Trumps’ political influence [4]. Additionally, Fred Sr.’s involvement in scandals surrounding government housing programs tarnished his reputation and made securing city approvals more difficult [4, 5].

    A Grand Vision and Its Demise

    In a bid to salvage the project, Fred Sr., with Freddy’s help, unveiled a revised plan in 1966, proposing a grand “pleasure dome” designed by architect Morris Lapidus [4]. This ambitious concept envisioned a year-round amusement and convention center enclosed under a massive dome, potentially even housing a Ferris wheel [6]. The proposal garnered some support from Brooklyn borough president Abe Stark but was met with skepticism from local businesses and community leaders who saw it as unrealistic and potentially detrimental to existing businesses [7].

    Despite attempts to generate public support through publicity stunts, such as a highly publicized wrecking party at the Steeplechase Pavilion featuring models in bikinis and Fred Sr. operating a bulldozer, the “pleasure dome” plan failed to gain traction [8, 9].

    Retreat and Sale to the City

    Facing mounting opposition, dwindling political capital, and changing public sentiment toward Coney Island’s future, Fred Sr. ultimately withdrew from the project in 1968 [10]. He sold the Steeplechase property to the City of New York for $3.7 million, securing a $1.2 million profit [10]. This outcome, while representing a financial success, marked a significant shift in Fred’s role, transitioning from a visionary developer to a seller accepting defeat.

    Factors Leading to the Shift

    Several factors contributed to Fred’s changing involvement in the Coney Island project:

    • Zoning Restrictions: The city’s zoning regulations, prioritizing recreational use in the area, proved a formidable obstacle, highlighting the limitations of Fred’s political influence in a changing political climate.
    • Loss of Political Capital: The decline of machine politics in New York City, coupled with Fred Sr.’s involvement in housing scandals, diminished his ability to secure favorable treatment and approvals.
    • Shifting Public Sentiment: Growing public awareness of the value of Coney Island’s beach as a public resource and skepticism toward large-scale development plans created a less receptive environment for Fred’s vision.
    • Freddy’s Struggles: Freddy’s inability to effectively navigate the political and community challenges surrounding the project likely contributed to its eventual demise.

    The Coney Island project represented a turning point for Fred Trump. It exposed the limits of his influence in a changing political and social context and forced him to re-evaluate his business approach, shifting from ambitious development to a more cautious focus on managing his existing real estate holdings. This experience also foreshadowed his son Donald’s future challenges in dealing with city bureaucracy and shifting public opinion as he pursued his own ambitious real estate ventures in Manhattan.

    The Mitchell-Lama Program: A Lifeline for Fred Trump

    The Mitchell-Lama program played a crucial role in Fred Trump’s real estate ventures, providing him with a new avenue for profitable development after his access to the Federal Housing Administration (FHA) program was revoked due to his involvement in scandals [1-3]. The program, created in 1955, offered a combination of government assistance and incentives, allowing developers like Trump to construct large-scale housing projects with reduced financial risk and guaranteed profits [3].

    Benefits of Mitchell-Lama:

    • Access to Government-Acquired Land: The program enabled developers to build on land obtained through government condemnation, simplifying the acquisition process and potentially lowering costs [3, 4].
    • Low-Interest Loans: Mitchell-Lama provided developers with access to subsidized financing at lower interest rates, reducing their borrowing expenses and increasing profit margins [3, 5].
    • Tax Exemptions: Participating developers enjoyed exemptions from certain taxes, further enhancing their profitability and making the projects more financially attractive [3, 5].
    • Guaranteed Profits: The program guaranteed developers a 7.5% builder’s fee and a 6% annual profit, minimizing their financial risk and ensuring a steady stream of income [3].

    Trump’s Exploitation of the Program:

    Fred Trump skillfully utilized the Mitchell-Lama program to his advantage, particularly in the development of Trump Village, a massive complex of 3,700 apartments in Brooklyn [4].

    • Maneuvering Land Acquisition: He successfully acquired most of the land originally designated for a non-profit developer, expanding the scope of his project and potentially maximizing profits. His success was facilitated by connections with Brooklyn judges who oversaw the condemnation process and set favorable prices for acquired properties [4].
    • Financial Manipulation: Trump’s testimony before the New York State Commission of Investigation revealed his use of intricate schemes to inflate construction costs and extract additional profits from the program [6]. For instance, he created a separate company to purchase used construction equipment and then leased it back to the Trump Village project at exorbitant rates, artificially inflating expenses and boosting his builder’s fee, which was calculated based on total project costs [6].
    • Political Connections: While the sources do not explicitly mention Fred Trump’s political connections in securing Mitchell-Lama projects, his history of cultivating relationships with influential figures in the Brooklyn Democratic Party, as highlighted in our previous conversations, suggests that these connections likely played a role in his success [our conversation history].

    Consequences and Legacy:

    Fred Trump’s practices within the Mitchell-Lama program attracted scrutiny and criticism.

    • Government Investigation: The New York State Commission of Investigation investigated allegations of profiteering and manipulation within the program, leading to negative publicity and highlighting the potential for abuse [6-8].
    • Reputational Damage: Although Trump was not prosecuted for any wrongdoing, his actions drew public criticism and tarnished his image. The New York Times, for example, labeled him a “profiteer” and criticized his exploitation of the program intended to create affordable housing [9].
    • Loss of Future Opportunities: The scandals surrounding Trump’s involvement in both the FHA and Mitchell-Lama programs damaged his reputation and made it more difficult to secure government support for future projects [10]. This setback coincided with a shifting political landscape in New York City, with the rise of reform-minded politicians like John Lindsay who were less receptive to the kind of political maneuvering that had previously benefited developers like Trump [11].

    Conclusion:

    The Mitchell-Lama program served as a vital resource for Fred Trump, allowing him to continue developing large-scale housing projects after his involvement in FHA scandals closed off that avenue. He exploited the program’s benefits, utilizing his business acumen and political connections to maximize profits. However, his practices also attracted scrutiny and ultimately contributed to a decline in his access to government assistance for future ventures. This experience shaped Fred’s approach to real estate, leading to a greater focus on managing existing holdings and training his son Donald to navigate the increasingly complex and challenging world of New York real estate. The lessons learned from his father’s dealings with government programs and the limits of political influence would later inform Donald’s own strategies as he sought to make his mark on Manhattan.

    Benefits from Bankruptcy: Fred Trump and Lehrenkrauss & Co.

    Fred Trump benefited from the Lehrenkrauss & Co. bankruptcy in two key ways:

    • Acquisition of the Mortgage-Servicing Business: When Lehrenkrauss & Co., a prominent Brooklyn mortgage company, declared bankruptcy in 1933, Fred Trump saw an opportunity. He partnered with another Queens-based bidder, William Demm, and together they focused on acquiring the company’s mortgage-servicing business. This business, while not as lucrative as other assets, retained value as it managed mortgage payments from debtors. Trump and Demm secured the bid by appealing to the Lehrenkrauss investors’ fears and promising to sell the business back to them for a minimal profit if the company ever revived. [1]
    • Access to Valuable Information: The true prize for Trump and Demm lay in the information gleaned from Lehrenkrauss’s records. The company’s recent files provided insights into which homeowners were struggling with payments and when foreclosures were imminent. Armed with this knowledge, Trump could strategically target distressed properties and acquire them before they were publicly listed. This advantage allowed him to expand his real estate portfolio at a time when traditional opportunities were scarce due to the economic crisis. [2]

    This episode illustrates a key aspect of Fred Trump’s business approach: his ability to identify and capitalize on unconventional opportunities. He recognized the potential value hidden within the Lehrenkrauss bankruptcy, even if it wasn’t immediately obvious to others. This shrewdness, combined with his understanding of human psychology and strategic maneuvering, allowed him to gain a significant advantage in the competitive world of Brooklyn real estate. [1-3]

    The Inheritance of Ambition: How Fred Trump’s Business Practices Shaped Donald’s View of Success

    Donald Trump’s view of success was deeply influenced by his father, Fred Trump’s, business practices and the values they embodied. The sources paint a picture of Fred as a demanding, hard-working, and intensely competitive figure who instilled in his son a belief in the importance of ambition, discipline, and unwavering pursuit of wealth and recognition as the hallmarks of achievement.

    Hard Work and Ambition as the Path to Wealth

    Fred Trump emphasized the importance of hard work and ambition as the foundations of success. He rarely took a day off and instilled a strong work ethic in his children [1]. Donald accompanied his father on weekend trips to the office and construction sites, absorbing Fred’s relentless approach to business [1, 2]. This early exposure to his father’s unwavering dedication to work shaped Donald’s understanding of what it took to succeed. As Donald observed his father’s tireless efforts and the resulting financial rewards, he internalized the equation of hard work with wealth and achievement.

    A “Killer” Instinct and the Importance of Dominance

    Beyond mere hard work, Fred emphasized the need for a “killer” instinct, repeatedly telling his sons to be ruthless in their pursuit of success [3]. This emphasis on dominance and unwavering pursuit of victory, regardless of the methods employed, is reflected in Donald’s later statements about the importance of “winning” [4-6] and his admiration for individuals who embody this aggressive approach to business, such as Steve Wynn [7].

    The Importance of Public Image and Self-Promotion

    Fred Trump, while a pragmatic and cost-conscious businessman, understood the power of public image. As our previous conversation demonstrated, he was willing to stage publicity stunts, such as the wrecking party at Steeplechase Park, to generate attention for his projects [our conversation history]. Donald took this lesson to heart, developing a flair for self-promotion that would become a defining characteristic of his career [8-10]. He embraced the media spotlight, cultivating a public persona that emphasized wealth, extravagance, and an unapologetic pursuit of success [10, 11]. This understanding of the symbiotic relationship between public image and business success set Donald apart from his more reserved brother, Freddy, who struggled to meet his father’s expectations for dominance and showmanship [12-14].

    Exploiting Opportunities and Bending the Rules

    Fred Trump’s career was marked by a willingness to exploit opportunities, even those arising from unconventional circumstances, such as the Lehrenkrauss & Co. bankruptcy [our conversation history]. He demonstrated a shrewd understanding of the system and its loopholes, as evidenced by his manipulation of the Mitchell-Lama program to maximize profits, despite attracting scrutiny and criticism [our conversation history]. This pragmatic approach to business, focused on maximizing gains regardless of ethical considerations, appears to have influenced Donald’s own dealings, as suggested by his approach to the Commodore Hotel project and his willingness to engage in aggressive negotiation tactics [15-19].

    The Limits of Education and Intellectualism

    Fred Trump, while valuing education enough to send his children to private schools, harbored a suspicion of intellectuals and prioritized practical skills over book learning [9]. This skepticism towards traditional academic pursuits is evident in Donald’s own trajectory, which saw him focus on real estate studies at Wharton and prioritize practical experience gained through working in the family business over intellectual or political engagement during his college years [20-22]. This approach is further reflected in Donald’s later statements dismissing the importance of formal education in favor of “natural ability” and “street smarts” [6, 23].

    The Interplay of Nature and Nurture

    Donald Trump’s view of success as rooted in innate ability [23-25] echoes his father’s belief in a genetically transmitted talent for business [24] and is reinforced by his brother Donald Jr.’s “racehorse theory” [23]. While acknowledging the role of hard work and discipline, Donald ultimately attributes his achievements to an inherent superiority, a view likely shaped by his father’s constant praise and reinforcement of his exceptionalism [3, 24, 26].

    Conclusion

    Fred Trump’s business practices and values profoundly shaped Donald’s view of success. From a young age, Donald observed and internalized his father’s relentless work ethic, emphasis on dominance and winning, and pragmatic approach to exploiting opportunities and bending the rules. This inheritance, combined with Fred’s reinforcement of Donald’s innate superiority, fostered a worldview that prioritizes ambition, self-promotion, and an unwavering pursuit of wealth and recognition as the ultimate measures of achievement. Donald’s career trajectory, public persona, and statements about success reflect this deeply ingrained belief system, demonstrating the enduring influence of his father’s legacy.

    Building a Fortune: Factors Contributing to Fred Trump’s Wealth

    Fred Trump amassed considerable wealth through real estate development, primarily in Brooklyn and Queens, New York. His success stemmed from a combination of factors, including astute business practices, exploitation of government programs, and a keen understanding of the social and economic forces shaping the city’s growth.

    Shrewd Business Practices and a “Killer” Instinct

    Fred Trump possessed a sharp business acumen and an unwavering determination to succeed. He was known for his meticulous attention to detail, cost-consciousness, and relentless work ethic, traits he passed on to his son Donald [1-3]. He believed in hard work and instilled in his children the idea that they could and should accomplish a great deal in life [1].

    Beyond hard work, Fred emphasized the need for a ruthless approach to business, advocating for a “killer” instinct [4-6]. This philosophy is evident in his dealings with competitors and his willingness to exploit opportunities, such as the Lehrenkrauss & Co. bankruptcy, where he used insider information to acquire distressed properties at bargain prices [our conversation history]. This pragmatic approach to business, focused on maximizing profits regardless of ethical considerations, laid the foundation for his financial success.

    Exploiting Government Programs and Political Connections

    Fred Trump skillfully navigated the complexities of government programs and regulations to his advantage. As our conversation history demonstrates, he benefited significantly from the Federal Housing Administration (FHA) program in the post-war era, securing loans and subsidies to construct large-scale housing projects [our conversation history].

    After his access to the FHA program was revoked due to scandals, Trump shifted his focus to the Mitchell-Lama program, which provided similar benefits for middle-income housing development. He again leveraged his understanding of the system, maneuvering land acquisition processes and employing creative accounting practices to maximize profits, even as his actions attracted scrutiny and criticism [our conversation history]. These experiences highlight Fred’s ability to adapt to changing circumstances and exploit available resources to achieve his financial goals.

    Understanding Market Trends and Demographic Shifts

    Fred Trump possessed a keen understanding of market trends and demographic shifts. He recognized the potential of developing affordable housing in the outer boroughs of Brooklyn and Queens as returning servicemen and their families sought housing options [7]. His focus on providing housing for the working class allowed him to tap into a growing market and build a substantial real estate portfolio.

    Fred’s investment in Queens proved particularly wise. The borough experienced rapid growth in the early 20th century, fueled by infrastructure developments like the Queensboro Bridge and the Long Island Rail Road extension to Pennsylvania Station [8]. Recognizing the “gold rush” unfolding in Queens, Friedrich Trump, Fred’s father, invested heavily in real estate, laying the groundwork for his son’s future success. Fred inherited this foresight and continued to capitalize on Queens’s growth, further solidifying his financial standing.

    Family Support and Collaboration

    Fred Trump’s success was also facilitated by a strong family support system. His father, Friedrich, instilled in him a drive for success and provided initial capital from his ventures in the Yukon gold rush [8, 9]. Later, Fred’s wife, Mary Anne MacLeod Trump, played a crucial role in his business, offering support and handling various responsibilities [10-12].

    Fred also involved his children in the business from a young age, fostering a sense of responsibility and providing them with hands-on experience [1, 2]. While only Donald would ultimately follow in his father’s footsteps, the family’s shared commitment to the business contributed to its overall success.

    Conclusion

    Fred Trump’s wealth was a product of his time, his environment, and his personal attributes. He was a shrewd businessman who understood the dynamics of the real estate market and was willing to take calculated risks. He effectively leveraged government programs and political connections to advance his interests, while remaining adaptable to changing circumstances. His focus on providing affordable housing for the growing working and middle classes, combined with his careful management and cost-conscious approach, allowed him to build a substantial real estate empire. While his methods sometimes attracted criticism, his undeniable success laid the foundation for his son Donald’s future ventures in the world of luxury real estate development.

    The Trump Family Code: Qualities Emphasized by Fred Trump in His Children

    Fred Trump, a successful real estate developer, instilled in his children a specific set of values and qualities that he believed were essential for success in life. The sources reveal that while he valued education and encouraged his children to pursue it, he placed a higher premium on practical skills, hard work, and a relentless drive to dominate. This approach shaped the upbringing of his five children and had a particularly profound impact on his son Donald.

    Hard Work and Discipline

    Fred Trump was a firm believer in the importance of hard work and discipline as the foundations of success [1, 2]. He rarely took a day off and instilled a strong work ethic in his children. Donald accompanied his father on weekend trips to the office and construction sites, absorbing Fred’s relentless approach to business [1]. As Donald observed his father’s tireless efforts and the resulting financial rewards, he internalized the equation of hard work with wealth and achievement [2].

    Fred expected his children to work to earn their own money, a requirement that extended to both his daughters and sons [3]. This expectation was not merely about financial independence but rather a means of instilling a sense of responsibility and work ethic. The Trump family code barred coarse language and between-meal snacks and required obedience and loyalty [1].

    A “Killer” Instinct and the Importance of Dominance

    Beyond mere hard work, Fred emphasized the need for a “killer” instinct, repeatedly telling his sons to be ruthless in their pursuit of success [3]. Donald, in particular, internalized this message, later reflecting on his brother Freddy’s failure to embody this quality as a contributing factor to his struggles. This emphasis on dominance and unwavering pursuit of victory, regardless of the methods employed, is reflected in Donald’s later statements about the importance of “winning” and his admiration for individuals who embody this aggressive approach to business.

    Respect for Authority and Family Pride

    Fred Trump expected his children to respect authority and uphold the family’s reputation [1]. This is consistent with the values instilled at New York Military Academy (NYMA), where Donald attended school after exhibiting behavioral problems at Kew-Forest School [4]. At NYMA, Theodore Dobias, Donald’s coach and drill instructor, emphasized the importance of respect for authority, a good appearance, proper manners, and pride in both family and oneself [5]. Donald, according to Dobias, absorbed this lesson, seeing himself as an “elite person” upon graduation [6]. This emphasis on personal presentation, status, and respect for authority aligns with Fred’s desire to project an image of success and respectability, a trait evident in his later insistence on his son Donald wearing a suit while working on construction projects.

    Ambition and the Pursuit of Success

    Fred Trump believed his children could, and should, accomplish a great deal in life [1]. He encouraged their ambition and instilled in them the belief that they were capable of achieving significant success. Donald’s ambition, in particular, resonated with his father. Fred recognized in his middle son a drive and determination that mirrored his own. This mutual ambition fostered a strong bond between father and son, with Fred often telling Donald, “You are a king” [3].

    Indulgence and the Perks of Wealth

    While Fred Trump was a strict disciplinarian, he also indulged his children, providing them with a privileged upbringing. They attended private schools, vacationed in Florida during the winter and the Catskills in the summer, and even enjoyed the luxury of a chauffeured limousine for newspaper deliveries [3]. This combination of stern discipline and indulgence created a complex environment where the Trump children were expected to work hard and strive for success, while also enjoying the benefits of their family’s wealth.

    Differing Responses to Fred’s Expectations

    The sources suggest that the five Trump children reacted differently to their father’s demanding expectations and values. Maryanne pursued a successful career in law, while Elizabeth chose a more traditional path, working in a bank and marrying. Freddy, unable to live up to his father’s expectations, ultimately found happiness as an airline pilot, a career choice that both Fred Sr. and Donald viewed as beneath their ambitions [7, 8]. Robert took a middle road, succeeding in business but without his father’s drive to dominate [9]. This left Donald as the most receptive to his father’s values and the most likely to inherit his mantle.

    Conclusion

    Fred Trump’s emphasis on hard work, a “killer” instinct, ambition, respect for authority, and family pride, combined with a willingness to indulge his children with the benefits of their wealth, created a unique upbringing that shaped their perspectives on success. While each child responded differently to these pressures, Donald embraced and embodied his father’s values, becoming a living testament to Fred Trump’s legacy.

    The Inheritance of a Businessman: How Fred Trump Influenced Donald Trump’s Business Tactics

    Donald Trump’s business tactics are deeply rooted in the lessons he learned from his father, Fred Trump. While Donald ultimately forged his own path in the world of luxury real estate, his approach to deal-making, negotiation, and navigating the complexities of government regulations bears the unmistakable imprint of his father’s influence.

    Hard Work as a Path to Success

    Fred Trump instilled a relentless work ethic in his children, emphasizing that hard work was the foundation of success [1]. Donald witnessed firsthand his father’s dedication to the business, often accompanying him on weekend trips to the office and construction sites [2]. This early exposure instilled in Donald the idea that success required constant effort and attention to detail. This work ethic, combined with the ambition Fred nurtured in Donald, laid the groundwork for Donald’s later pursuit of ambitious projects and his unwavering focus on achieving his goals.

    The “Killer” Instinct

    Fred Trump not only valued hard work but also advocated for a ruthless approach to business, urging his sons to be “killers” [3]. This emphasis on dominance and the pursuit of victory at all costs resonated deeply with Donald, shaping his competitive nature and influencing his later business dealings. The sources suggest that Donald viewed his brother Freddy’s inability to embrace this “killer” instinct as a fatal flaw that contributed to his struggles [4, 5]. This perspective underscores the profound impact of Fred’s philosophy on Donald’s understanding of success.

    Understanding and Exploiting Government Programs

    Donald Trump learned from his father the art of navigating government programs and regulations to his advantage. Fred Trump had successfully secured loans and subsidies through the FHA program in the post-war era [our conversation history]. Later, when his involvement with the FHA program became problematic, Fred shifted his focus to the Mitchell-Lama program, continuing to leverage his understanding of the system to maximize profits [our conversation history, 21, 26].

    Donald, observing his father’s maneuvers, learned the importance of working with politicians and securing their favor. He saw the value of connections and the potential for manipulating regulations to achieve business objectives. The sources detail Donald’s later success in using political connections to advance his own real estate projects [6, 7].

    Seeking Out Profitable Opportunities

    Both Fred and Donald Trump shared a knack for identifying and capitalizing on profitable opportunities, even if those opportunities arose from the misfortune of others. Fred, lacking the connections to access “easy opportunities,” focused on exploiting situations like bankruptcies and foreclosures [8]. He meticulously researched courthouse dockets and learned the habits of powerful individuals who controlled the city’s political machinery [8, 9].

    Donald, observing his father’s strategic approach, similarly sought out advantageous deals. He learned the importance of negotiating from a position of strength and being willing to push boundaries to secure the best possible outcome. For example, the sources describe Donald’s aggressive pursuit of the Penn Central rail yards, ultimately outmaneuvering a larger and more experienced competitor, Starrett Corporation, to acquire the valuable property [10-12].

    Public Relations and Self-Promotion

    While Fred Trump eventually retreated from public attention after a series of negative encounters with the press, his early career included efforts to cultivate a positive image through publicity stunts and carefully crafted narratives [13-16]. Donald, on the other hand, fully embraced the power of public relations and self-promotion, leveraging his charisma and outsized personality to become a media personality in his own right [17-20].

    Conclusion

    Fred Trump’s influence on Donald Trump’s business tactics is undeniable. From the importance of hard work and a “killer” instinct to the art of exploiting government programs and manipulating public perception, Donald absorbed and adapted his father’s strategies to his own ambitions. While their approaches to public relations and personal style differed, their shared values and business acumen shaped Donald Trump’s trajectory, ultimately propelling him from the world of outer-borough apartment buildings to the realm of luxury real estate and international fame.

    The Complex Legacy of Education: Fred Trump’s Influence on Donald Trump’s Attitude

    Donald Trump’s attitude towards education is a complex blend of pragmatism and ambition, shaped in part by the values instilled by his father, Fred Trump. While Fred valued education and ensured his children received quality schooling, he also harbored a certain skepticism toward intellectuals and prioritized practical skills and hard work above formal academic achievement. This duality is reflected in Donald’s own approach to education, which reveals both a recognition of its importance and a willingness to dismiss it as secondary to innate talent and street smarts.

    Valuing Education, but Prioritizing Hard Work and Practical Skills

    Fred Trump, despite his own limited formal education, believed in the importance of education for his children. He ensured they attended private schools, with Donald even attending the prestigious Wharton School of Finance and Commerce at the University of Pennsylvania. This suggests that Fred saw education as a valuable asset, a potential pathway to social mobility and a mark of respectability.

    However, Fred also emphasized the paramount importance of hard work, practical skills, and a “killer” instinct as the keys to success. He instilled a relentless work ethic in his children, exposing them to the realities of his business at a young age. Donald accompanied his father on weekend trips to the office and construction sites, absorbing Fred’s hands-on approach and learning the intricacies of managing properties and negotiating deals [1, 2].

    This emphasis on practical experience over theoretical knowledge is evident in Donald’s later statements about his own education. He admitted that he would have preferred to forgo formal education in favor of directly entering the family business [3]. This suggests that while he acknowledged the value of his degree, particularly the prestige associated with being an “Ivy League man” [4], he viewed it as a necessary hurdle rather than a genuine passion.

    Skepticism Towards Intellectuals

    The sources indicate that Fred Trump harbored a suspicion of intellectuals, prioritizing hard work and street smarts over academic credentials [5]. This attitude likely stemmed from his own experiences as a self-made man who achieved financial success without the benefit of higher education. This perspective may have influenced Donald’s own views, contributing to his tendency to dismiss expertise and rely on his own intuition and gut instincts.

    This skepticism is further highlighted by Donald’s decision to leave Fordham University, a respectable institution, to pursue a real estate degree at the University of Pennsylvania. While this move can be interpreted as a strategic decision to gain specialized knowledge, it also aligns with Fred’s emphasis on practicality and career-focused education.

    The Importance of Image and Perception

    Fred Trump, despite his initial aversion to publicity, understood the importance of image and perception in business. He cultivated a public persona through carefully orchestrated publicity stunts and sought to project an image of success and respectability. This attention to image influenced Donald’s own approach, leading him to embrace self-promotion and cultivate a larger-than-life persona.

    In the context of education, this focus on image may have contributed to Donald’s repeated claims of graduating at the top of his class, despite the lack of official rankings to support this assertion [6]. This suggests that for Donald, the perception of academic success was as valuable as actual achievement, a perspective likely shaped by his father’s emphasis on cultivating a favorable public image.

    Conclusion

    Fred Trump’s influence on Donald Trump’s attitude towards education is multifaceted and reveals a nuanced interplay of practicality, ambition, and image consciousness. While Fred believed in the value of education, he prioritized hard work, practical skills, and a “killer” instinct as the true determinants of success. He also instilled in Donald a certain skepticism towards intellectuals and an understanding of the power of image and perception. These values, combined with Donald’s own innate ambition and drive, shaped his approach to education, resulting in a perspective that acknowledges its importance while simultaneously downplaying its significance compared to innate talent and a relentless pursuit of victory.

    The Forging of an “Honest Grafter”: How Fred Trump’s Upbringing Shaped His Attitude Towards Work

    Fred Trump’s attitude towards work was deeply influenced by his upbringing, marked by both hardship and opportunity in the dynamic landscape of early 20th century America. The sources offer a glimpse into the world that shaped Fred Trump, highlighting the values he embraced and the strategies he employed to navigate a system rife with both challenges and exploitable loopholes.

    The Immigrant Experience and the Value of Hard Work

    Fred Trump’s father, Friedrich, immigrated to the United States from Germany in 1885, arriving with limited prospects and the skills of a barber in a country already saturated with such tradesmen [1]. Driven by ambition and a desire for a better life, Friedrich ventured west, finding success in the booming city of Seattle [2].

    While his success in Seattle’s red-light district did not perfectly align with the traditional “Horatio Alger” narrative of hard work and virtue, it demonstrated an entrepreneurial spirit and a willingness to seize opportunities wherever they arose [2]. This experience likely instilled in Friedrich, and subsequently in his son Fred, the importance of hard work, resilience, and adaptability in the face of challenges.

    Economic Hardship and the Drive for Success

    Friedrich’s early success was disrupted by the economic downturn of 1920-1921, wiping out much of the family’s accumulated wealth [3]. This experience of financial instability likely had a profound impact on Fred, shaping his understanding of the precarious nature of wealth and the need for constant vigilance and effort to secure financial security.

    Fred responded to this setback with characteristic determination. He attended night school and pursued correspondence courses to acquire construction skills, entering the workforce as soon as he finished high school [3]. He started from the bottom, working as an unskilled laborer, but his conscientiousness and physical strength earned him rapid promotions, leading him to become a carpenter and gain valuable experience in the construction and real estate industries [3].

    This early exposure to hard labor and the realities of the construction industry instilled in Fred a deep respect for hard work, discipline, and the value of practical skills. It also fueled his ambition, driving him to seek success and financial security for himself and his family.

    Exploiting Opportunities and the “Honest Graft”

    Fred Trump’s approach to business was characterized by a shrewd understanding of the system and a willingness to exploit its loopholes for personal gain. The sources describe his involvement in the Federal Housing Administration (FHA) program, where he cleverly navigated regulations to maximize profits, even if it meant pushing ethical boundaries [4-6].

    Fred’s testimony before a Senate committee investigating graft and profiteering in the FHA program reveals his mastery of “honest graft,” a term popularized by the Tammany Hall politician George Washington Plunkitt [4-7]. Plunkitt defined “honest graft” as the practice of leveraging political connections and exploiting opportunities for personal gain, while remaining within the bounds of the law [7].

    Fred’s intricate methods for extracting maximum profit from the FHA program, including complex lease arrangements and inflated equipment rental costs, demonstrate his adherence to this philosophy [6, 8]. He understood the rules of the game and played them masterfully, walking the fine line between legality and exploitation to achieve his financial goals.

    A Legacy of Hard Work and Shrewd Deal-Making

    Fred Trump’s upbringing in a family shaped by both immigrant ambition and the realities of economic hardship instilled in him a profound respect for hard work, a relentless drive for success, and a pragmatic approach to navigating the complexities of the business world. His mastery of “honest graft” reflected his willingness to exploit opportunities within the system, pushing ethical boundaries without crossing the line into illegality. These values and strategies, passed down to his son Donald, would have a lasting impact on the Trump family’s approach to business.

    Shaping the Future Tycoon: The Influence of Donald Trump’s Early Schooling on His Behavior

    Donald Trump’s early schooling played a crucial role in shaping his behavior, instilling a sense of superiority, a focus on winning at all costs, and a talent for self-promotion. The sources, particularly the excerpt from “Never Enough: Donald Trump and the Pursuit of Success,” highlight these formative experiences, tracing the development of his personality from his disruptive childhood to his success at military school and his eventual embrace of celebrity.

    Kew-Forest School: The Rebellious Child

    Trump’s early education at the private Kew-Forest School was marked by rebellious behavior, a foreshadowing of his later personality traits. He was known for disrupting classes, testing teachers’ limits, and engaging in acts of defiance, including throwing erasers at teachers and cake at birthday parties [1, 2]. This early rebelliousness suggests an inherent need to challenge authority and a disregard for conventional rules.

    His sister, Maryanne Trump Barry, described him as “extremely rebellious” in his youth, while a classmate noted his tendency to test rules and teachers to their limits [2]. Even at Sunday school and at home, Trump exhibited a defiant streak, standing up to his father in situations where his older brother would have retreated [2]. This pattern of behavior suggests an early manifestation of his assertive and confrontational personality, traits that would become hallmarks of his public persona.

    New York Military Academy: Embracing Discipline and Competition

    Trump’s transfer to New York Military Academy (NYMA) in seventh grade marked a turning point in his development. The strict discipline and emphasis on competition at the academy provided a structure that channeled his rebellious energy into a more focused pursuit of success.

    At NYMA, Trump thrived under the guidance of his coach and “drill sergeant,” Theodore Dobias, whom he credits as his first real role model outside of his father [3]. Dobias instilled in him the importance of discipline, respect for authority, and a relentless focus on winning [4, 5]. Trump readily embraced these values, excelling in the military environment and rising to what he called “the top of the military heap” [6]. He excelled at baseball, consistently asserting his position as “the best player” [6].

    The competitive environment at NYMA further reinforced Trump’s focus on winning, a trait that would become central to his business practices and worldview. Dobias described him as a “conniver” who “would do anything to win,” always striving to be “number one in everything” [7]. This unwavering determination to succeed, instilled at an early age, would drive Trump’s relentless pursuit of wealth, fame, and power.

    Early Experiences with Fame and Self-Promotion

    Trump’s early schooling also provided him with his first taste of fame and the power of self-promotion. At NYMA, he achieved local recognition for his baseball skills, earning a headline in the local newspaper – “Trump Wins Game for NYMA” – an experience he found “amazing” and a source of pride [6]. This early exposure to publicity, combined with his innate showmanship, ignited a desire for recognition that would fuel his later efforts to cultivate a celebrity persona.

    Furthermore, Trump’s success in manipulating situations to his advantage, even as a young cadet at NYMA, reveals an early aptitude for self-promotion. Dobias recounted an anecdote where Trump, unhappy with the NYMA’s position in the Columbus Day parade, took it upon himself to negotiate a more prominent placement for the academy, ultimately leading the corps down Fifth Avenue [7]. This early display of assertiveness and maneuvering demonstrates his innate understanding of the power of image and perception, skills he would refine and master in his later business and political endeavors.

    The Lasting Impact of Early Schooling

    Donald Trump’s early schooling experiences shaped his behavior in profound ways, instilling a deep-seated sense of superiority, a relentless focus on winning, and a talent for self-promotion. The rebellious child who disrupted classes at Kew-Forest transformed into the disciplined cadet who thrived in the competitive environment of NYMA. These formative experiences, combined with his early brushes with fame and his innate showmanship, laid the foundation for the brash, assertive, and self-promoting persona that would become synonymous with the Trump name.

    The Inheritance of “Honest Graft”: How Fred Trump Shaped Donald Trump’s Business Acumen

    Donald Trump’s business acumen is deeply rooted in the lessons he learned from his father, Fred Trump. The sources illustrate this influence, highlighting how Fred’s approach to business, characterized by hard work, a keen understanding of the system, and a willingness to exploit opportunities, shaped Donald’s own strategies and worldview.

    Learning Through Observation and Participation

    From a young age, Donald was exposed to the world of real estate development through his father. He frequently accompanied Fred on his rounds, visiting properties and construction sites, witnessing firsthand how Fred interacted with contractors, tradesmen, and government officials [1, 2].

    This immersive experience provided Donald with invaluable insights into the practical aspects of the business. He learned the importance of ambition, discipline, and hard work [1], observing how his father’s relentless drive translated into tangible success. Donald “picked up” Fred’s negotiating tactics and business practices naturally, absorbing the nuances of deal-making and the art of extracting maximum profit [2]. Trump Village, a large-scale housing project developed by Fred, served as a real-world case study for Donald, allowing him to observe the intricate interplay between government officials, politicians, and contractors [3]. He witnessed how his father navigated complex regulations, leveraged relationships, and responded to unexpected challenges, gaining a practical understanding of the inner workings of the real estate industry.

    Embracing the Philosophy of “Honest Graft”

    Donald not only observed his father’s business practices but also inherited his understanding of the system and his willingness to exploit its loopholes. Fred’s mastery of “honest graft” – leveraging political connections and exploiting opportunities within the bounds of the law – became a foundational principle for Donald’s own approach to business [4]. The sources detail how Fred skillfully manipulated regulations within the Federal Housing Administration (FHA) program to maximize profits, even if it meant pushing ethical boundaries [5].

    Donald, witnessing his father’s success in navigating this complex system, internalized these strategies, recognizing the potential for profit in understanding and manipulating the rules of the game. This pragmatic approach, coupled with an unwavering ambition to succeed, would become a defining characteristic of Donald’s business dealings. The Commodore Hotel project, Donald’s first major independent venture, showcases his application of the “honest graft” philosophy. He successfully secured a significant tax break from the city, leveraging political connections and skillfully negotiating with government officials [6, 7]. Donald’s approach mirrored his father’s, demonstrating his understanding of the power dynamics within the system and his willingness to use them to his advantage.

    A Shared Vision of Success and Masculinity

    Beyond specific business practices, Fred also shaped Donald’s worldview, instilling in him a deeply ingrained belief in the importance of winning, dominance, and the pursuit of wealth as markers of success and masculinity [8, 9]. Fred constantly emphasized the need to “be a killer” in business, encouraging his sons to adopt a ruthless and competitive mindset [8]. This emphasis on aggression and dominance resonated with Donald, shaping his interactions with competitors, partners, and even family members.

    Donald’s treatment of his older brother, Freddy, exemplifies this inherited mindset. Freddy, unable to conform to his father’s expectations of a “killer,” chose a career as an airline pilot, a path that both Fred and Donald perceived as lacking the competitive edge and financial rewards associated with real estate development [9]. Their constant belittling of Freddy’s career choice highlights the importance they placed on winning and financial success as measures of masculinity and worth within the family.

    The Legacy of a Complex and Controversial Figure

    Fred Trump’s influence on Donald’s business acumen is undeniable. Through observation, participation, and the internalization of his father’s values and strategies, Donald developed a unique approach to business characterized by hard work, a shrewd understanding of the system, and a willingness to push ethical boundaries to achieve success. This legacy, passed down from father to son, has shaped Donald Trump’s business empire and continues to inform his actions and decisions.

    The Forge of Ambition: How NYMA Shaped Donald Trump’s Drive for Success

    Donald Trump’s time at New York Military Academy (NYMA) played a pivotal role in shaping his future ambitions, instilling in him a potent blend of discipline, competitive drive, and a taste for public recognition. While his rebellious nature was evident during his early schooling at Kew-Forest, NYMA provided a structured environment that channeled his energy towards achievement and instilled a hunger for standing out from the crowd.

    From Rebellious Child to Disciplined Cadet: NYMA’s Transformative Impact

    Arriving at NYMA at the age of thirteen, Trump encountered a starkly different environment from the permissive atmosphere of Kew-Forest. The academy’s regimented structure, with its emphasis on order, obedience, and respect for authority, provided a framework that challenged his rebellious tendencies. He adapted to the demands of military life, thriving under the strict guidance of Theodore Dobias, a US Army veteran who instilled in him the importance of discipline and a relentless focus on winning [1, 2].

    The sources highlight this transformation, noting how Trump readily embraced the values espoused by Dobias, excelling in the military environment and rising to a position of prominence within the academy. His success in navigating this demanding environment suggests an ability to adapt and thrive within a structured system, a trait that would serve him well in his later business ventures [3].

    The Crucible of Competition: Forging a Winner’s Mentality

    NYMA’s competitive atmosphere further shaped Trump’s ambitions, fostering in him a deep-seated belief in the importance of winning at all costs. Dobias, echoing the prevailing ethos of the time, emphasized that “winning wasn’t everything, it was the only thing,” a mantra that Trump readily absorbed and applied in his interactions with his peers [4].

    This unwavering focus on victory manifested in Trump’s relentless drive to be “number one in everything.” He consistently sought to outshine his classmates, demonstrating a competitive spirit that extended beyond the athletic field and permeated his overall approach to life. This winner-take-all mentality, ingrained during his formative years at NYMA, would become a defining characteristic of his business practices and his overall worldview [4].

    The Allure of Public Recognition: Planting the Seeds of Celebrity

    Trump’s time at NYMA also provided him with his first taste of public recognition, fueling a nascent desire for fame that would blossom in his later years. His athletic achievements, particularly in baseball, earned him accolades and attention, culminating in a newspaper headline proclaiming “Trump Wins Game for NYMA” – an experience he found deeply gratifying and a source of lasting pride [5].

    This early brush with fame, coupled with his inherent showmanship, planted the seeds for Trump’s future embrace of celebrity. The sources suggest that this initial exposure to public recognition sparked a desire for attention that would drive his later efforts to cultivate a larger-than-life persona and dominate the media landscape [6].

    NYMA’s Enduring Legacy: Shaping a Future Tycoon

    Trump’s experience at NYMA had a profound and lasting impact on his future ambitions, instilling in him a potent combination of discipline, competitive drive, and a taste for public recognition. The academy’s regimented structure, coupled with its emphasis on winning and achievement, channeled his rebellious energy into a more focused pursuit of success. These formative experiences, combined with his early brushes with fame, laid the foundation for the brash, assertive, and attention-seeking persona that would define his rise to prominence in the world of business and, eventually, politics.

    Mirroring the Magnates: The Gilded Age’s Influence on Donald Trump’s Ambition

    While Donald Trump was born long after the first Gilded Age (1870s-1900), the sources point to a clear connection between the values and aspirations of that era and Trump’s own ambitions. He embodies a resurgence of Gilded Age ideals, reflecting the unbridled pursuit of wealth, the celebration of ostentatious displays of success, and a belief in the inherent superiority of the wealthy elite.

    Wealth as the Ultimate Measure of Success

    The sources highlight the Gilded Age’s obsession with wealth, a sentiment that profoundly influenced Trump’s own worldview. Just as the Carnegies, Rockefellers, and Vanderbilts of that era amassed vast fortunes and flaunted their opulence, Trump views wealth as the ultimate measure of success, a validation of his worth and a testament to his abilities. He emulates the Gilded Age magnates in his pursuit of extravagant displays of wealth, from his lavish properties and private jet to his penchant for gold-plated decor.

    This emphasis on material possessions as markers of achievement is evident throughout Trump’s career, from his early focus on developing luxury high-rises in Manhattan to his later ventures in casinos and golf courses. He embraces the notion that wealth equals power and influence, mirroring the Gilded Age belief that financial success elevates individuals to a higher social stratum.

    The “Lucky Sperm Club” and the Illusion of Meritocracy

    Despite his inherited wealth, Trump, like the Gilded Age elite, promotes a narrative of self-made success, downplaying the advantages he received by birth. He distances himself from the “lucky sperm club” while simultaneously benefiting from the vast wealth and connections provided by his father, Fred Trump.

    This echoes the Gilded Age’s embrace of a distorted meritocracy, where individuals like John D. Rockefeller attributed their fortunes to divine providence or “character,” masking the systemic inequalities and exploitative practices that fueled their rise to power. Trump’s own rhetoric often emphasizes hard work and deal-making prowess as the keys to his success, obscuring the significant role his family’s wealth and his father’s mentorship played in his trajectory.

    Celebrity as a Tool for Amplifying Power and Influence

    Trump also mirrors the Gilded Age elite in his understanding of the power of celebrity and media attention. Just as the wealthy industrialists of the late nineteenth century became objects of fascination in the burgeoning mass media, Trump actively cultivates a larger-than-life persona, using his brash personality and provocative statements to attract media coverage and amplify his public profile.

    He recognizes that fame, regardless of its source, can be leveraged to enhance his brand and influence public perception. This strategy, evident in his embrace of reality television, his constant presence in tabloid headlines, and his prolific use of social media, reflects a keen awareness of the symbiotic relationship between wealth, celebrity, and power.

    The Enduring Legacy of a Bygone Era

    The sources demonstrate that while the first Gilded Age faded with the stock market crash of 1929 and the subsequent Great Depression, its values and aspirations found a resurgence in figures like Donald Trump. He embodies a modern-day Gilded Age tycoon, embracing the pursuit of wealth as the ultimate marker of success, cultivating a celebrity persona to enhance his power and influence, and perpetuating a narrative of self-made achievement while benefiting from inherited privilege.

    His rise to prominence, fueled by a combination of ambition, business acumen, and a mastery of media manipulation, reflects the enduring allure of Gilded Age ideals in a society increasingly stratified by wealth and obsessed with celebrity.

    Like Father, Like Son: How Fred Trump Shaped Donald Trump’s Career

    Donald Trump’s relationship with his father, Fred Trump, profoundly shaped his career. The sources reveal a complex dynamic where Fred served as both a model and a source of motivation for Donald. Fred’s success in real estate, his tough-minded business approach, and his unwavering support for Donald’s ambitions instilled in him a drive for success, a winner-take-all mentality, and an understanding of the power of political connections.

    A Shared Drive for Success: Inheriting the Trump Work Ethic

    Fred Trump, a self-made millionaire in the world of real estate, instilled in his son a strong work ethic and an ambition for success. He frequently took Donald along on his property tours, providing him with a firsthand education in managing buildings, negotiating with contractors, and understanding the intricacies of the real estate business [1-3]. The sources emphasize that Donald “absorbed” his father’s methods, learning the importance of hard work, discipline, and a relentless focus on getting the best deal possible [2]. This early exposure to the world of real estate fueled Donald’s interest in the field and provided him with the foundational knowledge and experience that would later serve him well in his own ventures.

    A Model of Toughness and Dominance: Embracing the “Killer King” Mentality

    Fred Trump’s success wasn’t built solely on hard work. He was known for his sharp-elbow tactics, his willingness to push boundaries, and his expectation that his sons embody a “killer king” mentality [4, 5]. Donald witnessed firsthand his father’s dominance in the real estate world and internalized his father’s belief in the need to be tough, aggressive, and unafraid of confrontation [6, 7]. The sources suggest that this observation of his father’s approach to business shaped Donald’s own style, fostering in him a competitive spirit and a willingness to challenge anyone who stood in his way. This drive for dominance and control is evident in Donald’s relentless pursuit of bigger and better deals, his tendency to exaggerate his achievements, and his confrontational approach to negotiations.

    The Importance of Political Connections: Leveraging Power and Influence

    Fred Trump also understood the power of political connections. He built strong relationships with local politicians, particularly in Brooklyn, leveraging these connections to secure favorable deals and navigate the complexities of the city’s bureaucracy [8]. Donald observed his father’s success in this arena and learned the importance of cultivating relationships with those in power [9]. He later employed similar tactics, using his wealth and celebrity to gain access to political figures and secure advantageous deals, most notably in his early acquisition of the Commodore Hotel [10]. The sources suggest that Fred Trump’s example showed Donald that success in real estate was not solely a matter of business acumen but also a product of political savvy and the ability to leverage relationships with those in power.

    A Legacy of Success and Ambition: Surpassing the Father’s Example

    Driven by a combination of his own ambition and his father’s expectation of “tremendous success,” Donald set out to make his mark on the world of real estate, aiming to surpass his father’s achievements [11, 12]. The sources portray a complex father-son dynamic where Donald sought to emulate his father’s success while simultaneously striving to establish his own identity and legacy. While Fred focused on providing affordable housing for the working class, Donald sought to elevate the family name into a symbol of luxury and opulence, targeting a wealthier clientele with his high-rise developments in Manhattan [4]. This shift in focus reflects Donald’s desire to not merely follow in his father’s footsteps but to forge his own path and create a brand that embodied the ambition, wealth, and glamour he sought to achieve.

    In conclusion, Fred Trump’s influence on Donald Trump’s career is undeniable. The sources paint a picture of a son who learned from his father’s example, absorbing his work ethic, his tough-minded approach to business, and his understanding of the power of political connections. Fred Trump’s legacy is evident in Donald’s relentless drive for success, his winner-take-all mentality, and his mastery of the art of the deal, all of which contributed to his rise to prominence in the world of real estate and, eventually, politics.

    A Chip off the Old Block: Fred Trump’s Business Practices and Donald Trump’s Entrepreneurial Style

    Fred Trump’s business practices had a significant impact on Donald Trump’s entrepreneurial approach. The sources suggest that Donald, through observing his father’s methods, adopted a similar style characterized by aggressive deal-making, a willingness to exploit loopholes, and a reliance on political connections to gain an advantage.

    “Honest Graft” and Pushing the Limits of Legality: Learning the Art of the Deal

    The sources describe Fred Trump as a shrewd businessman who was adept at navigating the complexities of government programs and exploiting loopholes for personal gain [1]. His involvement in the Federal Housing Administration (FHA) program, for instance, reveals a willingness to push the boundaries of legality to maximize profits. While he never faced criminal charges, Fred’s actions, such as inflating construction costs to receive higher subsidies, demonstrate a flexible interpretation of rules and regulations [1, 2]. Donald, exposed to these practices from a young age, seems to have inherited his father’s comfort with bending the rules.

    The Value of Political Connections: Cultivating Favorable Relationships

    Fred Trump also cultivated strong relationships with influential figures in Brooklyn’s Democratic Party machine [3]. He understood that political connections could be leveraged to secure favorable deals and overcome bureaucratic hurdles. The sources note his close ties to individuals like Abe Beame, who later became mayor of New York City, and his ability to obtain FHA contracts through connections [3]. Donald, observing his father’s success in this arena, adopted a similar approach, using his wealth and later his celebrity to gain access to powerful individuals and cultivate relationships that could benefit his business ventures [4, 5]. He recognized, as his father did, that political influence could often outweigh financial resources in securing advantageous deals.

    A Shared Appetite for Risk and Ambition: Embracing Bold Ventures

    Both Fred and Donald Trump displayed an appetite for risk and an ambition that fueled their entrepreneurial pursuits. Fred, for example, ventured into large-scale housing projects, such as Trump Village, despite lacking prior experience with such massive undertakings [6]. This willingness to take calculated risks, coupled with a determination to succeed, resonated with Donald. He too pursued ambitious projects, most notably his foray into Manhattan with the Commodore Hotel, even when financial experts and traditional lenders expressed skepticism [7, 8].

    A Complex Legacy: Embracing the Father’s Methods While Forging a Distinct Path

    While Donald Trump clearly learned from his father’s business practices, he also forged his own path, adapting Fred’s methods to the changing landscape of the real estate world. Fred’s focus was on providing affordable housing for working-class families in Brooklyn and Queens [9]. Donald, on the other hand, set his sights on luxury developments in Manhattan, targeting a wealthier clientele and seeking to elevate the Trump name into a symbol of opulence and success [10, 11]. This shift in focus reflects Donald’s desire to not just replicate his father’s achievements but to create a distinct legacy, one that reflected his own ambition and aspirations.

    In conclusion, the sources illustrate how Fred Trump’s business practices, characterized by shrewd deal-making, a pragmatic approach to rules and regulations, and a reliance on political connections, provided a model for Donald Trump’s own entrepreneurial approach. While Donald’s style evolved to reflect his own ambitions and the changing dynamics of the real estate world, the influence of his father’s methods and his tough-minded approach to business is evident throughout his career.

    The Making of a Showman: Trump’s Early Schooling and the Development of his Personality

    Donald Trump’s early schooling experiences, particularly his time at New York Military Academy (NYMA), played a crucial role in shaping his personality and contributed to his later success in the realms of business, entertainment, and politics. The sources suggest that his early education fostered in him a strong sense of competition, a focus on outward appearances and image, and a comfort with a hierarchical, authoritarian environment where strength and dominance were highly valued.

    Kew-Forest School: Early Signs of a Rebellious Nature

    Even at the private Kew-Forest School, which Trump attended in elementary school, he exhibited a rebellious streak and a disregard for authority, traits that would become hallmarks of his personality. He engaged in disruptive behavior, including throwing erasers at teachers and boasting about giving a teacher a black eye [1]. These early actions, along with sneaking into Manhattan and collecting switchblades [2], suggest a defiance of rules and a comfort with challenging established norms.

    New York Military Academy: Embracing Competition and Hierarchy

    Trump’s transfer to NYMA at the age of 13 marked a turning point in his development. This decision, made by his father in response to his unruly behavior [2], placed him in a highly structured and competitive environment that emphasized discipline, obedience, and a rigid hierarchy. Within this system, Trump thrived, rising to a leadership position and excelling in athletics [3, 4]. The sources indicate that this experience instilled in him a deep appreciation for competition, a winner-take-all mentality, and a belief in the importance of projecting strength and dominance.

    The Importance of Image and Public Perception

    Trump’s time at NYMA also appears to have nurtured his understanding of the power of image and public perception. The academy placed a high value on military bearing and outward appearances [4], teaching cadets to project confidence and a sense of superiority. Trump absorbed these lessons, developing a keen awareness of how to present himself to the world and cultivate a desired image. His later focus on personal branding, his flamboyant displays of wealth, and his obsession with media coverage all point to the influence of this early education.

    Ted Dobias: A Role Model of Strength and Masculinity

    Trump’s relationship with his NYMA coach and “drill sergeant” Ted Dobias further reinforced the importance of strength and masculinity in his worldview [5, 6]. Dobias, a former military officer, embodied the tough, authoritarian figure that Trump both respected and sought to emulate. Trump has often spoken of Dobias as a formative influence, crediting him with instilling in him a fighting spirit and teaching him how to “survive” in a challenging environment [5, 7].

    A Lasting Impact on Trump’s Approach to Life and Business

    These formative experiences at NYMA had a lasting impact on Trump’s approach to life and business. The competitive spirit he developed in this environment fueled his drive to succeed, while the emphasis on hierarchy and dominance shaped his leadership style and his belief in the need to be “tough” and “ruthless” to win [8]. The importance placed on outward appearances and public perception at NYMA also contributed to his later focus on personal branding and his mastery of the art of self-promotion.

    In conclusion, the sources highlight how Donald Trump’s early schooling, particularly his time at NYMA, significantly shaped his personality. This experience fostered in him a love of competition, a belief in the importance of projecting strength and dominance, and a keen understanding of the power of image and public perception. These traits, evident throughout his career in business, entertainment, and politics, can be traced back to the lessons learned and the values instilled during his formative years at a military academy.

    The Inheritance of a Business Philosophy: Fred Trump’s Influence on Donald Trump

    Fred Trump, a successful real estate developer in his own right, heavily influenced his son Donald’s business philosophy. The sources depict Donald as absorbing and adapting his father’s methods, creating a potent blend of inherited pragmatism and personal ambition.

    A Pragmatic Approach to Rules and Regulations

    Fred Trump was known for shrewdly navigating government programs, often pushing the limits of legality to maximize profits. For instance, while his involvement in the FHA program wasn’t criminal, he engaged in practices like inflating costs to secure higher subsidies [1-3]. This pragmatic approach to rules and regulations, viewing them as obstacles to be overcome rather than strict guidelines, appears to have been passed down to Donald.

    Evidence of this inheritance can be seen in Donald’s own dealings, such as his manipulation of zoning regulations for Trump Tower [4] and the questionable financial maneuver involving his father to avoid bond default at Trump Castle [5]. These examples suggest that Donald learned to view rules as flexible and open to interpretation, a perspective likely shaped by observing his father’s successes.

    The Currency of Political Connections

    Fred Trump understood the value of political connections in the real estate world. He cultivated relationships with influential figures in the Brooklyn Democratic machine, recognizing that these alliances could smooth the path for his projects and provide an edge over competitors. This was evident in his acquisition of FHA contracts [6] and his close relationship with Abe Beame, who later became mayor of New York City [7].

    Donald, witnessing his father’s strategic use of political connections, adopted a similar approach. He leveraged his wealth and burgeoning fame to gain access to powerful individuals, understanding that political influence could be as valuable as financial resources in securing advantageous deals [8]. This parallel suggests that Fred’s methods served as a blueprint for Donald’s own navigation of the political landscape.

    Hard Work as a Path to Success

    The sources portray Fred Trump as a tireless worker who instilled a strong work ethic in his children [9, 10]. He believed in earning success through dedication and effort, a principle he impressed upon Donald during their frequent trips to construction sites and property inspections. Donald absorbed this lesson, developing a similar commitment to hard work and persistence, traits that contributed to his ability to secure challenging deals and overcome obstacles in his career.

    The Killer Instinct

    Fred Trump, a product of his German immigrant upbringing, championed a “killer” instinct in business, urging his sons to be ruthless and dominant in their dealings [11]. While this approach proved challenging for Donald’s older brother Freddy, Donald embraced this philosophy, applying it to his negotiations and interactions with rivals. His confrontational style, his tendency to view business as a battlefield, and his unwavering focus on winning can be seen as extensions of his father’s teachings.

    Shaping a Distinct Path

    While Donald undeniably inherited core aspects of his father’s business philosophy, he also forged his own path, adapting these principles to his ambitions and the evolving real estate landscape. Fred concentrated on providing affordable housing for working-class families, primarily in Brooklyn and Queens [12]. Donald, however, set his sights on luxury developments in Manhattan, targeting a wealthier clientele and transforming the Trump name into a symbol of opulence and celebrity.

    This shift in focus, from practical housing to opulent high-rises, reflects Donald’s personal drive and aspirations, his desire to surpass his father’s achievements and create a distinct legacy. While the methods remained strikingly similar, the goals evolved to reflect Donald’s unique ambitions.

    A Legacy of Pragmatism and Ambition

    In conclusion, the sources depict Fred Trump’s business philosophy as a foundational element in Donald Trump’s approach to deal-making and entrepreneurship. Fred’s pragmatism, his emphasis on political connections, his dedication to hard work, and his belief in a “killer” instinct in business were all absorbed and adapted by Donald.

    While Donald refined these principles to fit his own ambitions and the changing dynamics of the real estate world, the influence of his father’s teachings is undeniable. The sources ultimately reveal a complex legacy, one where the son embraced the father’s methods while simultaneously striving to build a distinct and even more audacious empire.

    The Complex Relationship Between Fred Trump’s Business Practices and Government Officials

    Fred Trump’s business practices, particularly his use of government subsidies, had a significant impact on his relationships with government officials, leading to a mix of favoritism, scrutiny, and ultimately, a degree of alienation.

    • Early Success and Political Connections: Fred Trump’s initial success with government programs, especially the FHA, was facilitated by his close ties to powerful figures in the Brooklyn Democratic machine [1, 2]. These connections, often cemented through campaign contributions, allowed him to secure contracts and navigate bureaucratic hurdles with relative ease [3].
    • Senate Investigation and Public Scrutiny: Trump’s involvement in the FHA scandal, where he was accused of exploiting the program for personal gain, brought him unwanted attention from government investigators [4, 5]. While he wasn’t found guilty of any criminal wrongdoing, his testimony before the Senate banking committee exposed his questionable business practices and drew criticism from senators and President Eisenhower [4-6]. This episode marked a turning point in his relationship with government officials, leading to increased scrutiny and a loss of access to the FHA program [7].
    • The Lindenbaum Affair and Further Scrutiny: Fred Trump’s continued reliance on government subsidies for projects like Trump Village led to further scrutiny from government officials [3, 8]. The Lindenbaum affair, involving inflated legal fees charged to the city for Trump Village, revealed his willingness to manipulate systems for financial gain [3, 8]. This incident resulted in him being questioned by the New York State Commission of Investigation, further damaging his reputation and making it more difficult to secure government approvals for future projects [8-10].
    • Shifting Political Landscape and Loss of Influence: The changing political climate in New York City, marked by the election of reform-minded Mayor John Lindsay, further strained Fred Trump’s relationship with government officials [11]. Lindsay’s administration sought to curb political favoritism, making it more difficult for Trump to rely on his old connections [11]. This shift forced him to adapt his business strategies, focusing more on managing existing properties and training his son Donald to operate in a less politically driven environment [11-13].

    In essence, Fred Trump’s early success was fueled by his ability to leverage government programs and cultivate political connections. However, his aggressive pursuit of profits and his willingness to push ethical boundaries eventually led to scrutiny, scandal, and a degree of alienation from government officials. This trajectory highlights the complex and often precarious relationship between business interests and government power, particularly in the realm of real estate development.

    It is important to note that, while the sources provide a detailed account of Fred Trump’s business practices and their impact on his relationships with government officials, they offer limited insight into the specific perspectives and actions of those officials. Further research might be necessary to gain a more comprehensive understanding of their motivations and the extent to which they were influenced by Trump’s actions.

    How Donald Trump Leveraged Political Connections for Business Success

    The sources describe how Donald Trump, throughout his career, has strategically cultivated and utilized political connections to gain advantages in his business dealings, mirroring and expanding upon the practices of his father, Fred Trump.

    • Early Lessons and the Commodore Hotel: Trump learned the value of political influence from his father, who relied on connections within the Brooklyn Democratic machine to secure government contracts and navigate bureaucratic obstacles. Applying this lesson to his first major project, the Commodore Hotel renovation, Trump secured a crucial introduction to Mayor Abe Beame through his father. This connection, along with his relationship with influential power broker Roy Cohn, helped Trump secure favorable terms for the project, including tax abatements and city support for acquiring the property [1-3].
    • Campaign Contributions and Access to Power: Trump recognized that campaign contributions could provide access to key decision-makers. He donated generously to Governor Hugh Carey’s campaign, becoming one of the largest contributors [1]. This financial support likely facilitated Trump’s efforts to secure state funding for the Commodore project and cemented a relationship that proved beneficial in future endeavors. The sources indicate that Trump’s attorney, Roy Cohn, believed that campaign donations were a necessary “part of the game” for developers seeking government approvals, suggesting that Trump’s actions were part of a larger pattern of influence peddling within the real estate industry [4].
    • Navigating Bureaucracy and Tax Breaks: Trump, aided by his political allies, skillfully navigated the complex world of city and state bureaucracy to secure advantageous deals. For the Commodore Hotel, he secured an unusual tax break by having the state’s Urban Development Corporation own the property and lease it back to him, saving millions in taxes [5, 6]. This arrangement, facilitated by his connections within the city government, demonstrates his ability to use political influence to bend rules and secure favorable financial outcomes.
    • Influence Peddling and the “Trump Effect”: Trump’s reputation for political maneuvering and deal-making grew alongside his business ventures. He boasted that his name, attached to any project, instantly increased its value, a phenomenon he dubbed the “Trump Effect” [7]. This perceived influence stemmed in part from his cultivated political relationships, which gave the impression that he could expedite approvals and secure favorable terms. His willingness to use his wealth and notoriety to influence outcomes was noted by a journalist who observed Trump’s comment that Governor Carey “will do anything for a developer who gives him a campaign contribution” [1]. This statement, if accurately reported, suggests a transactional view of political relationships, where financial support is exchanged for favorable treatment.
    • The Limits of Political Influence: Despite his success in leveraging political connections, Trump also encountered limitations to this approach. His adversarial relationship with Mayor Ed Koch, stemming from a dispute over tax abatements for Trump Tower, demonstrated that even substantial political influence could be countered by a determined opponent [8, 9]. Trump’s later attempts to secure public funding for a stadium for his New Jersey Generals football team were also thwarted by Koch’s opposition [10]. These instances highlight the importance of navigating political relationships carefully and the potential consequences of alienating powerful individuals.

    In summary, the sources portray Donald Trump as a shrewd operator who effectively utilized political connections to advance his business interests. He learned from his father’s example, employing campaign contributions, personal relationships, and a willingness to push boundaries to gain access to powerful individuals and secure advantageous deals. While not always successful, his approach demonstrates a deep understanding of the transactional nature of political influence and its potential to shape the outcomes of real estate development projects.

    Fred Trump’s Lasting Influence on Donald Trump’s Real Estate Practices

    The sources highlight several key ways in which Fred Trump’s business practices shaped his son Donald’s approach to real estate:

    • The Importance of Political Connections: Fred Trump’s success in securing government contracts and subsidies through his connections with the Brooklyn Democratic machine demonstrated to his son the power of political influence in real estate development. Donald Trump witnessed firsthand how his father cultivated relationships with politicians and officials to gain favorable treatment. This early exposure likely influenced Donald’s own approach to business, leading him to prioritize building political connections and using them to advance his projects. For example, Donald secured crucial introductions to Mayor Abe Beame and other key figures through his father’s network while pursuing the Commodore Hotel project. [1]
    • Aggressive Pursuit of Government Subsidies: Fred Trump’s adeptness at leveraging government programs like the FHA and Mitchell-Lama, even if it involved pushing ethical boundaries, instilled in Donald a similar mindset. Donald adopted his father’s strategy of actively seeking government assistance and tax breaks to maximize profits, evident in his pursuit of tax abatements and state financing for the Commodore Hotel. [2-4] This approach reflects a shared belief that government resources are there to be exploited for personal gain, a view that became central to Donald’s business philosophy.
    • Focus on Profit and “Moral Larceny”: Fred Trump’s relentless focus on maximizing profits, as exemplified by his complex financial arrangements and willingness to cut corners, shaped Donald’s own approach to deal-making. Donald developed a reputation for seeking “moral larceny” in his deals, always looking for an edge or an extra layer of profit beyond what might be considered fair or ethical. [5] This attitude suggests a shared belief that success in real estate is measured primarily by financial gain, even if it comes at the expense of others.
    • Mastering the Art of Construction and Negotiation: Fred Trump’s hands-on approach to construction and his skillful negotiation tactics provided Donald with invaluable practical experience. Donald accompanied his father on site visits, observing how he interacted with contractors, tradesmen, and government officials. [6] This apprenticeship gave Donald a deep understanding of the construction process and honed his ability to negotiate favorable terms, skills that he would later apply to his own large-scale projects.
    • The Limits of Family Loyalty and the Drive for Success: While Fred initially favored his eldest son, Freddy, to succeed him, Freddy’s inability to embody the “killer” instinct that Fred valued led to Donald’s ascendance within the family business. [7, 8] Witnessing Freddy’s struggles likely reinforced in Donald the importance of embodying his father’s aggressive and ruthless approach to business. Donald’s relentless pursuit of success, even if it involved eclipsing his own brother, can be seen as a direct response to the expectations and values instilled by his father.

    However, it’s crucial to acknowledge that the sources primarily focus on Donald Trump’s perspective and actions. They offer limited insight into Fred Trump’s direct intentions or the extent to which he consciously mentored his son in these specific practices. It’s possible that Donald drew his own conclusions and interpretations from observing his father’s behavior.

    Despite this caveat, the sources paint a clear picture of how Fred Trump’s business practices, both positive and negative, served as a powerful blueprint for Donald Trump’s own approach to real estate. Donald inherited his father’s sharp deal-making skills, his understanding of construction, and his belief in the importance of political influence. However, he also adopted Fred’s more ethically questionable practices, such as exploiting government programs and prioritizing profit over fairness. This inheritance ultimately shaped Donald’s business persona and contributed to both his successes and his controversies in the world of real estate development.

    Fred Trump’s Lasting Influence on Donald Trump’s Real Estate Practices

    The sources highlight several key ways in which Fred Trump’s business practices shaped his son Donald’s approach to real estate:

    • The Importance of Political Connections: Fred Trump’s success in securing government contracts and subsidies through his connections with the Brooklyn Democratic machine demonstrated to his son the power of political influence in real estate development. Donald Trump witnessed firsthand how his father cultivated relationships with politicians and officials to gain favorable treatment. This early exposure likely influenced Donald’s own approach to business, leading him to prioritize building political connections and using them to advance his projects. For example, Donald secured crucial introductions to Mayor Abe Beame and other key figures through his father’s network while pursuing the Commodore Hotel project. [1]
    • Aggressive Pursuit of Government Subsidies: Fred Trump’s adeptness at leveraging government programs like the FHA and Mitchell-Lama, even if it involved pushing ethical boundaries, instilled in Donald a similar mindset. Donald adopted his father’s strategy of actively seeking government assistance and tax breaks to maximize profits, evident in his pursuit of tax abatements and state financing for the Commodore Hotel. [2-4] This approach reflects a shared belief that government resources are there to be exploited for personal gain, a view that became central to Donald’s business philosophy.
    • Focus on Profit and “Moral Larceny”: Fred Trump’s relentless focus on maximizing profits, as exemplified by his complex financial arrangements and willingness to cut corners, shaped Donald’s own approach to deal-making. Donald developed a reputation for seeking “moral larceny” in his deals, always looking for an edge or an extra layer of profit beyond what might be considered fair or ethical. [5] This attitude suggests a shared belief that success in real estate is measured primarily by financial gain, even if it comes at the expense of others.
    • Mastering the Art of Construction and Negotiation: Fred Trump’s hands-on approach to construction and his skillful negotiation tactics provided Donald with invaluable practical experience. Donald accompanied his father on site visits, observing how he interacted with contractors, tradesmen, and government officials. [6] This apprenticeship gave Donald a deep understanding of the construction process and honed his ability to negotiate favorable terms, skills that he would later apply to his own large-scale projects.
    • The Limits of Family Loyalty and the Drive for Success: While Fred initially favored his eldest son, Freddy, to succeed him, Freddy’s inability to embody the “killer” instinct that Fred valued led to Donald’s ascendance within the family business. [7, 8] Witnessing Freddy’s struggles likely reinforced in Donald the importance of embodying his father’s aggressive and ruthless approach to business. Donald’s relentless pursuit of success, even if it involved eclipsing his own brother, can be seen as a direct response to the expectations and values instilled by his father.

    However, it’s crucial to acknowledge that the sources primarily focus on Donald Trump’s perspective and actions. They offer limited insight into Fred Trump’s direct intentions or the extent to which he consciously mentored his son in these specific practices. It’s possible that Donald drew his own conclusions and interpretations from observing his father’s behavior.

    Despite this caveat, the sources paint a clear picture of how Fred Trump’s business practices, both positive and negative, served as a powerful blueprint for Donald Trump’s own approach to real estate. Donald inherited his father’s sharp deal-making skills, his understanding of construction, and his belief in the importance of political influence. However, he also adopted Fred’s more ethically questionable practices, such as exploiting government programs and prioritizing profit over fairness. This inheritance ultimately shaped Donald’s business persona and contributed to both his successes and his controversies in the world of real estate development.

    Exploiting Foreclosures: A Cornerstone of Fred Trump’s Business Strategy

    The sources illustrate how Fred Trump’s early business strategy centered on exploiting the foreclosure process to acquire properties at bargain prices, laying the foundation for his real estate empire.

    • Capitalizing on Distress: In the wake of the 1929 stock market crash and the subsequent economic depression, Fred Trump recognized the opportunities presented by the wave of foreclosures sweeping through Brooklyn. As homeowners struggled to make mortgage payments, Trump saw a chance to acquire properties at significantly reduced prices. This approach allowed him to amass a substantial portfolio of real estate with minimal upfront investment, capitalizing on the misfortune of others. [1]
    • Leveraging Information and Connections: Recognizing the need for an edge in the competitive foreclosure market, Trump developed a strategy that relied on information and political connections. He diligently tracked courthouse dockets and cultivated relationships with individuals within the Brooklyn Democratic Party machine who had access to inside information about impending foreclosures. This access allowed him to identify and target distressed properties before they were publicly listed, giving him a significant advantage over other investors. [1, 2]
    • The Lehrenkrauss & Co. Acquisition: Trump’s strategic approach is exemplified by his acquisition of the mortgage-servicing business of the bankrupt Lehrenkrauss & Co. He partnered with a politically connected individual, Jacob Demm, and secured the contract through a combination of embellished qualifications and political maneuvering. [2] Control of this business provided Trump with valuable information about struggling homeowners, allowing him to target properties nearing foreclosure and acquire them before they hit the open market. This acquisition proved pivotal in establishing his foothold in the Brooklyn real estate market. [3]
    • Building a Foundation for Future Success: Trump’s exploitation of the foreclosure process laid the groundwork for his future success in real estate development. By acquiring properties at discounted prices, he minimized his initial investment and maximized his potential for profit. The capital accumulated through these early deals allowed him to expand his operations, eventually securing government contracts and building large-scale housing projects. This trajectory highlights how Trump’s early focus on exploiting a distressed market enabled him to accumulate the resources necessary to transition into a major real estate developer.

    It’s important to note that the sources primarily detail Fred Trump’s actions and strategies without explicitly delving into his motivations or ethical considerations. While his approach to acquiring properties through foreclosure proved highly effective, it also relied on capitalizing on the financial struggles of others during a period of widespread economic hardship.

    The Mitchell-Lama Program’s Role in Fred Trump’s Business

    The sources indicate that the Mitchell-Lama program, established in 1955, played a critical role in Fred Trump’s real estate ventures, providing him with access to government subsidies and tax breaks that allowed him to develop large-scale housing projects, most notably Trump Village.

    • Shifting Strategies in Response to Scandal: After facing scrutiny for his business practices related to the Federal Housing Administration (FHA) program in the 1950s, Fred Trump turned to the Mitchell-Lama program as an alternative avenue for securing government support for his developments. This shift suggests that he recognized the need to adapt his strategies in response to political and public scrutiny while still seeking to benefit from government assistance.
    • Exploiting Mitchell-Lama for Profit and Growth: The Mitchell-Lama program offered developers low-interest loans, tax exemptions, and a guaranteed profit margin. Fred Trump seized this opportunity, using the program to develop Trump Village, a massive 3,700-unit apartment complex in Brooklyn. This project marked a significant expansion in the scale of Trump’s operations, demonstrating the program’s enabling role in his pursuit of larger and more ambitious developments.
    • Trump Village: A Showcase and a Headache: Trump Village became both Fred Trump’s “crowning achievement” and a source of future problems. The project provided his son, Donald, with firsthand experience in navigating the complexities of large-scale development, including managing government officials, politicians, and contractors. However, the project also attracted scrutiny from state officials, who investigated Trump’s methods for acquiring the land and securing government support. This investigation revealed a pattern of manipulation and political maneuvering that mirrored Fred Trump’s earlier dealings with the FHA, highlighting the ethical complexities associated with his pursuit of government subsidies.
    • The Limits of Mitchell-Lama and the Rise of Donald: The sources suggest that the scrutiny surrounding Trump Village, along with broader political shifts in New York City, made it increasingly difficult for Fred Trump to rely on the Mitchell-Lama program for future projects. As his access to this source of government support dwindled, he shifted his focus to training his son, Donald, to take over the family business. This transition marked a pivotal moment in the Trump family’s real estate dynasty, with Donald inheriting his father’s knowledge, connections, and willingness to push boundaries in pursuit of profit.

    Overall, the Mitchell-Lama program served as a crucial stepping stone in Fred Trump’s career, enabling him to expand his operations and develop large-scale housing projects. However, his approach to the program, characterized by a focus on maximizing profit and leveraging political connections, ultimately attracted scrutiny and contributed to a shift in his business strategies. This experience likely informed his son’s subsequent approach to real estate development, shaping Donald Trump’s understanding of the power of political influence and the potential for exploiting government programs to achieve financial success.

    Profits from Distress: Fred Trump and the Lehrenkrauss & Co. Bankruptcy

    The sources describe how Fred Trump strategically capitalized on the bankruptcy of Lehrenkrauss & Co., a prominent Brooklyn mortgage company, to gain a foothold in the real estate market during the Great Depression. [1-3]

    • Targeting a Vulnerable Company: In the early 1930s, Lehrenkrauss & Co., once a trusted institution for German immigrants seeking to invest their savings, faced financial ruin due to the economic downturn. [1] Fred Trump, recognizing the opportunity presented by their collapse, focused his attention on acquiring a valuable asset from the bankrupt company – its mortgage-servicing business. This business managed mortgage payments from homeowners and held the potential for generating steady income. [2]
    • Strategic Partnership and Political Maneuvering: To enhance his chances of securing the mortgage-servicing business, Trump partnered with William Demm, another Queens-based bidder. [3] They understood that winning the bid required navigating the complexities of the bankruptcy process and outmaneuvering competitors, including the well-established Home Title Guarantee company. [2] Trump and Demm strategically engaged with a group of Lehrenkrauss investors who feared losing any remaining value in the company. [3] They recognized the emotional vulnerability of these investors and offered a shrewd deal – promising to sell the mortgage-servicing business back to them for a nominal profit if Lehrenkrauss ever recovered. [3] This tactic effectively secured the investors’ endorsement, swaying the court in favor of Trump and Demm’s bid. [3]
    • Accessing Crucial Information: Acquiring the Lehrenkrauss mortgage-servicing business provided Trump with a trove of valuable information about Brooklyn homeowners and their financial situations. [4] He gained access to detailed records revealing which homeowners were delinquent on their mortgage payments and which properties were facing imminent foreclosure. [4] Armed with this knowledge, Trump could strategically target these distressed properties, offering to purchase them before they were publicly listed or went through the formal foreclosure process. This informational advantage gave him the ability to acquire properties at significantly reduced prices, laying the foundation for his future real estate success. [4]
    • Building an Empire from Distress: The Lehrenkrauss acquisition proved pivotal in Trump’s early career, demonstrating his shrewdness in exploiting a distressed market. He capitalized on the financial misfortune of others, leveraging information and political connections to secure a deal that propelled his entry into the Brooklyn real estate scene. The profits generated from these undervalued properties, acquired through his access to foreclosure information, allowed him to expand his operations, eventually leading to the development of large-scale housing projects that would define his legacy.

    The sources offer a glimpse into Fred Trump’s opportunistic approach to business, highlighting his willingness to capitalize on the vulnerabilities created by the Great Depression to amass wealth and establish his real estate empire. While the sources primarily detail his actions and strategies, they also raise questions about the ethical implications of profiting from the financial struggles of others during a period of widespread economic hardship.

    A Killer’s Success: How Fred Trump’s Business Practices Shaped Donald’s View

    The sources suggest that Donald Trump’s understanding of success was deeply influenced by his father, Fred Trump’s, business practices, which emphasized ruthlessness, ambition, and a constant drive to “win” at all costs.

    • A “Killer King” Mentality: Fred Trump instilled a highly competitive mindset in his children, particularly his sons. He repeatedly told them to “be a killer” in business [1], emphasizing aggression and dominance as essential traits for success. This philosophy likely shaped Donald Trump’s view that the world is a zero-sum game where one must constantly fight to come out on top [2]. His admiration for individuals like Roy Cohn, the notorious lawyer known for his aggressive tactics [3], further reinforces this perspective.
    • Exploiting Opportunities, Regardless of Ethics: Fred Trump’s career was marked by a willingness to exploit opportunities presented by the misfortune of others, as seen in his strategic use of foreclosures and bankruptcies to acquire properties at bargain prices. His acquisition of the Lehrenkrauss & Co. mortgage-servicing business exemplifies this approach, as he capitalized on the company’s collapse during the Great Depression to gain valuable information about distressed homeowners [our conversation]. Donald Trump appears to have inherited this pragmatic, profit-driven approach, demonstrating a similar willingness to push ethical boundaries in pursuit of financial gain, as evidenced by his dealings with the Mitchell-Lama program and his tendency to exaggerate claims about his wealth and success [4-6].
    • The Importance of Public Image and Showmanship: Fred Trump, though often described as frugal and detail-oriented, also understood the power of public image. He employed showy tactics like using bathing beauties at a demolition event to attract attention to his projects [3]. Donald Trump took this lesson to heart, cultivating a flamboyant persona and becoming a master of self-promotion [7]. He recognized the value of celebrity and media attention in amplifying his success and building his brand [8, 9], even if it meant courting controversy.
    • Hard Work as a Path to Pleasure: While Fred Trump’s business practices might be seen as cutthroat, he genuinely enjoyed the process of building his empire and instilled a strong work ethic in his son. Donald Trump learned from his father that a life of ambition and hard work could be pleasurable [10]. This perspective likely contributed to Donald Trump’s relentless drive and his tendency to approach all aspects of life as a competition to be won.
    • Learning from Failure, But Never Admitting Defeat: Fred Trump faced setbacks throughout his career, including the scrutiny surrounding his FHA dealings and the defeat of his Trump City project [11, 12]. However, he consistently bounced back, demonstrating resilience and a refusal to accept defeat. Donald Trump seems to have inherited this trait, navigating multiple bankruptcies and scandals while maintaining an unwavering belief in his own success [13, 14]. He learned from his father’s experiences that losses are inevitable but should never be seen as permanent obstacles to achieving one’s goals.

    While Donald Trump developed his own distinctive style and approach, the sources clearly suggest that his father’s business practices and worldview played a formative role in shaping his understanding of success. The emphasis on ruthlessness, ambition, and a relentless pursuit of victory, often at the expense of others, permeates Donald Trump’s approach to business and life.

    Foundations of Fortune: Factors Contributing to Fred Trump’s Wealth

    The sources highlight several key factors that contributed to Fred Trump’s accumulation of wealth:

    • Exploiting Depressed Markets: Fred Trump’s early career coincided with the Great Depression, a period of widespread economic hardship. He shrewdly recognized the opportunities presented by this downturn, particularly in the distressed real estate market. His acquisition of the Lehrenkrauss & Co. mortgage-servicing business allowed him to gain an informational advantage, identifying and acquiring properties facing foreclosure at significantly reduced prices [our conversation]. This strategy laid the foundation for his wealth, enabling him to amass a portfolio of properties at a time when many others were struggling to stay afloat.
    • Mastering Government Programs and Subsidies: Fred Trump skillfully navigated government programs to secure funding and support for his projects. Initially, he benefited from the Federal Housing Administration (FHA) program, but later shifted to the Mitchell-Lama program after facing scrutiny for his practices [our conversation]. His ability to leverage these programs, often through political connections and a willingness to push ethical boundaries, allowed him to develop large-scale housing projects like Trump Village, generating substantial profits and solidifying his position in the market.
    • Focusing on the Working Class: Fred Trump recognized the demand for affordable housing among working-class New Yorkers. He catered to this market segment, building and renting apartments in Brooklyn and Queens. While his son, Donald, would later transition to luxury developments, Fred Trump’s success stemmed from providing housing to a large and consistent market segment. His focus on practicality and affordability allowed him to maintain high occupancy rates and generate steady income.
    • Hard Work and Discipline: Fred Trump was known for his relentless work ethic and attention to detail. He personally oversaw all aspects of his business, from construction to property management. This hands-on approach, combined with his commitment to controlling costs, enabled him to maximize profits and minimize waste. He instilled this work ethic in his children, particularly Donald, who learned that success required constant effort and a willingness to immerse oneself in the details.
    • Conservative Financial Strategy: Despite his ambition and willingness to take risks, Fred Trump maintained a relatively conservative financial strategy. He prioritized long-term investments, focusing on generating steady income from rental properties rather than pursuing quick profits through speculation. This approach provided stability and allowed him to weather economic fluctuations, ensuring the continued growth of his wealth.

    It is important to note that while these factors contributed to Fred Trump’s financial success, the sources also suggest a pattern of ethically questionable practices. His willingness to exploit loopholes in government programs and profit from the misfortune of others during difficult economic times raises questions about the social costs associated with his wealth accumulation.

    The Trump Family Code: Qualities Emphasized by Fred Trump

    The sources consistently portray Fred Trump as a demanding patriarch who instilled specific values in his children, particularly his sons, aiming to shape them into successful and competitive individuals. These emphasized qualities include:

    1. Hard Work and Ambition

    Fred Trump believed that hard work was paramount to success. He led by example, rarely taking a day off and working from home almost every night [1]. He instilled this work ethic in his children, taking them on “rounds” to construction sites and emphasizing the importance of ambition, discipline, and hard work [1]. This emphasis on work as a source of pleasure is also highlighted in our previous conversation, noting that Donald learned that “a life of ambition and hard work could be pleasurable” from his father.

    2. Ruthless Competitiveness

    Fred Trump championed a “killer” instinct in his sons, repeatedly urging them to be ruthless in their business dealings [2]. He viewed the business world as a fierce competition where one must dominate to succeed. This mentality, as discussed in our previous conversation, likely shaped Donald’s “killer king” perspective and his view of success as a zero-sum game. Fred’s admiration for Roy Cohn, a notoriously aggressive lawyer, further reinforced this value [3].

    3. Resilience and Refusal to Accept Defeat

    Despite facing setbacks in his career, Fred Trump consistently bounced back, refusing to be defeated. This resilience, as we discussed earlier, became a defining characteristic for Donald, who learned to navigate bankruptcies and scandals without admitting defeat. Fred’s ability to recover from failures like the scrutiny surrounding his FHA dealings and the defeat of his Trump City project served as a powerful lesson for his son [our conversation].

    4. Practicality and a Focus on Profitability

    Fred Trump, though capable of showy displays like using bathing beauties for publicity [3], was fundamentally a practical businessman. He prioritized long-term investments, generating steady income from affordable housing for the working class, rather than chasing speculative ventures [our conversation]. This emphasis on practicality and profitability over extravagance likely influenced Donald’s early career choices, as he initially focused on developing similar housing projects before transitioning to luxury developments.

    5. Loyalty and Obedience to the Family Code

    The Trump family adhered to a strict code that emphasized obedience and loyalty. This code, enforced by Fred upon his return home each evening, prohibited coarse language and between-meal snacks, demanding compliance from all his children [1]. While the sources do not elaborate on the consequences of breaking the code, it likely created a hierarchical family structure where Fred’s authority was paramount. This emphasis on loyalty is echoed in Donald’s later reflections on his brother Freddy’s death, where he seemingly criticizes his brother for not being a “killer” and failing to defend himself, ultimately framing it as a “fatal mistake” [4].

    While Fred Trump clearly emphasized these qualities in his children, their individual responses varied. Maryanne pursued a successful legal career, Elizabeth opted for a more traditional path, and Robert found success in business but without his father’s domineering drive. Fred Jr., unable to embody his father’s ideal, struggled to meet his expectations. Donald, however, embraced these values, becoming the “old man’s boy” and ultimately exceeding even Fred’s ambitions [5].

    Cultural and Economic Forces Shaping Donald Trump’s Early Life

    Donald Trump’s early life was shaped by a confluence of cultural and economic factors prevalent in post-World War II America. These forces, intertwined with his family background and his father’s business practices, played a significant role in shaping his values, worldview, and approach to success.

    Post-War Prosperity and the American Dream

    • A Time of Unprecedented Growth: Trump was born in 1946, at the dawn of an era of unprecedented economic prosperity in the United States. The country emerged from World War II as a global superpower with a thriving industrial sector and a rapidly expanding middle class [1]. This period of growth fueled the American Dream, the idea that anyone, through hard work and determination, could achieve success and upward mobility.
    • The Rise of Mass Media and Celebrity Culture: Alongside this economic boom, the mass media underwent a period of significant expansion. The rise of television, radio, and mass-circulation magazines created a new landscape where image and celebrity became increasingly important [2]. Trump’s early exposure to this evolving media landscape, particularly through his father’s use of public relations tactics and his own interest in showmanship, likely instilled in him an understanding of the power of publicity and self-promotion.

    The Second Gilded Age

    • Echoes of a Bygone Era: The post-war economic boom created a new class of wealthy individuals, mirroring the opulence and inequality of the Gilded Age, a period in the late 19th century marked by concentrated wealth and lavish displays of luxury [2]. The sources draw parallels between Trump and figures like J.P. Morgan and the Vanderbilts, highlighting the similarities in their pursuit of wealth and their influence on American culture.
    • Materialism and the Pursuit of Success: The sources suggest that the cultural values of this period, particularly the emphasis on material wealth as a marker of success, deeply influenced Trump. The sources note that his pursuit of success was largely defined by “cash” [3], reflecting a broader societal trend where financial achievement became a dominant measure of worth.
    • The “Me Decade” and Self-Promotion: The 1970s, the decade in which Trump came of age, was characterized by a focus on individualism and self-promotion, a cultural shift that writer Tom Wolfe dubbed the “Me Decade” [4]. This cultural milieu encouraged self-expression and a rejection of traditional norms, fostering an environment where Trump’s flamboyant persona and aggressive self-promotion could thrive.

    Donald Trump’s Interpretation of these Forces

    • A “Winner-Take-All” Mentality: Trump’s worldview appears to have been shaped by a belief that success is a zero-sum game. His father’s emphasis on being a “killer” in business, coupled with his own observations of power dynamics in the real estate industry and the broader culture, reinforced this perspective [5, 6].
    • Exploiting Opportunities, Regardless of Ethics: The sources, as discussed in our previous conversations, suggest that both Fred and Donald Trump were willing to push ethical boundaries to achieve their goals. Fred’s exploitation of government programs and distressed markets [our conversation] and Donald’s tendency to exaggerate his wealth and make bold claims, even when lacking factual basis, demonstrate a shared pragmatism that prioritizes profit over strict adherence to rules.
    • Embracing Media Attention and Celebrity: Trump’s early understanding of the power of media attention, cultivated through his father’s public relations tactics and his own experiences with the press [7], positioned him to thrive in a culture increasingly obsessed with celebrity. He leveraged his persona and his ability to generate controversy to build his brand and amplify his success.

    The sources suggest that while Donald Trump’s personality and choices played a role in his trajectory, his early life was significantly shaped by the cultural and economic forces of post-war America. The prosperity and social mobility of the era, coupled with the rise of mass media and a culture that increasingly valued image and celebrity, created an environment where his ambition, showmanship, and willingness to push boundaries could flourish.

    The Impact of Roy Cohn: Mentor, Fixer, and Model for Donald Trump

    The sources portray Roy Cohn as a deeply influential figure in Donald Trump’s early life, serving as a mentor, legal counsel, and, perhaps most importantly, a model for navigating the world of New York power and influence.

    • Early Connection: Trump’s introduction to Cohn occurred at a time when he was facing his first major legal challenge: a housing discrimination lawsuit filed against the Trump Organization by the federal government in 1973 [1]. This encounter would mark the beginning of a long and impactful relationship, shaping Trump’s approach to legal battles and his understanding of power dynamics in New York.
    • Mastering the Art of the Counterattack: Cohn, known for his aggressive legal tactics, instilled in Trump the importance of going on the offensive, a strategy that would become a hallmark of Trump’s approach to business and, later, politics. Cohn advised Trump to file a countersuit for $100 million, a move that, while ultimately unsuccessful, demonstrated a refusal to back down and a willingness to use legal action as a weapon [2, 3].
    • Weaponizing Public Relations: Beyond legal strategy, Cohn also taught Trump the value of manipulating public perception through media. Cohn orchestrated press conferences, framing the lawsuit as an attack on the Trump Organization by “irresponsible” government officials and employing inflammatory language to discredit his opponents [2, 3]. This approach, emphasizing public image and aggressive rhetoric over factual accuracy, would become a consistent feature of Trump’s career.
    • Navigating the Corridors of Power: Cohn, with his vast network of connections and his deep understanding of New York’s power structures, provided Trump with access to a world of influence that would have otherwise been difficult to penetrate. Cohn connected Trump with key figures in politics, business, and media, facilitating deals, smoothing over controversies, and solidifying Trump’s position as a rising force in New York [1, 4-6].
    • A Model of Ruthless Ambition: Beyond practical advice and connections, Cohn’s own personality and approach to success profoundly impacted Trump. Cohn, described as the “ultimate wheeler-dealer attorney” [7], embodied the ruthless ambition and win-at-all-costs mentality that Fred Trump had instilled in his son. Cohn’s willingness to push ethical boundaries, exploit legal loopholes, and use his connections for personal gain served as a powerful example for Trump, reinforcing his belief that success required a willingness to operate outside conventional norms.
    • The Limits of Loyalty: Despite their close relationship, the sources suggest that Trump ultimately prioritized his own interests over loyalty to Cohn. As Cohn’s health declined due to AIDS, Trump distanced himself from his former mentor, seeking legal counsel elsewhere and seemingly avoiding association with Cohn’s illness [8, 9]. While they eventually reconciled, Trump’s actions during this period highlight the transactional nature of their relationship and his pragmatism when it came to protecting his image and reputation.

    The sources strongly suggest that Roy Cohn played a pivotal role in shaping Donald Trump’s early life, providing him with the tools, connections, and, perhaps most importantly, the model for achieving success in the cutthroat world of New York business and politics. Trump learned from Cohn to weaponize the law, manipulate public perception, and prioritize self-interest above all else. These lessons, combined with his father’s emphasis on hard work and ruthlessness, formed the foundation of Trump’s approach to business and would ultimately influence his entry into the world of politics.

    Trump and the Wollman Rink: A Public Relations Triumph

    Donald Trump’s involvement in the reconstruction of Wollman Rink in Central Park, while seemingly a minor episode in his career, holds significant weight as a prime example of his ability to manipulate public perception and leverage his growing fame for political gain. The sources emphasize the event’s importance as a turning point in Trump’s public image, showcasing his deal-making prowess and framing him as a problem-solver capable of succeeding where government bureaucracy had failed.

    • A City Embarrassment: The Wollman Rink, closed for renovations since 1980, had become a symbol of government incompetence. Repeated delays and cost overruns plagued the project, leaving New Yorkers frustrated and city officials searching for a solution. This situation presented Trump with a unique opportunity to capitalize on public sentiment and position himself as a savior.
    • Seizing the Initiative: Trump, recognizing the political capital to be gained from rescuing the beleaguered project, wrote to Mayor Ed Koch in 1986, offering to complete the rink’s reconstruction at his own expense and operate it afterwards. This bold move, presented as an act of civic generosity, garnered significant media attention and placed pressure on Koch to accept.
    • Public Relations Masterstroke: Trump effectively framed his involvement as a contrast between his own efficiency and the city’s bureaucratic ineptitude. The media, eager for a story of private-sector success against government failure, largely embraced this narrative, amplifying Trump’s claims and further embarrassing the Koch administration.
    • Outmaneuvering Koch: While Koch initially resisted Trump’s offer to operate the rink, he ultimately relented, facing public pressure and recognizing the potential political fallout from further delays. This concession, though minor in itself, served as a public victory for Trump, reinforcing his image as a decisive leader capable of cutting through red tape and getting things done.
    • Delivering on the Promise: Trump, relying on his connections and business acumen, completed the rink’s reconstruction ahead of schedule and under budget, further solidifying his public image as a competent manager. He hired HRH Construction, a firm eager to secure future work on Trump’s proposed development of the Penn Central rail yards, and secured no-interest financing from Chase Manhattan Bank, demonstrating his ability to leverage relationships for strategic advantage.
    • A Calculated Power Play: Trump’s actions, though seemingly altruistic, were calculated to advance his own interests. He publicly criticized Koch, portraying the mayor as ineffective and out of touch, and appointed Tony Gliedman, a former city official who had opposed Trump’s tax abatement for Trump Tower, to oversee the rink’s renovation. These moves, calculated to humiliate his opponents and demonstrate his control, highlighted Trump’s willingness to use his newfound power for personal gain.
    • Amplifying His Fame: The Wollman Rink episode marked a turning point in Trump’s public image. The media, eager for stories of success and conflict, provided extensive coverage, elevating Trump from a prominent businessman to a public figure with a national profile. He effectively capitalized on this exposure, further promoting his brand and positioning himself for future ventures, including potential forays into politics.

    The sources highlight the Wollman Rink project as a pivotal moment in Donald Trump’s early career, demonstrating his shrewd understanding of public relations and his ability to manipulate public perception for personal gain. While the project itself was relatively small in scale, its impact on Trump’s image and reputation was significant. It solidified his persona as a deal-maker, a problem-solver, and a powerful figure capable of challenging the status quo, laying the groundwork for his future ambitions and his eventual entry into the political arena.

    The Media’s Role in Constructing the Trump Image

    The sources highlight the critical role of the media in shaping and amplifying Donald Trump’s public image. From his early days as a real estate developer in New York, Trump recognized the power of publicity and cultivated a symbiotic relationship with the press, understanding that celebrity equates to power. This relationship, while often contentious, provided Trump with a platform to promote his brand, shape public perception, and ultimately achieve a level of fame and notoriety that transcended the business world and propelled him into the political arena.

    • Early Embrace of Publicity: Trump’s fascination with media attention can be traced back to his childhood. The sources note an incident where Trump, as a young athlete, arranged for his name to be included in a local newspaper report on a baseball game [1]. This early experience instilled in him an appreciation for the power of fame and its ability to elevate even seemingly insignificant events [1]. He learned that publicity could create an image of success, regardless of underlying reality.
    • Mastering the Art of Media Manipulation: As Trump entered the world of New York real estate, he honed his media skills, learning from his mentor Roy Cohn to use the press to his advantage. Cohn, known for his aggressive and often unethical tactics, taught Trump to weaponize public relations, framing narratives, discrediting opponents, and controlling the flow of information (as discussed in our previous conversation).
    • Cultivating a Symbiotic Relationship with Reporters: Trump understood that reporters, often working under tight deadlines and seeking sensational stories, could be easily manipulated. He provided them with a steady stream of quotes, interviews, and photo opportunities, ensuring his name remained in the headlines [2, 3]. He became a master of “truthful hyperbole,” exaggerating his accomplishments and making bold claims to attract attention [4]. This approach, combined with his flamboyant personality and lavish lifestyle, made him a media darling, particularly for the tabloid press [4].
    • Exploiting the Celebrity Economy: Trump recognized that celebrity itself was a form of currency that could be leveraged for financial and political gain. He consciously cultivated a larger-than-life persona, appearing on talk shows, hosting Saturday Night Live, and starring in his own reality TV show, The Apprentice [5-7]. These ventures further amplified his fame, making him a household name and blurring the lines between businessman, entertainer, and public figure [6, 8].
    • The Trump Brand: Through his mastery of media manipulation, Trump created a powerful personal brand synonymous with wealth, ambition, and success [8, 9]. This brand, while often criticized for its vulgarity and self-promotion [8], proved remarkably resilient, weathering financial setbacks and personal scandals [10, 11].
    • The Downside of Fame: Trump’s reliance on media attention also created vulnerabilities. His exaggerated claims and penchant for controversy made him a target for criticism and ridicule, particularly from satirists and comedians [12]. His personal life became tabloid fodder, particularly during his highly publicized divorce from Ivana Trump [13-15]. These scandals, while damaging to his reputation, paradoxically fueled his celebrity, making him even more recognizable [16].
    • The Birther Movement and the Rise of Political Power: In the 2010s, Trump’s media savvy and penchant for controversy would propel him into the political arena. His embrace of the “birther” conspiracy theory, questioning President Obama’s birthplace, garnered significant attention from right-wing media outlets like Fox News [17, 18]. He skillfully used these platforms to amplify his message and cultivate a following among those receptive to his brand of populist rhetoric [19].
    • A Media-Driven Candidacy: Trump’s 2016 presidential campaign was a masterclass in media manipulation. He dominated news cycles, generating a constant stream of headlines with his provocative statements and Twitter pronouncements [20]. His celebrity status and existing media relationships provided him with an unprecedented level of free publicity [21], allowing him to bypass traditional campaign strategies and connect directly with voters through social media and rallies.

    The sources make it clear that the media played a central role in constructing and amplifying Donald Trump’s public image. From his early days as a real estate developer to his eventual entry into politics, Trump understood the power of publicity and skillfully manipulated the press to his advantage. He cultivated a symbiotic relationship with reporters, providing them with sensational stories while using their platforms to promote his brand, shape public perception, and ultimately achieve a level of fame and notoriety that few could rival. This mastery of media manipulation, combined with his larger-than-life persona and penchant for controversy, laid the foundation for his political success and his lasting impact on American culture.

    Impact of Personal Life Coverage on Trump’s Business

    The sources, while offering a comprehensive exploration of Trump’s relationship with the media, do not provide a direct analysis of how media coverage of his personal life specifically affected his business ventures. However, they do offer insights into the intertwined nature of Trump’s public and private personas, his reliance on celebrity as a business strategy, and the potential downsides of fame.

    • Public and Private Personas: The sources suggest a blurred boundary between Trump’s business dealings and his personal life. He frequently leveraged his celebrity status, gained through media exposure, to promote his business ventures [1-3]. This blurring of lines meant that negative coverage of his personal life, such as the highly publicized divorce from Ivana Trump, inevitably impacted his carefully constructed public image [4-7].
    • Celebrity as Business Strategy: Trump understood the power of fame and its ability to generate attention and attract customers [1, 8, 9]. He actively sought media coverage, often resorting to exaggeration and controversy to maintain a constant presence in the headlines [10-13]. This strategy, while successful in building his brand, made him vulnerable to negative publicity stemming from his personal life [14, 15].
    • The Donald Discount: The sources note that Trump’s tendency to over-promise and under-deliver, coupled with negative publicity surrounding his personal life, led to what some analysts termed the “Donald discount” [16]. This discount reflected the market’s skepticism towards Trump’s claims and its recognition of the potential risks associated with his brand.
    • Loss of Partnerships: While the sources do not directly link specific business losses to negative personal life coverage, they do mention instances where Trump’s actions and public image led to the termination of partnerships. For example, in 2015, several companies, including NBC, Univision, Macy’s, and Serta, severed ties with Trump due to his inflammatory remarks about Mexican immigrants [17]. While this incident is political in nature, it illustrates the potential for Trump’s public persona, shaped in part by media coverage of his personal life, to negatively impact his business relationships.

    While the sources do not provide concrete examples of media coverage of Trump’s personal life directly causing business failures or financial losses, they do suggest a strong correlation between his carefully cultivated public image and his business success. The negative publicity stemming from his personal life, particularly his marital troubles, likely contributed to the “Donald discount” and could have indirectly affected his ability to secure partnerships and maintain a positive brand image.

    Trump’s Personal Life and Public Image in the 1990s

    During the 1990s, Trump’s personal life, particularly his highly publicized divorce from Ivana Trump and his relationship with Marla Maples, significantly impacted his public image. The media frenzy surrounding his marital troubles, fueled by Trump’s own penchant for publicity and his willingness to engage with the tabloid press, shifted public perception of him from a successful businessman to a symbol of excess, infidelity, and scandal.

    • Shift from Business Icon to Tabloid Fixture: Prior to the 1990s, media coverage of Trump primarily focused on his business ventures, portraying him as a bold, ambitious, and successful developer. However, as his marital problems became public, the focus shifted, with tabloids like the New York Post and the Daily News extensively covering the details of his infidelity, divorce proceedings, and subsequent relationship with Maples [1]. This shift in coverage coincided with a broader trend in American media towards sensationalism and a growing appetite for celebrity gossip [2].
    • Fueling the Media Frenzy: While many public figures would have sought to minimize the damage from such scandals, Trump actively engaged with the media, providing quotes, granting interviews, and even bragging about his relationship with Maples [1, 3]. This willingness to participate in the media circus further amplified the coverage, turning his personal life into a form of public entertainment.
    • Impact on the Trump Brand: The extensive coverage of Trump’s personal life had a significant impact on his carefully cultivated brand. While he had previously been seen as a symbol of success and wealth, the scandals tarnished his image, associating his name with infidelity, betrayal, and personal turmoil [4]. This negative association likely contributed to what analysts dubbed the “Donald discount,” a reflection of the market’s skepticism towards Trump’s claims and his perceived unreliability [5].
    • Public Backlash: The public’s reaction to Trump’s behavior was largely negative. Many viewed him as a symbol of 1980s excess and greed, and his marital infidelity further reinforced this perception. His public image suffered, particularly among those who valued traditional family values and marital fidelity [6].
    • Trump’s Response: Despite the negative publicity, Trump remained committed to his belief in the value of publicity, arguing that even bad press was good for business [1]. He continued to cultivate relationships with gossip columnists and tabloid reporters, using them as a platform to promote his version of events and maintain his presence in the public eye.
    • Enduring Image of the “Playboy Billionaire”: The media’s portrayal of Trump’s personal life during the 1990s solidified a public image that would follow him throughout his career – that of the “playboy billionaire,” known for his wealth, his flamboyant lifestyle, and his string of relationships with beautiful women. This image, while initially damaging to his reputation, would eventually become part of his brand, contributing to his enduring celebrity and his eventual political success.

    The sources suggest that Trump’s personal life played a significant role in shaping his public image during the 1990s. The media’s relentless focus on his marital troubles, fueled by his own willingness to engage in the tabloid spectacle, tarnished his image, associating his name with scandal and infidelity. This negative publicity, while potentially damaging to his business interests, also contributed to his enduring celebrity, solidifying an image of the “playboy billionaire” that would become a key part of his public persona.

    Donald Trump’s Media Strategies for Personal and Professional Gain

    The sources depict Donald Trump as a master of using the media to further his personal and professional goals. He recognized early on that media attention, even negative attention, held significant power and he consistently leveraged it to build his brand, shape public perception, and ultimately achieve his ambitions. Here are some of the key strategies he employed:

    Early Recognition of Media Power

    • Creating a Narrative of Success: Even as a youth, Trump understood that media coverage could create a public perception of achievement. The sources describe an instance where he, as a young athlete, ensured his name appeared in a local newspaper report about a baseball game [1]. This experience highlighted how publicity, regardless of the actual feat, could shape public image.

    Cultivating and Manipulating Media Relationships

    • Providing a Constant Stream of Content: Trump understood that reporters, especially those in fast-paced news environments, needed a steady flow of stories. He became a reliable source, providing quotes, interviews, and photo opportunities, ensuring his name stayed in the headlines [2, 3]. This approach turned him into a media fixture, particularly in the New York tabloid scene.
    • Mastering “Truthful Hyperbole”: Trump became adept at exaggerating his accomplishments and making bold pronouncements to attract media attention [3, 4]. He coined the term “truthful hyperbole” to describe his tactic of stretching the truth to create a more captivating narrative [4]. This approach, while often criticized for its lack of veracity, proved undeniably effective in grabbing headlines and solidifying his image as a larger-than-life figure.
    • Weaponizing Information: Learning from his mentor, the notorious lawyer Roy Cohn, Trump understood how to use information strategically to control narratives and discredit adversaries [5]. Cohn, known for his aggressive and ethically questionable tactics, taught Trump to use the press to his advantage, framing stories to his benefit and deploying rumors and innuendo to undermine opponents [5, 6].

    Exploiting the Celebrity Economy

    • Embracing Television: Trump recognized the immense power of television in shaping public perception. He readily appeared on talk shows, hosted Saturday Night Live, and eventually starred in his own reality TV show, The Apprentice [7-9]. These ventures not only further amplified his fame but also blurred the lines between businessman, entertainer, and public figure, turning him into a household name and a cultural icon.
    • Capitalizing on the “Personality”: Trump recognized that in the media age, being a “personality” was a valuable commodity [10]. He cultivated a larger-than-life persona, carefully crafting an image that projected wealth, confidence, and success [11, 12]. This carefully constructed persona, amplified by his television appearances, became a key element of the “Trump brand” and played a significant role in his ability to market himself and his ventures.

    Direct Engagement with the Public

    • Bypassing Traditional Gatekeepers: As social media emerged, Trump embraced platforms like Twitter to circumvent traditional media outlets and communicate directly with the public [13]. This approach allowed him to control his message, shape narratives, and cultivate a following that resonated with his particular brand of populism. He boasted about his large number of Twitter followers, recognizing the platform’s power to bypass traditional media gatekeepers and connect directly with the masses [13].

    Navigating Negative Publicity

    • Turning Scandal into Opportunity: Even when faced with negative coverage, often stemming from his personal life, Trump sought to turn it to his advantage [14]. He consistently maintained that even bad press was beneficial, keeping his name in the public eye and reinforcing his image as a figure who defied conventions and transcended criticism [14, 15].

    A Legacy of Media Manipulation

    Trump’s decades-long engagement with the media reveals a consistent pattern of manipulation and exploitation. He understood the power of the press and used it to build his personal brand, advance his business interests, and ultimately launch a successful political career. His tactics, while often controversial and ethically questionable, proved undeniably effective in shaping public perception and achieving his ambitions. His approach, rooted in a deep understanding of media dynamics and a willingness to push boundaries, arguably redefined the rules of engagement between public figures and the press, leaving a lasting impact on the media landscape and American culture.

    Trump’s Business Strategies and Relationships with Government Officials

    Donald Trump’s business strategies often relied on cultivating and leveraging relationships with government officials to secure favorable deals and advance his projects. This approach, while common in the real estate development world, was often characterized by a blurring of lines between personal connections, political contributions, and business decisions. The sources highlight several ways in which Trump’s business practices intertwined with his interactions with government officials:

    • Exploiting Government Programs: The sources describe how Trump, both in his early career and later as a prominent developer, strategically used government programs to maximize profits. For example, his father, Fred Trump, was investigated for exploiting the Federal Housing Administration (FHA) program by inflating costs and diverting funds. Similarly, Donald Trump sought tax abatements and subsidies for various projects, leveraging his connections and political contributions to secure favorable terms from city and state officials. [1-9]
    • Campaign Contributions and Access: Trump readily acknowledged that he made significant campaign contributions to politicians of both parties, viewing it as “part of the game” in the real estate industry. [10] He believed these contributions granted him access to decision-makers, allowing him to influence policy and advocate for projects that benefited his business interests. This approach, while not illegal, raised concerns about potential conflicts of interest and the undue influence of wealthy donors on government decisions. [10, 11]
    • Personal Relationships and Cronyism: Trump relied heavily on personal relationships to navigate the political landscape and secure favorable outcomes for his projects. He cultivated connections with powerful figures like New York Governor Hugh Carey and Assembly Speaker Stanley Steingut, leveraging these relationships to advance his agenda. [5] His reliance on personal favors and connections often blurred the lines between professional dealings and personal relationships, raising concerns about cronyism and preferential treatment. [12]
    • Aggressive Tactics and Intimidation: Trump, learning from his mentor Roy Cohn, adopted a confrontational and often aggressive approach in his dealings with government officials. He was known to threaten and berate those who opposed his projects, using his influence and connections to intimidate critics and silence opposition. [13] His willingness to engage in public feuds and personal attacks, exemplified by his tumultuous relationship with Mayor Ed Koch, created a climate of animosity and distrust, further complicating his interactions with government officials. [9, 13-15]
    • Publicity and Perception Management: As explored in our previous conversations, Trump consistently used the media to shape public perception and influence government officials. He recognized that favorable media coverage could create pressure on politicians to support his projects and that negative publicity could be used to discredit opponents. His mastery of “truthful hyperbole” and his willingness to engage in public feuds allowed him to control narratives and manipulate public opinion, influencing government decisions in his favor. [16, 17]

    Trump’s business strategies, characterized by a blend of political maneuvering, personal connections, and aggressive tactics, profoundly shaped his relationships with government officials. His approach, while successful in advancing his business interests, often raised ethical concerns and contributed to a perception of him as a figure who operated outside the norms of fair play and transparency. This pattern of behavior, evident throughout his career, would later become a defining characteristic of his presidency, further blurring the lines between personal gain, political power, and the public good.

    Bibliography

    1. Woodward, Bob. Fear: Trump in the White House. Simon & Schuster, 2018.
      An in-depth investigative account by veteran journalist Bob Woodward, this book provides insights into the inner workings of Trump’s White House, examining the tensions, decisions, and controversies that marked his administration.
    2. Wolff, Michael. Fire and Fury: Inside the Trump White House. Henry Holt & Co., 2018.
      A controversial and popular narrative that claims to document behind-the-scenes turmoil within the Trump administration, this book quickly became a bestseller and sparked debates about the president’s leadership style.
    3. Woodward, Bob. Rage. Simon & Schuster, 2020.
      In this follow-up to Fear, Woodward delves into Trump’s handling of key events such as the COVID-19 pandemic, racial justice protests, and international relations, drawing on interviews, including several with Trump himself.
    4. Kurtz, Howard. Media Madness: Donald Trump, the Press, and the War Over the Truth. Regnery Publishing, 2018.
      Kurtz examines the often contentious relationship between Trump and the media, exploring how Trump’s presidency shaped media coverage and how the press responded to his administration.
    5. Packer, George. The Unwinding: An Inner History of the New America. Farrar, Straus and Giroux, 2013.
      Though not exclusively about Trump, this book provides essential context for understanding the social and economic changes in America that made Trump’s rise possible, capturing the voices of Americans across various socioeconomic backgrounds.
    6. Frum, David. Trumpocracy: The Corruption of the American Republic. Harper, 2018.
      David Frum, a conservative commentator, provides a critical look at the impact of Trump’s leadership on American democratic institutions and explores the forces that sustained his political rise.
    7. D’Antonio, Michael. The Truth About Trump. St. Martin’s Press, 2015.
      This biography delves into Trump’s life before his presidency, providing insight into his personality, business background, and the forces that shaped him. It’s useful for understanding the man behind the political figure.
    8. Abramson, Jill. Merchants of Truth: The Business of News and the Fight for Facts. Simon & Schuster, 2019.
      This book addresses the challenges facing journalism in the age of Trump, with a particular focus on how digital and traditional media covered his administration.
    9. Rucker, Philip, and Carol Leonnig. A Very Stable Genius: Donald J. Trump’s Testing of America. Penguin Press, 2020.
      This well-researched book by Washington Post reporters provides a critical look at the decision-making and leadership of Trump and his impact on the nation’s institutions and policies.
    10. Maddow, Rachel. Blowout: Corrupted Democracy, Rogue State Russia, and the Richest, Most Destructive Industry on Earth. Crown, 2019.
      Although Maddow’s book primarily addresses the oil industry, it provides context for understanding Trump’s relationships with certain foreign leaders and his policies on energy and environment.
    11. Swan, Jonathan, and Jonathan Martin. Nightmare Scenario: Inside the Trump Administration’s Response to the Pandemic That Changed History. Harper, 2021.
      This account covers the Trump administration’s response to COVID-19, offering a detailed examination of the challenges, decisions, and crises that defined this aspect of his presidency.
    12. Haberman, Maggie. Confidence Man: The Making of Donald Trump and the Breaking of America. Penguin Press, 2022.
      Drawing on years of reporting, Haberman chronicles Trump’s life and political career, painting a detailed portrait of his presidency and exploring the broader impact on American politics.

    By Amjad Izhar
    Contact: amjad.izhar@gmail.com
    https://amjadizhar.blog

  • Words of Wisdom 12 Vintage Phrases from the Past to Use Today

    Words of Wisdom 12 Vintage Phrases from the Past to Use Today

    Words have a way of carrying the wisdom and personality of their time, connecting us to moments and values from ages past. Vintage phrases, brimming with unique charm and simplicity, offer more than nostalgia—they hold layers of meaning that can add flair and richness to modern conversation. As our language evolves, these phrases become hidden treasures, waiting to be dusted off and appreciated anew. Reintroducing these gems isn’t just about reviving quaint sayings; it’s a chance to add a dash of wit and wisdom to our daily lives.

    When we lean into vintage expressions, we tap into the practical, often humorous ways people used to communicate with one another. These phrases remind us of simpler times when words were less about brevity and more about creating a memorable impression. The beauty of these old expressions lies in how they convey complex ideas with ease, using metaphors and cultural references that still resonate today. Indeed, whether used as a light-hearted comment or as genuine advice, these phrases bring a unique flavor to any conversation.

    So, as you dive into the colorful world of vintage language, you’ll discover the charm of phrases like “Now you’re cooking with gas” and “You’re the cat’s pajamas.” Let’s embrace the wisdom, humor, and creativity our language once held—it’s time to infuse our daily conversations with a touch of history.

    Keywords: vintage phrases, language, wisdom, modern conversation, unique expressions #VintageWisdom #LanguageRevival #TimelessPhrases

    1: ‘Now you’re cooking with gas’

    Bringing back the phrase “Now you’re cooking with gas” can be a fun way to acknowledge when someone’s on the right track, offering them encouragement without the need for high praise. Originating in the 1930s, this saying emerged as part of a creative marketing strategy to promote the efficiency of gas stoves. The gas industry skillfully incorporated the phrase into popular radio shows of the era, cementing its place in American vocabulary. Today, using this phrase not only conveys approval but also adds a warm, nostalgic touch to a compliment.

    When we say “Now you’re cooking with gas,” we’re tapping into a time when radio shows were a primary entertainment source, and a clever line could sway public opinion. The expression is a reminder that language has always been a powerful tool for persuasion and connection. Bringing this phrase into modern conversations is a subtle way of showing support and acknowledging that someone is on the path to success.

    Keywords: cooking with gas, encouragement, nostalgia, American vocabulary, vintage phrases #CookingWithGas #Encouragement #VintageCompliments

    2: ‘Far out’

    “Far out” has been a popular phrase among several generations, especially among jazz lovers and the counterculture of the ’60s. When we bring this phrase back, we’re channeling the excitement of an era that celebrated creativity and originality. Initially a jazz term, “far out” implied something so incredible it was almost otherworldly. This is why it remains a perfect way to express enthusiasm for something that defies the ordinary, especially when describing unique or surprising experiences.

    In modern conversations, “far out” can still convey admiration with a playful edge. Its rich cultural background makes it an ideal phrase for moments when the usual “cool” or “awesome” doesn’t quite capture the essence of what you’re trying to express. By using “far out,” you’re giving a nod to a colorful period of history while highlighting something truly exceptional.

    Keywords: far out, jazz slang, enthusiasm, counterculture, unique expression #FarOut #JazzEra #UniqueCompliments

    3: ‘You’re the cat’s pajamas’

    The phrase “You’re the cat’s pajamas” may sound quirky, but it’s a high compliment. Popular in the 1920s, the phrase was part of a cultural trend that combined animal imagery with human qualities, such as “the cat’s whiskers” or “the bee’s knees.” It refers to someone who exudes a unique charm and charisma, capturing everyone’s attention effortlessly. Calling someone “the cat’s pajamas” today adds a vintage flair to a simple compliment, showing admiration playfully.

    Beyond the nostalgia, using “the cat’s pajamas” in everyday conversation brings a sense of fun, encouraging others to embrace their standout qualities. Unlike generic compliments, this phrase has an endearing quality that suggests the person being complimented is truly one-of-a-kind. By reviving this phrase, we are not only complimenting the individual but celebrating their individuality.

    Keywords: cat’s pajamas, high compliment, unique charm, vintage phrase, admiration #CatsPajamas #VintageCompliment #UniqueCharm

    Conclusion for 1-3

    These phrases—“Now you’re cooking with gas,” “Far out,” and “You’re the cat’s pajamas”—each offer a unique way to express approval, wonder, and admiration. In a world where language is often pared down to fit into character limits, bringing back these vintage expressions allows us to communicate with a touch of flair. Not only do these phrases convey a deeper meaning, but they also give listeners a sense of the past, creating a link between generations.

    Embracing old-fashioned sayings in our daily interactions encourages a richer, more vivid exchange of ideas. Instead of simply saying “Great job!” or “That’s cool,” these expressions invite curiosity and convey a sense of tradition. They remind us that language, like all aspects of culture, benefits from a blend of the old and the new. So, why not make these phrases part of your conversations?

    Keywords: vintage expressions, communication, generational link, language tradition #BringBackThePhrases #VintageWisdom #TimelessExpressions

    4: ‘Burning the midnight oil’

    When someone says they’re “burning the midnight oil,” they’re drawing on a phrase that dates back to the days of oil lamps and the early hours spent laboring away. This expression perfectly captures those long nights of intense work or study, often tied to the determination needed to meet a deadline or achieve a goal. Originating in the 17th century, “burning the midnight oil” was more than a metaphor—before electricity, oil lamps were the sole light source for anyone working after dark. Saying this today brings a nostalgic twist to those moments of dedication and persistence, especially when late-night projects demand extra effort.

    In modern usage, “burning the midnight oil” is a relatable expression for anyone facing the pressures of work, academics, or creative pursuits. It’s a subtle way to recognize the sacrifice and commitment involved in pushing through the night. Whether preparing for an exam, working on a crucial presentation, or perfecting a creative piece, this phrase acknowledges the grit needed to go the extra mile. It’s a reminder that success often requires more than just time—it calls for the willingness to keep the lamp burning until the work is done.

    Keywords: burning the midnight oil, hard work, dedication, persistence, night work #MidnightOil #Dedication #Persistence

    5: ‘Sounds like you’re in a pickle’

    Finding oneself “in a pickle” is one of those charmingly old-fashioned ways of saying you’re in a tough situation. The phrase, with roots in Dutch culture and popularized by Shakespeare, suggests a state of difficulty or complication. Historically, “pickle” refers to the briny, tricky situations that can leave someone feeling trapped. Today, this expression remains relevant, offering a fun and light-hearted way to commiserate with friends or colleagues who are struggling through a sticky situation, from personal challenges to work woes.

    Using “in a pickle” in conversation not only brings levity to the predicament but also hints at a solution. The phrase implies that while situations can sometimes feel insurmountable, they can often be managed or resolved. By bringing it up, we’re also connecting to centuries of wisdom that teach us that every pickle can be turned around with a little perseverance—and sometimes a sense of humor.

    Keywords: in a pickle, difficult situation, levity, sticky situation, the historical phrase #InAPickle #ToughSituations #VintageWisdom

    6: ‘Happy as a clam’

    Saying you’re “happy as a clam” is a quirky and charming way of expressing contentment. Though it may seem odd to associate clams with happiness, the phrase makes sense when you understand its original form: “Happy as a clam at high water.” At high tide, clams are safely hidden underwater, out of reach from predators. This sense of safety and ease resonates with the deep contentment humans feel when they’re in a secure and fulfilling place in life. Using the phrase today adds a joyful spin to expressing genuine happiness, whether it’s after a fulfilling achievement or a serene weekend.

    Bringing back “happy as a clam” can also serve as a reminder of the beauty in simplicity. Happiness doesn’t always need to be tied to extravagant events or grand gestures; sometimes, it’s found in small moments that make us feel safe and satisfied. This phrase brings a bit of marine imagery to everyday language, reminding us to value the little moments that make life fulfilling.

    Keywords: happy as a clam, contentment, security, happiness, fulfilling moments #HappyAsAClam #Contentment #SimpleJoys

    Conclusion for 4-6

    These expressions—“Burning the midnight oil,” “In a pickle,” and “Happy as a clam”—are vivid examples of how language can bring nuance and personality into communication. They allow us to talk about hard work, difficult situations, and happiness in ways that resonate with tradition and humor. By incorporating them, we add color to our conversations and acknowledge that life’s ups and downs have always been relatable, even across generations.

    Using vintage expressions adds depth to our language, encouraging us to view situations with both wisdom and wit. “Burning the Midnight Oil” emphasizes effort, “In a Pickle” highlights the humor in challenging times, and “Happy as a Clam” captures the joy in everyday contentment. Together, they remind us that language is a bridge, linking past insights with present emotions—a connection worth celebrating in any era.

    Keywords: vintage expressions, communication, tradition, connection, everyday emotions #VintageWisdom #LanguageDepth #TimelessExpressions

    7: ‘Put a sock in it’

    The phrase “Put a sock in it” is a playful, vintage way to tell someone to quiet down, serving as an alternative to more blunt language like “be quiet” or “hush.” Its origin likely dates back to the early 20th century, when people would physically place socks in the horns of gramophones to muffle the sound. This clever solution to controlling volume gave birth to the expression, which eventually became a widely accepted way to request silence. Saying “Put a sock in it” brings a dash of wit to what might otherwise be a stern command, blending humor with an appeal for peace.

    Using “put a sock in it” today can serve as a humorous way to diffuse tension, especially when conversations start to become overly loud or distracting. It provides a light-hearted, almost nostalgic request for quiet, letting the listener know it’s time to tone things down. In a world where communication is often direct, this phrase is a reminder that we can still address noise and interruptions with a touch of personality and old-school charm.

    Keywords: put a sock in it, quiet down, humorous language, vintage expressions, polite request #PutASockInIt #RequestForSilence #VintageCharm

    8: ‘Straight from the horse’s mouth’

    Getting information “straight from the horse’s mouth” is a classic way to express that you’re receiving firsthand, reliable information. This phrase has origins in the horse racing world, where examining a horse’s teeth provided accurate information about its age and health. In modern contexts, the saying encourages going directly to the source to ensure the accuracy of the information, bypassing rumors or secondhand accounts. When someone says they heard something “straight from the horse’s mouth,” they emphasize that their knowledge comes from an authoritative or primary source.

    Today, this expression reinforces the value of direct, credible information, especially in an era of gossip and misinformation. It’s a reminder that facts matter, and reliable sources are worth the effort. By choosing to “go to the horse’s mouth,” we’re championing a proactive approach to knowledge—one that values authenticity and personal accountability in communication.

    Keywords: straight from the horse’s mouth, reliable information, firsthand source, authenticity, communication #HorseMouthTruth #ReliableSource #DirectInfo

    9: ‘Bright-eyed and bushy-tailed’

    “Bright-eyed and bushy-tailed” is a vivid, animal-inspired way to describe someone energetic, enthusiastic, and ready for action. The imagery evokes a lively woodland creature, perhaps a squirrel or rabbit, embodying that morning freshness many of us strive to emulate. Originally used to describe someone eager and alert, this phrase suggests a positive, ready-for-anything attitude that’s perfect for starting a productive day. In a modern context, it’s a reminder that tackling the day with energy and focus can transform even the most challenging tasks.

    Embracing a “bright-eyed and bushy-tailed” mindset can be an excellent motivator, whether starting a new project or simply pushing through a busy day. It encourages a cheerful, proactive approach to productivity, bringing both positivity and determination to one’s tasks. By adopting this old-fashioned phrase, we’re adding a touch of charm and optimism to our routines, reminding ourselves that a fresh perspective can make all the difference.

    Keywords: bright-eyed and bushy-tailed, energy, enthusiasm, productivity, positive mindset #BrightEyedAndBushyTailed #MorningMotivation #PositiveMindset

    Conclusion for 7-9

    These phrases—“Put a sock in it,” “Straight from the horse’s mouth,” and “Bright-eyed and bushy-tailed”—each brings unique imagery and meaning to our modern language. By choosing to use these expressions, we add a colorful layer of depth to how we communicate, whether we’re requesting silence, seeking reliable information, or embracing a positive attitude. They remind us that words have the power to create vivid impressions, transforming everyday conversations into moments of wit and clarity.

    Incorporating vintage expressions into daily language is like adding a hint of nostalgia to our interactions, bridging the old with the new. “Put a sock in it” invites quiet with a touch of humor, “Straight from the horse’s mouth” emphasizes the importance of authenticity, and “Bright-eyed and bushy-tailed” encourages optimism and readiness. Each phrase not only serves a purpose but also reflects a timeless quality that makes our language richer and more engaging.

    Keywords: vintage phrases, communication, authenticity, optimism, nostalgic expressions #TimelessExpressions #VintageLanguage #EngagingCommunication

    10: ‘Chew the fat’

    “Chewing the fat” is one of those expressions that brings warmth and informality into conversation. Though it may sound peculiar today, this phrase simply means to engage in a friendly, relaxed chat. Historically, in 19th-century England, “chewing the fat” had a different, more negative meaning—it referred to grumbling or complaining. However, by the mid-20th century, it had evolved to suggest a leisurely, enjoyable talk among friends, a chance to catch up and share thoughts without rushing. Using “chew the fat” brings a nostalgic touch to our language, encouraging meaningful, unrushed conversations in an era of quick texts and digital chats.

    Incorporating “chew the fat” into our vocabulary can also remind us of the value of taking time to connect with others. Rather than glossing over details or focusing solely on outcomes, we embrace conversation for the joy of it, savoring the exchange of ideas and stories. In an increasingly fast-paced world, bringing back this phrase is like taking a step toward reclaiming the lost art of conversation. Whether over a coffee or during a quiet evening at home, “chewing the fat” is a welcome invitation to engage on a deeper level.

    Keywords: chew the fat, relaxed conversation, nostalgia, meaningful interaction, social connection #ChewTheFat #NostalgicConversation #SocialConnection

    11: ‘Don’t have a cow’

    “Don’t have a cow” is a humorous way of telling someone to calm down or not overreact. This phrase came to prominence in mid-20th century America and carries with it a casual, laid-back tone perfect for diffusing tension. The imagery is quirky yet clear—having a “cow” is like going to the extreme over something minor. Saying “Don’t have a cow” not only lightens the mood but also reminds others to take a step back and not let minor irritations get the best of them. Using it in modern conversations adds a playful touch while gently encouraging perspective.

    In an age where minor inconveniences can easily spiral into overreactions, “Don’t have a cow” offers a relaxed approach to keeping cool. It’s a lighthearted way to remind ourselves and others to keep frustrations in check, promoting a balanced mindset. Whether navigating workplace stress or handling family squabbles, this phrase is an invitation to approach conflicts with humor and moderation, a bit of vintage advice we could all benefit from today.

    Keywords: don’t have a cow, calm down, perspective, humor, moderation #DontHaveACow #StayCalm #PerspectiveShift

    12: ‘They’re really out to lunch’

    When someone is “out to lunch,” it suggests they’re not fully present or aware—a polite way of saying someone’s a bit clueless. This phrase, first recorded in the 1950s, is rooted in the image of someone stepping away from reality as if they’ve wandered out to a literal lunch break and forgotten to return. The expression is often used to describe moments of distraction or forgetfulness in a way that’s gentler than calling someone incompetent. Using “out to lunch” in a conversation today can soften critiques, adding a layer of humor that conveys absent-mindedness without offense.

    This saying can be particularly useful when addressing situations with a lighter touch. For instance, if a colleague misses the point of a meeting or a friend seems lost in thought, saying they’re “out to lunch” keeps things casual while conveying the message. It’s an ideal phrase for moments when direct language might feel too blunt or accusatory. Bringing this vintage expression into modern language is a reminder that even our criticisms can carry a hint of humor and understanding.

    Keywords: out to lunch, distraction, absent-mindedness, gentle critique, humor #OutToLunch #LightCritique #VintageHumor

    Conclusion for 10-12

    These expressions—“Chew the fat,” “Don’t have a cow,” and “Out to lunch”—capture the richness of language in conveying social interactions. They serve as bridges between communication and mood, bringing playfulness, perspective, and humor into the way we express ourselves. Each phrase subtly invites listeners to see situations from a different angle, encouraging relaxed conversation, calm reactions, and gentle reminders to stay engaged. In bringing these vintage sayings back to life, we invite a more thoughtful, nuanced approach to social exchanges.

    As we navigate today’s fast-paced world, expressions like these add layers of wit and empathy to our language. “Chew the fat” reminds us of the joy of meaningful connection, “Don’t have a cow” encourages us to keep calm, and “Out to lunch” gives us a kinder way to note absent-mindedness. Together, these sayings illustrate the power of words to shape the tone of our interactions, highlighting the timelessness of vintage wisdom in promoting understanding and connection.

    Keywords: vintage expressions, social interactions, empathy, wit, understanding #TimelessWisdom #VintageExpressions #ModernCommunication

    Final Conclusion

    Bringing vintage expressions back into our everyday vocabulary breathes new life into our communication, connecting us with the past while adding charm to modern conversations. Each of these phrases, from “Now you’re cooking with gas” to “Out to lunch,” embodies a slice of wisdom, humor, or insight passed down from previous generations. These sayings capture the humor, wit, and practicality of a bygone era, offering us creative ways to express ourselves that go beyond the ordinary. They remind us that language isn’t just a tool—it’s a reflection of culture, time, and shared experience.

    In an era dominated by fast communication and digital lingo, vintage phrases encourage us to slow down, add nuance, and even foster a sense of nostalgia. Whether we’re celebrating someone’s success with “You’re the cat’s pajamas,” or gently asking for quiet with “Put a sock in it,” each phrase invites a richer, more colorful way of engaging with others. By dusting off these classic expressions, we’re not only preserving linguistic heritage but also enriching our conversations. These timeless sayings are more than just words; they’re conversation pieces that can spark joy, connection, and shared understanding.

    Keywords: vintage expressions, linguistic heritage, timeless wisdom, meaningful communication, nostalgia #VintageWisdom #TimelessPhrases #EnrichingLanguage

    Bibliography

    1. Ammer, Christine. The American Heritage Dictionary of Idioms. Boston: Houghton Mifflin Harcourt, 2013.
      A comprehensive resource that explores the origins and meanings of common idioms used in American English, including many vintage expressions.
    2. Ayto, John. Oxford Dictionary of English Idioms. Oxford: Oxford University Press, 2010.
      This dictionary covers a wide array of English idioms, explaining their origins, historical context, and contemporary usage.
    3. Crystal, David. The Stories of English. London: Penguin Books, 2005.
      An exploration of how the English language has evolved over centuries, touching on the origins of idiomatic expressions and phrases that have influenced both British and American English.
    4. Dalzell, Tom, and Terry Victor, eds. The Concise New Partridge Dictionary of Slang and Unconventional English. London: Routledge, 2008.
      This volume provides a rich source of slang and informal expressions from past to present, giving insight into the cultural context behind many popular sayings.
    5. McGraw-Hill. Dictionary of American Idioms and Phrasal Verbs. New York: McGraw-Hill Education, 2005.
      This dictionary offers explanations of American idioms, including vintage phrases, and provides details on the correct usage and background of each expression.
    6. Morris, William, and Mary Morris. Morris Dictionary of Word and Phrase Origins. New York: HarperCollins Publishers, 1977.
      A classic reference book that dives into the fascinating origins of English words and idiomatic phrases, tracing their historical roots and meanings.
    7. Orwell, George. Politics and the English Language. London: Penguin Books, 1946.
      Though not focused solely on idioms, Orwell’s essay delves into how language changes over time and emphasizes the importance of clarity and creativity in expression, a valuable perspective on the impact of vintage language.
    8. Spears, Richard A. Common American Phrases in Everyday Contexts. New York: McGraw-Hill, 2011.
      This book offers insights into phrases commonly used in American English, with explanations of their usage, context, and often, their historical significance.
    9. Thompson, Clive. Smarter Than You Think: How Technology is Changing Our Minds for the Better. New York: Penguin Press, 2013.
      While focusing on technology’s impact on communication, this book provides a modern context for understanding how digital language shifts affect the preservation of older idiomatic expressions.
    10. Wilton, David. Word Myths: Debunking Linguistic Urban Legends. Oxford: Oxford University Press, 2004.
      This book examines linguistic myths and provides factual information about the true origins of many English phrases and idioms, debunking commonly held beliefs about vintage sayings.

    This bibliography covers books that explore idioms, slang, the evolution of English, and the social and cultural contexts that have influenced the persistence and resurgence of vintage phrases. Let me know if you’d like additional resources on specific aspects of the topic!

    By Amjad Izhar
    Contact: amjad.izhar@gmail.com
    https://amjadizhar.blog

  • How to Lose Respect Fast 31 Ways to Be a Terrible Boss

    How to Lose Respect Fast 31 Ways to Be a Terrible Boss

    Ever wonder how some leaders manage to lose the respect of their employees almost overnight? Being a boss comes with immense responsibility, but unfortunately, many find themselves wielding authority in ways that sow discontent. While great leadership fosters collaboration and trust, poor management can lead to toxic work environments where motivation dwindles, and employee morale crumbles. A bad boss may not even realize the damage they’re doing—until it’s too late.

    From over-involvement in the minutiae of operations to chronically poor time management, terrible bosses sabotage their teams in subtle but powerful ways. The problem lies not just in their mistakes but in the patterns of behavior that consistently undermine their teams’ productivity. As Simon Sinek, leadership expert and author of Leaders Eat Last, says, “The leader sets the tone. If the tone is wrong, the music will never sound right.”

    This blog post will explore 31 ways a boss can rapidly lose respect, starting with a closer look at behaviors that, while seemingly small, can have an outsized impact on workplace dynamics. Whether it’s micromanagement, scheduling dysfunctions, or the constant need to appear smarter than everyone else, these toxic habits turn promising workplaces into frustrating environments. Stick around as we examine these mistakes—and hopefully avoid them.

    SEO Keywords: poor leadership habits, toxic management, leadership mistakes, micromanagement, workplace respect

    #ToxicBoss #LeadershipFails #WorkplaceCulture

    1. Involve Themselves in Every Decision

    There’s a fine line between being hands-on and being a control freak, and some bosses obliterate that line by inserting themselves into every single decision. When leaders obsess over small choices, from approving office supply orders to reviewing meeting agendas, it tells the team they aren’t trusted to manage anything independently. Over time, this erodes employees’ confidence and turns once-capable professionals into hesitant, demoralized workers.

    Micromanagement creates bottlenecks, causing projects to grind to a halt while waiting for trivial approvals. When every minor decision requires the boss’s input, employees stop thinking creatively and start doing the bare minimum—just enough to avoid conflict. As Harvard Business School professor Frances Frei explains, “Trust is the foundation of leadership. Without it, even the best strategies are useless.” Leaders who don’t delegate not only stifle productivity but also discourage professional growth within their team.

    SEO Keywords: micromanagement effects, lack of trust in leadership, bottlenecks in the workplace

    #Micromanagement #TrustIssues #LeadershipPitfalls

    2. Make Everyone Run on Their Schedule

    When a boss consistently disrespects their employees’ time, it sends a clear message: only their time matters. Chronically late to meetings, rushing through agendas, or postponing decisions until the last moment, such managers wreak havoc on project timelines. As employees scramble to meet last-minute demands, stress levels rise, and work-life balance becomes a distant memory. It’s a prime example of how poor time management from the top trickles down, creating chaos for everyone.

    Worse, some bosses insist on being the final decision-maker but delay approvals indefinitely, leaving projects hanging in limbo. As deadlines loom, employees are forced to work overtime to make up for lost time—resulting in burnout. According to productivity expert Laura Vanderkam, author of What the Most Successful People Do Before Breakfast, “The way leaders manage time sets the tempo for the entire organization.” When that tempo is erratic, it creates a disorganized and stressful environment.

    SEO Keywords: poor time management leadership, workplace burnout, disorganized leadership

    #TimeManagementFail #BurnoutCulture #ChaoticLeadership

    3. Correct Small Mistakes to Demonstrate They’re Smart

    Some bosses can’t resist the urge to show off their intelligence by nitpicking every little thing. Whether it’s “correcting” a typo that doesn’t exist or offering unsolicited grammar advice on already-approved documents, these behaviors reflect insecurity masked as perfectionism. Instead of inspiring their teams, these bosses leave their employees second-guessing every move they make, fearful of future corrections.

    Overcorrection not only slows down workflow but creates a hostile environment where employees feel belittled and undervalued. When bosses focus on insignificant details at the expense of the bigger picture, it suggests a lack of trust in their team’s competence. As the late management guru Peter Drucker wrote, “Management is doing things right; leadership is doing the right things.” Constant correction over petty matters demonstrates neither.

    SEO Keywords: overcorrecting at work, perfectionism in leadership, toxic boss behaviors

    #PerfectionistBoss #PettyCorrections #InsecureLeadership

    Group Conclusion

    These three toxic leadership habits—micromanaging, disregarding employees’ time, and correcting minor mistakes for show—are among the fastest ways to lose respect as a boss. Each behavior sends the message that employees are neither capable nor valued, which erodes trust and morale over time. Leaders who engage in these habits may find themselves surrounded by a disengaged workforce, with productivity and innovation dwindling as resentment grows.

    Good leadership is about more than maintaining control or appearing flawless; it’s about creating an environment where people can thrive. Leaders who trust their teams, manage time effectively, and focus on the bigger picture foster loyalty and commitment. To become a respected leader, it’s crucial to avoid these pitfalls and focus on building genuine, trusting relationships. As leadership coach John C. Maxwell once said, “People buy into the leader before they buy into the vision.”

    SEO Keywords: toxic leadership traits, disengaged workforce, trusted leadership, employee morale

    #LeadershipMistakes #RespectedLeadership #EmployeeTrust

    4. Refuse to Give Any Feedback

    A leader who avoids giving feedback—whether praise or constructive criticism—creates confusion and frustration among their team. Without clear feedback, employees are left guessing whether their performance meets expectations. This leads to anxiety, diminished motivation, and a lack of personal growth. Over time, employees disengage, as they feel neither acknowledged for their successes nor guided to improve. As organizational psychologist Adam Grant notes, “The highest form of respect you can show someone is to help them get better.”

    When managers refuse to provide feedback, they miss a crucial opportunity to build trust and foster development. Without input, employees feel like they are walking blindfolded through their tasks, and minor mistakes that could be corrected early snowball into bigger issues. Ultimately, withholding feedback not only stifles individual progress but also hinders the entire team’s ability to grow. Effective feedback is not just about correcting mistakes—it’s about building a pathway toward mastery.

    SEO Keywords: lack of feedback in leadership, employee disengagement, constructive feedback importance

    #FeedbackMatters #LeadershipGrowth #EmployeeDevelopment

    5. Spend Time on Less Important Things to Ignore More Important Ones

    Leaders often fall into the trap of busywork, spending time on trivial tasks to avoid the weight of more critical responsibilities. When managers insist on handling minor duties—like scheduling meetings or tweaking reports—while neglecting strategic decisions, projects suffer. This behavior signals a lack of prioritization skills and spreads frustration among the team, as crucial tasks remain unfinished. As Stephen Covey emphasized in The 7 Habits of Highly Effective People, “The key is not to prioritize what’s on your schedule but to schedule your priorities.”

    The result of poor prioritization is a chaotic work environment where employees scramble to meet ever-changing deadlines while essential decisions are delayed. When bosses waste time on the wrong tasks, they inadvertently create bottlenecks and slow progress. Employees lose trust in leadership when they see that their managers lack focus on what matters. A successful leader delegates lower-level tasks and directs their energy toward guiding the organization toward its goals.

    SEO Keywords: leadership prioritization, poor task management, delegating responsibilities

    #PrioritizationSkills #LeadershipEfficiency #DelegationMatters

    6. Refuse to Let People Do Their Jobs, Then Punish Them for It

    A boss who hires talented employees but refuses to let them exercise their expertise demonstrates a toxic level of control. Micromanaging roles to the point of interference demoralizes employees, making them feel powerless and ineffective. When these same managers later criticize staff for not meeting expectations, it adds insult to injury. As Drive author Daniel Pink explains, “Control leads to compliance; autonomy leads to engagement.”

    When employees are not trusted to carry out their duties, their initiative is crushed, and they become disengaged. Worse, they develop a fear of making decisions, knowing they’ll be punished whether they act or remain passive. This leadership style stifles creativity, slows down progress, and fosters a toxic work environment. Good leaders empower their teams to take ownership of their responsibilities, knowing that autonomy is essential for innovation and success.

    SEO Keywords: employee autonomy, micromanagement consequences, toxic boss behavior

    #Micromanagement #EmployeeAutonomy #LeadershipToxicity

    Group Conclusion

    A leader’s failure to provide feedback, prioritize effectively, or allow employees to perform their roles is a recipe for dysfunction. These behaviors send mixed signals, creating confusion, resentment, and disengagement across the team. When leaders avoid giving feedback, they deny employees the opportunity to grow. When they focus on low-level tasks while neglecting major decisions, the organization stalls. And when they restrict employees from doing their jobs, they create a toxic environment where accountability becomes a farce.

    Respected leaders strike a balance—they offer guidance, delegate effectively, and trust their teams to deliver results. Empowering employees with clear expectations and autonomy builds trust and engagement. As leadership expert Ken Blanchard noted, “None of us is as smart as all of us.” A successful leader understands that their role is to steer the ship, not control every wave, fostering an environment where teams can thrive.

    SEO Keywords: leadership challenges, disengaged workforce, workplace empowerment, toxic work environments

    #LeadershipMistakes #FeedbackMatters #TeamEmpowerment

    7. Don’t Learn New Skills or Improve Existing Ones

    Leaders who refuse to learn new skills or adapt to emerging technologies send a damaging message: they are unwilling to evolve. In today’s rapidly changing work environment, staying stagnant is not an option. When managers avoid mastering even basic tools—like email systems or software updates—they not only inconvenience their teams but also undermine their own credibility. Employees become frustrated when they are burdened with simple tasks that should fall under their manager’s responsibility. As Peter Senge, author of The Fifth Discipline, explains, “The organizations that will truly excel in the future will be those that discover how to tap people’s commitment and capacity to learn at all levels.”

    A growth mindset is essential for any leader. Refusing to develop new skills sets a poor example for the team, discouraging personal and professional growth among employees. It cultivates a culture of dependency where innovation stalls because managers refuse to evolve with the times. Leaders who embrace lifelong learning inspire their teams to do the same, fostering a workplace culture where everyone strives to improve.

    SEO Keywords: lifelong learning for leaders, growth mindset in leadership, learning new skills at work

    #LeadershipDevelopment #LifelongLearning #GrowthMindset

    8. Treat People the Same, Regardless of Their Experience

    One-size-fits-all management is another fast track to losing respect. When experienced professionals are treated with the same scrutiny and micromanagement as interns, they feel disrespected and undervalued. Experienced employees expect a level of autonomy reflective of their expertise. If they are managed too closely, they become disengaged and frustrated. Leadership expert Marshall Goldsmith puts it aptly: “What got you here won’t get you there.” This means that leadership needs to evolve and adapt based on the unique strengths and needs of each team member.

    Equating seasoned employees with entry-level staff overlooks the value of experience and expertise. It also sends the message that tenure and skills mean nothing, which can demotivate the most talented members of the team. Effective leaders adjust their management style to recognize each employee’s abilities, offering seasoned professionals more freedom while providing newer employees the guidance they need to grow.

    SEO Keywords: managing experienced employees, adaptive leadership, employee engagement strategies

    #EmployeeExperience #TailoredLeadership #ManagementStrategies

    9. Never Communicate About Anything Unless It’s Trivial

    Clear communication is the backbone of good leadership. However, some managers avoid discussing important issues and focus only on trivial matters—leaving employees in the dark about critical developments like budget cuts, restructuring, or major hires. This lack of transparency leads to distrust, anxiety, and speculation among staff. When employees feel blindsided by significant changes, it damages morale and disrupts workflow. As leadership consultant Patrick Lencioni emphasizes in The Five Dysfunctions of a Team, “Great teams do not hold back with one another. They are unafraid to air their dirty laundry.”

    Focusing only on small talk while ignoring substantial challenges makes employees feel alienated and unprepared. Poor communication hinders team collaboration and stifles problem-solving efforts, as employees lack the context needed to make informed decisions. Great leaders share not just the good news but also the tough realities, creating a culture of trust where teams are equipped to navigate challenges together.

    SEO Keywords: transparent leadership communication, importance of workplace communication, leadership transparency

    #ClearCommunication #LeadershipTransparency #TrustInLeadership

    Group Conclusion

    Leaders who refuse to learn new skills, fail to differentiate management based on experience, and withhold meaningful communication quickly alienate their teams. These behaviors reveal a lack of adaptability, respect, and transparency—three qualities essential to gaining trust and respect in the workplace. When managers avoid growth, treat everyone the same regardless of experience, or only communicate trivial information, they foster a stagnant, mistrustful environment where employees disengage and productivity declines.

    Respected leaders understand that continuous learning, adaptive management, and honest communication are vital for maintaining morale and engagement. They foster a workplace culture where employees feel valued, heard, and empowered to grow. As Warren Bennis, a pioneer in leadership studies, said, “Leadership is the capacity to translate vision into reality.” To achieve that, leaders must be open to change, manage with empathy, and communicate with purpose.

    SEO Keywords: leadership adaptability, management challenges, effective communication in leadership, leadership growth

    #AdaptiveLeadership #TransparentCommunication #RespectfulManagement

    10. Be Inconsistent and Unpredictable

    Inconsistent leadership keeps employees in a constant state of anxiety. When communication styles, expectations, and feedback change without warning, it leaves employees confused about what is expected of them. A leader who shifts goals and priorities on a whim sends mixed signals that can paralyze a team. As a result, employees waste energy trying to decipher the latest expectations instead of focusing on their tasks. Leadership expert Jim Collins, author of Good to Great, warns, “If you have more than three priorities, you don’t have any.” Shifting priorities creates chaos, causing employees to lose faith in leadership’s ability to steer the organization in a meaningful direction.

    This inconsistency breeds distrust. Employees become hesitant to commit to projects, knowing their efforts could be criticized or dismissed depending on the boss’s latest mood. A predictable, stable leader gives their team the clarity needed to perform confidently and efficiently. On the other hand, erratic leadership forces employees into a reactive mindset, where survival becomes more important than innovation. The cost of such unpredictability is high—engagement dwindles, and talented employees begin seeking more stable opportunities elsewhere.

    SEO Keywords: inconsistent leadership effects, unpredictable managers, employee morale impact

    #InconsistentLeadership #TrustIssues #WorkplaceChaos

    11. Be Inconsistent and Unpredictable (2)

    When expectations constantly shift, employees find themselves in a no-win situation. One day’s priorities are discarded the next, leaving workers frustrated as they struggle to keep up with moving targets. Worse, managers berate employees for failing to meet newly introduced expectations while disregarding the hard work they put into meeting previous ones. This type of leadership erodes motivation, as employees come to realize that no effort—no matter how diligent—will ever be deemed satisfactory.

    Leaders who seek validation from their employees further compound the problem. Constantly asking employees to affirm their decisions signals insecurity and creates an exhausting dynamic where workers are expected to manage not only their tasks but also their leader’s emotional needs. As Brené Brown, author of Dare to Lead, points out, “Clear is kind. Unclear is unkind.” A clear, consistent leadership approach fosters accountability, whereas unpredictability leaves employees feeling demoralized and drained.

    SEO Keywords: shifting expectations at work, managing unpredictable leadership, toxic leadership patterns

    #UnpredictableLeadership #EmployeeFrustration #ValidationSeeking

    12. Build a Sense of Importance by Talking About How Busy They Are All the Time

    Some managers thrive on projecting an image of busyness, boasting about late nights, weekend work, and packed schedules. This behavior sends a toxic message: the busier you appear, the more valuable you are. However, employees see through this façade. Constantly talking about how hard one works is often a sign of poor time management rather than true productivity. As productivity expert Cal Newport explains in Deep Work, “Busyness is not a proxy for productivity.” Leaders who emphasize how overwhelmed they are contribute to a culture of burnout, where long hours are celebrated over meaningful results.

    This behavior also alienates employees, who may feel that their own efforts are undervalued. It creates a work environment where visibility and performative busyness are rewarded more than actual contributions. Ironically, leaders who spend more time talking about how busy they are often waste valuable time that could be spent building relationships, delegating tasks, or making decisions. Effective leaders inspire their teams by focusing on outcomes—not by showcasing how hard they work.

    SEO Keywords: toxic work culture, performative busyness, productivity vs. busyness

    #BusyWork #ToxicProductivity #LeadershipByExample

    Group Conclusion

    Inconsistent leadership, ever-changing expectations, and performative busyness are surefire ways to erode trust and respect in the workplace. Leaders who fail to provide stability leave employees in a constant state of uncertainty, unable to plan their work effectively. When expectations shift without notice, it creates frustration and burnout, and workers feel undervalued and demotivated. On top of that, leaders who project an exaggerated sense of busyness foster a culture where appearances are prioritized over meaningful contributions, leading to disengagement across the team.

    Successful leaders understand that consistency, clarity, and humility are critical to fostering a healthy work environment. By setting clear expectations and following through with stable communication, leaders build trust. Additionally, they focus on results rather than appearances, empowering their teams to succeed without micromanagement or theatrics. As Stephen Covey wisely noted, “Management is efficiency in climbing the ladder of success; leadership determines whether the ladder is leaning against the right wall.” Leaders who avoid these pitfalls position their teams for sustainable growth and genuine success.

    SEO Keywords: leadership consistency, toxic busyness, clear expectations in leadership, team engagement

    #ConsistentLeadership #TeamClarity #GenuineProductivity

    13. Evaluate Employees on Goals They Have Never Seen Before

    Evaluating employees based on unknown or unrealistic goals is one of the quickest ways to destroy morale and trust. When employees are blindsided during performance reviews with metrics they were never made aware of—or given targets that are impossible to achieve—they feel set up to fail. This creates a sense of injustice and frustration, as workers realize they are being judged by unfair standards. Leadership consultant Simon Sinek, author of Leaders Eat Last, emphasizes that “When people are financially invested, they want a return. When people are emotionally invested, they want to contribute.” Leaders who impose uncommunicated goals discourage employees from committing to their work, as their efforts seem destined to go unrecognized.

    Such evaluations are not only unfair but also counterproductive. Employees lose trust in leadership when reviews feel arbitrary, leading to disengagement and high turnover. Effective leaders set clear, measurable goals from the outset and provide regular feedback to keep employees aligned. By doing so, they empower their teams to succeed and foster a sense of accomplishment. Performance reviews should serve as an opportunity to reflect on progress and plan for growth—not as a punishment disguised as feedback.

    SEO Keywords: fair employee evaluations, unachievable goals, performance review mistakes

    #FairEvaluations #PerformanceReviewFail #LeadershipAccountability

    14. Belittle the Team Over Things Both Significant and Insignificant

    Belittling employees—whether over missed deadlines or minor mistakes—creates a toxic environment where fear and resentment replace trust and collaboration. When leaders react with public outbursts or constantly remind the team that they alone are responsible for the organization’s success, it demoralizes employees. Such behavior stifles creativity, as team members avoid taking initiative for fear of being ridiculed. As leadership expert John C. Maxwell points out, “Leaders become great, not because of their power, but because of their ability to empower others.”

    Criticism is most damaging when it is mixed with self-aggrandizement, as it suggests that the team’s efforts are insignificant compared to the leader’s. Employees who feel belittled begin to disengage, convinced that their contributions are neither valued nor respected. A great leader understands that even when mistakes occur, the response should be constructive, not demeaning. Instead of belittling, effective leaders encourage open dialogue about challenges and foster a collaborative environment where failures are learning opportunities.

    SEO Keywords: toxic leadership behavior, team demoralization, positive feedback culture

    #LeadershipRespect #EmpoweringTeams #FeedbackNotRidicule

    15. Don’t Set Clear Priorities

    Failing to set clear priorities results in constant confusion and chaos. When leaders imply that every idea is urgent but refuse to adjust deadlines or plan effectively, employees are left scrambling to juggle conflicting demands. This kind of leadership creates burnout, as workers struggle to guess which tasks are truly important. The absence of structured priorities makes it impossible for teams to manage their workload effectively, leading to missed deadlines and poor results. As Harvard Business Review notes, “The essence of strategy is choosing what not to do.”

    When priorities shift based on the latest whim or conversation, employees lose trust in their leader’s decision-making abilities. Without clear direction, productivity plummets as the team wastes time trying to read their manager’s mind. Successful leaders recognize that not every task can be top priority. They communicate openly about shifting demands and are willing to make difficult decisions about what should take precedence, ensuring that their team can focus on meaningful work.

    SEO Keywords: clear priorities in leadership, managing conflicting tasks, setting workplace priorities

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    Group Conclusion

    Leaders who impose unknown goals, belittle their teams, or fail to establish priorities set their organizations up for failure. These behaviors create frustration, confusion, and resentment, making it nearly impossible for employees to feel motivated or engaged. Performance reviews become dreaded events, teamwork is replaced by fear of criticism, and the absence of clear priorities leaves everyone spinning in circles. Such leadership styles lead to high employee turnover and stalled progress, as talented workers seek environments where their contributions are valued and their efforts align with clearly defined goals.

    A great leader understands that fairness, respect, and structure are non-negotiable. They set clear expectations, provide constructive feedback, and prioritize tasks thoughtfully. As author and leadership expert Peter Drucker famously said, “Management is doing things right; leadership is doing the right things.” By focusing on what matters and building their teams up rather than tearing them down, leaders can inspire loyalty, foster collaboration, and guide their organizations toward long-term success.

    SEO Keywords: employee motivation, toxic workplace culture, effective leadership strategies, setting clear goals

    #LeadershipSuccess #EffectiveFeedback #ClearExpectations

    16. Passive-Aggressively Remind People of the Power They Hold Over Them

    Leaders who employ passive-aggressive behavior erode trust by wielding power in subtle but harmful ways. When managers make offhand “jokes” about firing employees, they disguise threats as humor, creating a toxic environment where employees feel perpetually on edge. This kind of manipulation signals that the leader views authority as a tool for control rather than guidance. Employees may laugh along to mask their discomfort, but the underlying message—”You’re disposable”—creates fear and insecurity. As Patrick Lencioni warns in The Advantage, “If there is no trust, there is no teamwork.”

    Passive-aggression also damages relationships by encouraging compliance through intimidation rather than collaboration. In such environments, employees are less likely to take initiative or voice concerns, fearing repercussions disguised as jokes. Effective leadership requires fostering trust, not undermining it. A healthy work environment relies on clear communication, where power is used responsibly to build others up—not as a veiled threat to keep them down.

    SEO Keywords: passive-aggressive leadership, toxic work culture, power dynamics in leadership

    #PassiveAggressiveBehavior #TrustInLeadership #HealthyWorkEnvironment

    17. Active-Aggressively Remind People of the Power They Hold Over Them

    Some leaders adopt a more blatant approach to asserting their power, issuing threats disguised as directives. On their very first day, such managers might undermine their team’s achievements by declaring that no one is above being fired. This aggressive style creates a climate of fear, ensuring that employees are more focused on self-preservation than performance. When managers assert dominance this way, they convey that they see their team not as partners but as liabilities to be controlled. Leadership researcher Ronald Heifetz explains in Leadership Without Easy Answers, “Leadership is not about power but influence.”

    Active-aggression signals that the leader prioritizes control over collaboration, stifling creativity and innovation. Employees in such environments feel devalued and demotivated, knowing that their previous successes carry little weight. Great leaders build trust by recognizing achievements and offering constructive feedback, not through intimidation. When authority is exercised thoughtfully, it fosters loyalty and commitment; when it is used as a weapon, it drives talent away.

    SEO Keywords: aggressive leadership style, fear-based management, trust vs. control in leadership

    #FearBasedLeadership #ToxicAuthority #LeadershipAndTrust

    18. Cross Personal Boundaries

    Leaders who blur personal and professional boundaries create confusion and discomfort among their teams. Whether it’s getting too familiar during off-hours or making inappropriate public declarations of affection, these behaviors signal a lack of respect for professional norms. Employees may feel pressured to participate in social interactions to maintain their standing at work, only to be disregarded or embarrassed later. As clinical psychologist Dr. Henry Cloud notes in Boundaries for Leaders, “If you can’t establish boundaries, you can’t lead.”

    Boundary violations can erode trust and professionalism, making employees question whether the leader can make objective decisions. These behaviors also create an uneven power dynamic, where personal interactions become an unfair standard for professional success. Respecting boundaries is essential for maintaining a healthy work environment where employees feel safe and valued for their work—not for how well they socialize with their manager. Leaders who maintain appropriate boundaries foster respect and cultivate a culture of fairness.

    SEO Keywords: professional boundaries in leadership, inappropriate workplace behavior, maintaining work boundaries

    #RespectBoundaries #WorkplaceEthics #ProfessionalismInLeadership

    Group Conclusion

    Leaders who abuse their power—whether through passive-aggressive comments, blatant threats, or boundary violations—quickly lose the respect of their teams. Such behaviors breed fear, mistrust, and resentment, poisoning the work environment. Employees who feel threatened or manipulated are unlikely to perform at their best, focusing instead on survival. Leaders who ignore professional boundaries further undermine team morale, as employees become confused about expectations and wary of personal interactions. Ultimately, these toxic behaviors drive talent away and create a culture of fear rather than one of collaboration.

    Respected leaders understand that power must be exercised responsibly. They build trust through clear communication, consistency, and professional behavior, ensuring that their authority empowers rather than intimidates. As leadership expert John C. Maxwell puts it, “People buy into the leader before they buy into the vision.” Leaders who respect boundaries, provide stability, and foster mutual trust position their teams for long-term success, creating an environment where employees thrive.

    SEO Keywords: toxic leadership behaviors, power abuse in management, fostering workplace trust, professional leadership practices

    #EmpowerNotControl #LeadershipRespect #HealthyWorkplaceCulture

    19. Physically Invade People’s Spaces

    Leaders who violate personal space undermine professionalism and create discomfort. Constant hugs or standing too close during conversations disregards employees’ boundaries, making them feel unsafe. Even after being told not to engage in such behavior, persisting in physical contact is a blatant display of disrespect. In the workplace, personal boundaries are essential for fostering trust and mutual respect. Dr. Deborah Tannen, an expert on communication, emphasizes in Talking from 9 to 5 that respecting personal space is critical for healthy interactions: “Power is exerted in the most subtle ways—through proximity, touch, and tone.”

    Physical invasions can have serious consequences. Employees who feel physically uncomfortable may avoid interactions with their manager, reducing collaboration and trust. Such behavior also sends a signal that the leader’s preferences take precedence over the team’s comfort. In contrast, respectful leaders foster open communication without resorting to unwelcome gestures. Recognizing the need for personal space allows employees to feel secure, ensuring they can focus on their work without added anxiety.

    SEO Keywords: personal boundaries at work, respecting personal space, inappropriate physical behavior in leadership

    #RespectPersonalSpace #ProfessionalBoundaries #WorkplaceRespect

    20. Delegate Autonomy, But Don’t Really Mean It

    Fake autonomy—where managers tell employees they have decision-making power only to override their choices—creates deep frustration. Leaders who retract delegated authority send mixed signals, eroding confidence and trust. Employees may invest time and effort in making decisions, only to be told later that their judgment was incorrect. This approach conveys that leadership was never interested in empowering employees, but merely in micromanaging under the guise of autonomy. As Daniel Pink explains in Drive, “Control leads to compliance; autonomy leads to engagement.”

    When employees know their decisions won’t be respected, they stop trying to innovate and instead wait for the manager’s final say. This stifles productivity and creativity, turning proactive workers into passive order-takers. True delegation means giving employees the freedom to make mistakes and learn from them. Effective leaders offer guidance and trust their team’s expertise, creating an environment where employees feel both valued and empowered.

    SEO Keywords: fake autonomy in leadership, micromanaging bosses, empowering decision-making

    #Micromanagement #AutonomyInTheWorkplace #TrustInLeadership

    21. Play Favorites with Team Members, and Make It Obvious

    Favoritism in the workplace is a fast track to resentment and division. When leaders openly favor certain employees by giving them exclusive gifts or privileges, it undermines team cohesion. Such behavior sends the message that performance and effort are irrelevant compared to personal biases. Employees who feel excluded will quickly disengage, leading to lower morale and productivity. Leadership expert Patrick Lencioni explains in The Five Dysfunctions of a Team that “The true measure of a team is that it accomplishes the results it sets out to achieve.” Favoritism disrupts this by creating cliques and alienating those outside the favored circle.

    When leaders treat team members unequally, trust erodes not only between the leader and employees but also among colleagues. Workers begin to compete for favor rather than focusing on collaboration and shared goals. Effective leaders avoid favoritism by recognizing and rewarding contributions fairly, ensuring that everyone on the team feels valued. By fostering a culture of inclusion, leaders strengthen trust and unity across the organization.

    SEO Keywords: workplace favoritism, effects of favoritism, team morale and leadership

    #FairLeadership #TeamUnity #EqualRecognition

    Group Conclusion

    When leaders invade personal space, fake autonomy, or play favorites, they create environments filled with discomfort, frustration, and division. Physical invasions of space diminish respect and make employees feel unsafe, while false autonomy leaves them demoralized and hesitant to take initiative. Favoritism further divides the team, breeding resentment and undermining collaboration. These behaviors not only damage employee morale but also disrupt productivity and erode trust, making it difficult for teams to function effectively.

    True leadership requires respecting boundaries, delegating authority sincerely, and treating all team members fairly. When employees feel physically safe, empowered in their roles, and equally valued, they are more motivated to perform at their best. As Peter Drucker famously observed, “The most important thing in communication is hearing what isn’t said.” Leaders who listen to their employees’ needs—whether for space, autonomy, or fairness—build stronger, more resilient teams capable of achieving long-term success.

    SEO Keywords: building team trust, inclusive leadership, workplace autonomy, professional respect

    #FairWorkplaces #InclusiveLeadership #TrustAndRespectInTheWorkplace

    22. Criticize People in Front of Their Coworkers

    Public criticism is a surefire way to undermine employee morale and create a toxic work environment. Calling someone out in front of their peers—whether in meetings or through “reply-all” email tirades—inflicts unnecessary humiliation. While the intent may be to correct behavior or teach a lesson, the impact is usually the opposite: shame, resentment, and disengagement. As renowned psychologist Brené Brown notes in Daring Greatly, “Shame corrodes the very part of us that believes we are capable of change.” Public criticism discourages personal growth and isolates individuals from their teams, making them more likely to withdraw or leave.

    Effective leaders understand that feedback must be delivered privately and constructively. Correcting behavior is most successful when it’s done respectfully, allowing employees to reflect without embarrassment. Public humiliation also erodes trust within the team, as employees fear being the next target. Instead, leaders should focus on fostering psychological safety, where mistakes are seen as learning opportunities, not as a cause for public ridicule.

    SEO Keywords: public criticism in the workplace, leadership feedback styles, psychological safety at work

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    23. Send Subtle Messages That Their Role Isn’t a Good Fit

    Leaders who passive-aggressively suggest employees look for new roles—such as leaving job postings on desks—undermine trust and create anxiety. Rather than engaging in honest conversations about performance or fit, these leaders rely on underhanded tactics that make employees feel insecure and unvalued. Such behavior sends a clear but toxic message: “You don’t belong here.” Career coach Kim Scott, author of Radical Candor, advises leaders to “care personally and challenge directly.” A supportive leader discusses concerns openly, giving employees a chance to grow, rather than nudging them toward the door.

    When employees feel pushed out without clear communication, they become demotivated and disconnected. Some may even begin job hunting out of fear, further lowering productivity and morale. Strong leaders have the courage to discuss fit and career growth directly, offering guidance on how employees can either adjust or pursue other roles. Respectful conversations about performance empower employees to make informed decisions about their future.

    SEO Keywords: passive-aggressive leadership, employee retention, honest feedback in leadership

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    24. Refuse to Learn About Employees’ Leadership and Working Styles

    Refusing to acknowledge the diverse working styles of employees signals a rigid, ego-driven leadership approach. Leaders who insist that everyone adapt to their style—without attempting to understand their team’s preferences—stifle creativity and create unnecessary friction. Every employee brings unique strengths and working methods, and effective leaders harness this diversity rather than force conformity. As Stephen R. Covey explains in The 7 Habits of Highly Effective People, “Strength lies in differences, not in similarities.”

    Leaders who neglect to learn about their team members’ styles miss opportunities for increased productivity and engagement. Employees perform best when their strengths are recognized, and they are given the flexibility to approach tasks in ways that suit them. In contrast, a one-size-fits-all leadership style leads to frustration, burnout, and disengagement. Successful managers embrace adaptability, recognizing that building a high-functioning team requires meeting people where they are—not demanding that everyone fit into the same mold.

    SEO Keywords: leadership flexibility, working style diversity, adaptive leadership

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    Group Conclusion

    When leaders criticize employees publicly, subtly push them toward other roles, or refuse to adapt to diverse working styles, they foster a toxic environment marked by fear and disengagement. Public shaming fractures trust and teamwork, while passive-aggressive suggestions to leave create insecurity and reduce productivity. Moreover, a refusal to acknowledge individual working styles signals a lack of empathy, making employees feel undervalued and misunderstood. These behaviors lead to decreased morale and high turnover, as employees search for workplaces where they feel respected and supported.

    Great leaders embrace openness, fairness, and adaptability. They provide feedback privately, encourage honest conversations about performance, and appreciate the strengths that different working styles bring to the team. Leadership, at its core, is about empowering others to perform at their best. As leadership expert Simon Sinek reminds us, “Leadership is not about being in charge. It’s about taking care of those in your charge.” Leaders who prioritize empathy and respect build cohesive, high-performing teams that thrive.

    SEO Keywords: leadership empathy, employee engagement strategies, adaptive management, feedback culture

    #EmpathyInLeadership #HighPerformingTeams #FeedbackAndTrust

    25. Become Defensive at the Slightest Constructive Feedback

    Leaders who react poorly to feedback foster a culture of fear and silence. Asking for input but belittling or bullying those who provide it sends a clear message: dissent will not be tolerated. Employees quickly learn to avoid speaking up, leading to groupthink and missed opportunities for improvement. Leadership expert Douglas Stone, co-author of Thanks for the Feedback, emphasizes, “Feedback sits at the intersection of two human needs—the need to learn and grow, and the need to be accepted just as we are.” Defensive leaders obstruct this intersection, stunting both personal and organizational development.

    Over time, employees in such environments disengage, offering minimal input and following orders without question. This approach limits innovation and problem-solving, as employees fear being punished for honesty. A more effective leader welcomes feedback, even when it is difficult to hear, using it as an opportunity for growth. By fostering a feedback-friendly culture, leaders build trust, ensuring that employees feel comfortable voicing ideas and concerns.

    SEO Keywords: defensive leadership, feedback culture, managing constructive criticism

    #FeedbackCulture #GrowthMindset #TrustInLeadership

    26. Multi-task While Interacting with Others

    When leaders multi-task during meetings—like browsing their phones or checking emails—they communicate that their time is more important than the people in the room. This behavior is not just disrespectful but also demoralizing, as it signals that employee input is not valued. Research from The Harvard Business Review suggests that multitasking reduces performance and engagement. Additionally, Dr. Edward Hallowell, in Driven to Distraction, explains that “Attention is the currency of leadership. If leaders don’t pay attention to their team, they are bound to lose the team’s trust.”

    By focusing entirely on interactions with their team, leaders can improve communication and foster better relationships. Engaged listening promotes collaboration, ensuring employees feel heard and understood. Leaders should view meetings and conversations as opportunities to connect, rather than as distractions from their to-do lists. Employees are far more motivated and productive when they feel that their contributions matter.

    SEO Keywords: multitasking leadership, workplace engagement, effective communication

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    27. Take Credit for Employees’ Ideas and Work

    Few things demotivate employees faster than watching their hard work claimed by someone else. Leaders who solicit ideas from their team, only to present them as their own, erode trust and foster resentment. The most successful leaders credit their employees openly, recognizing that shared success leads to a stronger team. In Leaders Eat Last, Simon Sinek explains, “When we feel that our leaders genuinely care about us, we work harder to contribute to the mission.” Taking credit for others’ efforts achieves the opposite—it alienates employees and stifles creativity.

    When employees see that their contributions go unacknowledged, they lose the motivation to innovate or go the extra mile. Acknowledging team efforts publicly encourages collaboration and fosters a sense of shared purpose. Strong leaders recognize that giving credit builds morale, trust, and loyalty, ultimately driving better results for the organization.

    SEO Keywords: crediting employees, employee recognition, collaborative leadership

    #CreditYourTeam #EmployeeRecognition #CollaborativeLeadership

    Group Conclusion

    Leaders who become defensive, multitask during interactions, or take credit for employees’ work quickly lose the respect of their team. Defensiveness shuts down communication, preventing employees from offering valuable feedback. Multitasking during meetings signals that employees’ contributions are unimportant, while stealing credit alienates team members and discourages innovation. Together, these behaviors create a toxic culture where trust, engagement, and morale rapidly decline.

    Great leaders foster a culture of openness, respect, and shared success. By embracing feedback, staying present during interactions, and publicly crediting employees, leaders build trust and inspire their teams to perform at their best. As John Maxwell writes in The 21 Irrefutable Laws of Leadership, “A leader must give up to go up.” Leaders who set aside ego, distractions, and selfish motives pave the way for stronger teams and greater long-term success.

    SEO Keywords: building trust in leadership, fostering teamwork, employee engagement strategies

    #LeadershipRespect #TeamEngagement #TrustAndRecognition

    28. Be Completely Insensitive About Pay

    Insensitivity to salary disparities can poison the workplace atmosphere. Announcing personal raises and bonuses during a team meeting where some employees are struggling to make ends meet sends a clear signal: leadership lacks empathy and awareness of their team’s challenges. Such actions foster resentment and dissatisfaction, driving a wedge between management and employees. According to The Truth About Employee Engagement by Patrick Lencioni, “The only way to ensure a long-term sustainable competitive advantage is to create a culture where your people want to stay.” Insensitive pay practices directly contradict this principle, eroding loyalty and trust.

    In contrast, leaders who are mindful of their employees’ financial situations and communicate openly about compensation foster a sense of solidarity. Recognizing the hard work and dedication of team members through equitable compensation and transparent discussions about pay structures reinforces a culture of fairness and respect. Leaders should strive to create an environment where employees feel valued, not just as workers but as integral parts of the organization’s success.

    SEO Keywords: employee pay transparency, compensation awareness, leadership empathy

    #FairCompensation #EmployeeValue #TransparentLeadership

    29. Be Paranoid That Their Employees Are Out to Get Them

    A paranoid leadership style breeds distrust and undermines team cohesion. When leaders suspect their employees of disloyalty or sabotage—such as changing access to shared resources without justification—they create an atmosphere of fear and insecurity. This behavior often leads to a toxic workplace where collaboration is stifled and morale plummets. Renowned management consultant Patrick Lencioni points out in The Five Dysfunctions of a Team that “Trust is the foundation of real teamwork.” When leaders operate under the assumption that their team is out to undermine them, they dismantle that foundation and cripple the potential for a high-performing team.

    This type of paranoia often results in micromanagement, which can leave employees feeling suffocated and disempowered. By restricting access to necessary resources and creating a culture of suspicion, leaders inadvertently encourage backchannel communications and foster a toxic environment where employees feel they must protect themselves rather than collaborate openly. Strong leaders should cultivate trust and transparency by promoting open communication and collaboration, rather than operating from a place of fear.

    SEO Keywords: paranoid leadership, team trust issues, micromanagement effects

    #LeadershipTrust #TeamCollaboration #EmpowerYourEmployees

    30. Be Paranoid That Their Employees Are Out to Get Them (2)

    Failing to communicate openly about team dynamics can lead to isolation and paranoia among employees. For example, leaders who restrict communication between team members without justification create an atmosphere ripe for speculation and anxiety. This leads to misunderstandings and fosters an environment where employees feel alienated, which can be detrimental to overall productivity. As organizational psychologist Amy Edmondson notes in The Fearless Organization, “A psychologically safe workplace is one where people feel free to express their thoughts and feelings without fear of negative consequences.”

    When leaders adopt a paranoid approach and fail to clarify team dynamics, they encourage employees to become defensive and secretive, resulting in further deterioration of team morale. Instead of encouraging collaboration, this behavior leads to unnecessary stress and a sense of competition among team members. Leaders must recognize the importance of open dialogue and strive to create a culture where employees can share concerns freely. By fostering an atmosphere of trust and communication, leaders can mitigate paranoia and enhance team cohesion.

    SEO Keywords: workplace paranoia, communication breakdown, team dynamics

    #PsychologicalSafety #OpenCommunication #TrustInTeams

    Group Conclusion

    Leaders who demonstrate insensitivity regarding pay, harbor paranoia about their employees, and create barriers to communication undermine their team’s morale and effectiveness. Insensitive discussions about compensation can breed resentment and disengagement, while a paranoid approach to management fosters an environment of fear and distrust. These behaviors stifle collaboration and innovation, leading to high turnover rates and decreased productivity.

    To build a thriving workplace culture, leaders must prioritize empathy, transparency, and trust. By fostering open communication, valuing employee contributions, and being sensitive to the challenges their team faces, leaders can create a supportive environment that encourages collaboration and innovation. As noted by renowned leadership expert Jim Kouzes in The Leadership Challenge, “Leadership is not about being in charge. It’s about taking care of those in your charge.” By taking care of their teams, leaders can cultivate a strong, engaged, and motivated workforce.

    SEO Keywords: building positive workplace culture, employee engagement strategies, empathetic leadership

    #PositiveCulture #EmployeeEngagement #EffectiveLeadership

    31. Get Drunk at a Company Event

    Getting drunk at a company event is a surefire way to undermine professional relationships and damage reputations. When leaders lose control of their behavior in public settings, they set a poor example for their teams and can create uncomfortable situations for others. Such actions can erode trust and respect, leading employees to question their leader’s judgment and competence. Leadership consultant and author John C. Maxwell emphasizes that “people may hear your words, but they feel your attitude.” When intoxication overshadows professionalism, it sends a clear message that the leader is more concerned with their enjoyment than with the well-being of their team.

    In addition to the immediate embarrassment, drunken antics can have long-lasting repercussions. Incidents of inappropriate behavior can result in gossip, a loss of credibility, and even disciplinary action from the organization. Employees may feel compelled to distance themselves from a leader who fails to maintain decorum, leading to diminished team cohesion and morale. To foster a positive and professional workplace culture, leaders must model appropriate behavior in all settings, including social events. By demonstrating restraint and professionalism, leaders can inspire their teams and cultivate a respectful work environment.

    SEO Keywords: professional behavior at events, leadership conduct, workplace reputation

    #ProfessionalismMatters #LeadershipConduct #RespectInTheWorkplace

    Group Conclusion

    The final point highlights how detrimental drunken behavior at company events can be for a leader’s credibility and the overall workplace culture. Leaders who engage in such conduct compromise their authority and jeopardize their relationships with employees and stakeholders. Disrespectful behavior not only tarnishes personal reputations but also impacts the organization’s image as a whole, leading to a culture where professionalism is undermined.

    To cultivate a successful and thriving workplace, leaders must prioritize professionalism in all contexts, ensuring they serve as role models for their teams. By demonstrating appropriate behavior at events, leaders can strengthen team bonds, foster mutual respect, and build a culture of integrity. As author and speaker Brené Brown states in Dare to Lead, “Clear is kind. Unclear is unkind.” Leaders who maintain clarity in their expectations and behaviors create an environment where trust, respect, and professionalism flourish, ultimately leading to greater organizational success.

    SEO Keywords: cultivating professionalism, leadership integrity, building workplace culture

    #WorkplaceIntegrity #ProfessionalCulture #TeamRespect

    Final Conclusion

    The behaviors outlined in this post illustrate a troubling portrait of poor leadership. From insensitivity regarding employee compensation to displaying paranoia about loyalty and drinking excessively at company events, these actions collectively erode trust, diminish morale, and damage the professional environment. Each of these behaviors not only reflects poorly on the individual leader but also creates a toxic workplace culture that can have lasting impacts on employee engagement and organizational success.

    Effective leadership requires self-awareness, emotional intelligence, and a commitment to fostering a positive work environment. Leaders should strive to empower their teams by cultivating open communication, demonstrating respect for their contributions, and maintaining professionalism in all settings. As noted by Patrick Lencioni in The Advantage, “The single greatest advantage of great leaders is their ability to create a cohesive team.” When leaders embrace practices that build trust and collaboration, they pave the way for higher morale, increased productivity, and a more resilient organization.

    Ultimately, recognizing and avoiding the pitfalls of poor leadership behaviors is essential for cultivating a thriving workplace culture. By modeling positive behaviors and prioritizing the well-being of their employees, leaders can inspire their teams and drive success. In doing so, they not only enhance their effectiveness as leaders but also contribute to the long-term sustainability and health of their organizations.

    SEO Keywords: effective leadership, workplace culture, employee engagement, organizational success

    #EffectiveLeadership #PositiveWorkplace #TeamSuccess

    Bibliography

    1. Brown, Brené. Dare to Lead: Brave Work. Tough Conversations. Whole Hearts. Random House, 2018.
      A guide on courageous leadership, emphasizing vulnerability and trust in building strong teams.
    2. Edmondson, Amy C. The Fearless Organization: Creating Psychological Safety in the Workplace for Learning, Innovation, and Growth. Wiley, 2019.
      This book discusses the importance of psychological safety in teams and how leaders can foster an environment where employees feel safe to speak up.
    3. Kouzes, James M., and Barry Z. Posner. The Leadership Challenge: How to Make Extraordinary Things Happen in Organizations. Jossey-Bass, 2017.
      A classic text on leadership practices that inspire and empower teams, focusing on building trust and credibility.
    4. Lencioni, Patrick. The Five Dysfunctions of a Team: A Leadership Fable. Jossey-Bass, 2002.
      An insightful exploration of common pitfalls in team dynamics and how leaders can overcome them to create cohesive teams.
    5. Lencioni, Patrick. The Truth About Employee Engagement: A Fable About Addressing the Three Root Causes of Job Misery. Jossey-Bass, 2015.
      This book addresses the fundamental causes of employee disengagement and how leaders can foster a more engaged workforce.
    6. Maxwell, John C. The 21 Irrefutable Laws of Leadership: Follow Them and People Will Follow You. Thomas Nelson, 2007.
      A comprehensive look at key principles of effective leadership that inspire followership and drive success.
    7. Schein, Edgar H. Organizational Culture and Leadership. Wiley, 2010.
      A deep dive into the interplay between organizational culture and leadership, providing frameworks for understanding and shaping culture.
    8. Sinek, Simon. Leaders Eat Last: Why Some Teams Pull Together and Others Don’t. Portfolio, 2014.
      This book explores the role of trust and collaboration in successful teams and how leaders can cultivate a supportive environment.
    9. Yukl, Gary A.Leadership in Organizations. Pearson, 2013.
      A foundational text on leadership theories and practices, offering insights into effective management strategies and team dynamics.

    These sources will provide you with a strong foundation for understanding the implications of poor leadership behaviors and the importance of cultivating a positive workplace culture.

    By Amjad Izhar
    Contact: amjad.izhar@gmail.com
    https://amjadizhar.blog

  • Unpacking Ghamidi’s Veil and Modesty Interpretation

    Unpacking Ghamidi’s Veil and Modesty Interpretation

    The text provides excerpts from a video transcript featuring Javed Ahmed Ghamidi, who discusses the Islamic concepts of Parda (veiling) and Hijaab (covering), asserting that strict definitions imposed by some scholars are not explicitly mandated in the Quran or Hadith for Muslim women in general. Ghamidi argues that instructions given to the Prophet’s wives were mistakenly generalized, and what is often interpreted as a command for veiling was actually a requirement for establishing a clear identity to avoid harassment. He emphasizes that the guidance in Surah Noor concerns social etiquette and decency for interaction between men and women, rather than obligatory covering beyond basic modesty. The discussion also includes a debate with traditional interpretations of ghaz-e-basr (lowering the gaze), with Ghamidi arguing it implies modesty and respect rather than a complete prohibition on looking, while also addressing the distinction between mandatory actions (fardh) and recommended practices (mustahabbat) in religious observance.

    Veiling, Modesty, and Islamic Etiquette

    The discussion of veiling requirements in the sources centers primarily on distinguishing between obligations that are explicitly commanded in the Quran and practices that have become traditional interpretations or cultural ideals, often drawing on the context of Surah An-Nur and Surah Al-Ahzab.

    The Status of Veiling (Pardah and Hijab)

    The speaker asserts that the terms pardah (veiling) and hijab are terminologies of the Ulema (scholars). He states explicitly that no such instruction has been mentioned in the Quran or any Hadith.

    This confusion over mandatory veiling arose for two main reasons:

    1. Instructions for the Wives of the Prophet: Certain specific instructions were given to the Prophet Muhammad’s wives (azwaj-e-mutahharat). These were definitely hijab instructions, but they were wrongly generalized to all Muslim women. The Prophet’s wives were under heightened restrictions, including instructions not to leave the house and limiting interaction with strangers.
    2. The Command of Jilbab: In a temporary circumstance, Muslim women were asked to establish their identity when going outside. Since the word jilbab (a large outer sheet) was used, it was mistakenly assumed to be a command for veiling (pardah), when in reality, it was a command for identification. The Quran stated this requirement so that they could be recognized and not harassed.

    It is maintained that there is no general command for veiling for ordinary Muslim women in the Quran. The guidelines provided in Surah An-Nur are fundamentally concerned with the etiquettes (adab) of interaction between men and women. These etiquettes are necessary precisely because people (including women) must go out, work, conduct business, and fulfill everyday routines (such as working in offices, medical services, teaching, or historically, farming).

    Modesty Requirements: Etiquettes and Covering

    The guidelines given in Surah An-Nur are intended to establish a civilized and courteous way of mixing socially, without restricting social freedoms or economic affairs. These instructions cover three main areas: lowering the gaze (Ghadd al-Basar), guarding private parts (Hifz al-Furuj), and avoiding the display of ornaments.

    1. Lowering the Gaze (Ghadd al-Basar)

    • Meaning: Ghadd al-Basar applies to both men and women and means that the gaze should not be one that stares or scrutinizes features (khad-o-khaal). The correct interpretation, based on Arabic usage of the word ghadd in the Quran (similar to lowering one’s voice), is that the gaze must maintain respect and decency.
    • Application: It means keeping the eyes guarded and chaste (sharafat). People must look up while working in offices, teaching, or interacting, but the nature of the gaze should be honorable, like how one looks at one’s own daughters or family members.
    • Contrast with Traditional Views: Some traditional scholars (like Mufti Shafi) argue that it is absolutely forbidden (mutlaqan haram) for a woman to look at a non-mahram man, even without lust. This view is criticized as baseless, as the Quranic words do not support total avoidance of looking, and the associated traditions are either weak or apply only to the Prophet’s wives.

    2. Essential Covering (Hifz al-Furuj)

    The term Hifz al-Furuj (guarding the private parts) is interpreted by the speaker to mandate three levels of covering: Necessary (lazim), Better (behtar), and Best (behtareen).

    • The Necessary Requirement (Lazim): The essential requirement is that the private parts and the connected limbs/body parts must be covered. For example, the back/waist area is considered a connected part of the private areas and must be covered. This prevents the covering from being limited merely to the most sensitive areas, fulfilling the implied meaning of Hifz al-Furuj.

    Preferred Covering and Religious Feeling

    Beyond the necessary covering, the sources detail preferred levels of modesty, which fall under mustahabbat (recommended acts).

    • Origin of Head Covering: The tradition of wearing a dupatta (scarf) or scarf over the head developed from the Quranic command to cover the chest and neckline (seena aur girebaan) when opening up ornamentation. This custom is now part of Islamic civilization, stemming from the mandatory commands.
    • The Status of the Dupatta: Wearing a dupatta or scarf over the head is not obligatory (wajib) or mandatory (lazim).
    • The Preferred Conduct (Pasandeeda Baat): The Quran, even while relaxing requirements for elderly women (who may remove their outer covering if not displaying ornamentation), states that it is preferable (pasandeeda baat) for them to exercise caution and not remove the covering from their chest. By analogy, it is established that it is preferable for women to cover their head with a dupatta, even if they have not adorned themselves.
    • Connection to Religious Feeling: Muslim women who live with a strong religious feeling (mazhabi ehsaas) and wish to be closer to God invariably observe this caution. They do not prefer being in the presence of non-mahram men with uncovered heads and hair. This higher standard is attained through spiritual growth and understanding the overall purpose and wisdom of the religion, rather than mere legal enforcement.

    The speaker emphasizes that when discussing religious guidance, priority must be given to correcting wrong interpretations, clarifying what is absolutely lazim (necessary) first, and then encouraging people toward the mustahabbat (recommended acts) once they show spiritual interest. Scholars should avoid acting as religious police and creating new laws regarding halal and haram beyond what God has decreed.

    Quranic Interpretation: Linguistic Rigor and Modesty Etiquette

    The discussion in the sources outlines a specific methodology for Quranic interpretation, emphasizing linguistic rigor, contextual analysis, and distinguishing between legal obligation and preferred conduct.

    1. Differentiating Between General and Specific Commands

    A primary focus of interpretation is clarifying the scope of Quranic mandates:

    • Avoiding Generalization: Interpretation must strictly separate rules given only to the wives of the Prophet (azwaj-e-mutahharat)—which were definite hijab instructions—from instructions intended for all Muslim women. Wrongly generalizing these specific, heightened restrictions to all women has led to misconceptions about veiling requirements.
    • Contextualizing Temporary Instructions: Interpretations must recognize that certain historical commands, such as the request for Muslim women to use the jilbab (large outer sheet) to establish identity during a temporary situation, were for recognition (yu’rafna) and protection. Mistakenly interpreting this as a universal command for veiling (pardah) creates a false understanding of the law.

    2. Linguistic and Contextual Analysis of Key Terms

    To determine the true nature of the command, the speaker insists on relying on the Arabic usage of Quranic words and their context:

    • Interpreting Ghadd al-Basar (Lowering the Gaze): The meaning of Ghadd al-Basar is determined by comparing its use in Surah An-Nur (regarding the gaze) with its identical verb usage in Surah Al-Hujurat and Surah Luqman (regarding lowering the voice, Ghadd al-Saut).
    • Correct Meaning: Just as “lowering the voice” means maintaining respect, decency, and shyness (haya)—not being silent—”lowering the gaze” means the look must be honorable, not one that stares or scrutinizes features (khad-o-khaal).
    • Rejection of Absolute Prohibition: The interpretation rejects the traditional scholarly conclusion that it is absolutely forbidden (mutlaqan haram) for a woman to look at a non-mahram man, even without lust, because the Quranic words themselves do not support total avoidance or closing the eyes.
    • Interpreting Hifz al-Furuj (Guarding Private Parts): The interpretation of this term goes beyond merely covering the most sensitive areas. Since the Quran uses Hifz al-Furuj and not just a term for covering, it implies covering the connected limbs/body parts (such as the back/waist). This principle establishes the necessary (lazim) requirement for covering.

    3. Purpose and Wisdom (Hekmah) in Interpretation

    Quranic interpretation must keep the divine objective in mind:

    • Focus on Etiquette, Not Restriction: The guidance in Surah An-Nur is fundamentally about the etiquettes (adab) of interaction between men and women to foster courteous and civilized social mixing. The rules are provided precisely because women must go out, work in offices, teach, or engage in economic activities.
    • Rejecting Self-Imposed Extremism: The interpreter argues that humans, including scholars, should not determine the ultimate goal of religion and consequently restrict life (e.g., through spiritual isolation or asceticism), as God has provided specific, balanced guidelines (sirat-e-mustaqeem).

    4. Differentiating Between Mandatory and Recommended Acts

    A critical element of this interpretive approach is clearly distinguishing between necessary (lazim) commands and recommended (mustahabbat) acts:

    • Law vs. Preference: The Quran itself makes this distinction. For example, regarding elderly women, it is stated that though they may remove their outer covering under certain conditions, it is preferable (pasandeeda baat) for them to exercise caution.
    • The Status of Head Covering: Wearing a dupatta (scarf) over the head, while not obligatory (wajib) or mandatory (lazim), is seen as preferable. This higher standard is observed by Muslim women who cultivate a strong religious feeling (mazhabi ehsaas) and wish to be closer to God.
    • The Role of Scholars: Scholars should prioritize correcting wrong interpretations and clarifying what is lazim first, and then encourage people toward mustahabbat once they show spiritual interest, rather than acting as religious police or creating new laws.

    5. Avoiding Law-Making (Shariat Saazi)

    The interpreter cautions against overstepping boundaries in the name of precautionary measures (Sadd al-Dhari’ah):

    • Divine Precaution: If Allah has already provided precautionary measures (such as the specific modesty instructions in Surah An-Nur) to stop immorality (“do not go near adultery”), scholars should not impose further laws in the name of Haram or Halal.
    • Defining Authority: The terms Haram (unlawful) and Halal (lawful) should only be used when they are explicitly dictated by God and His Messenger. Creating new prohibitions based on scholarly opinion constitutes law-making (shariat saazi) in competition with divine authority.

    Quranic Etiquette for Interaction: Gaze, Covering, and Modesty

    The Quranic instructions discussed in the sources concerning interactions between men and women are primarily framed as etiquettes (adab). These guidelines are foundational to establishing a civilized, courteous, and refined way of mixing socially.

    The overall purpose of these Islamic etiquettes is to allow people to carry out their daily affairs—such as working in offices, performing medical services, teaching, or historically, farming—without imposing restrictions on social freedoms or creating economic obstacles.

    The speaker emphasizes that the guidance provided in Surah An-Nur concerns the fundamental etiquettes of interaction.

    Core Etiquettes Commanded in Surah An-Nur

    The sources highlight three main areas of instruction concerning etiquette and modesty:

    1. The Etiquette of Lowering the Gaze (Ghadd al-Basar)

    The command to lower the gaze applies equally to men and women.

    • Linguistic Interpretation: Ghadd al-Basar does not mean entirely closing the eyes or constantly looking at the ground. Based on the usage of the same verb (Ghayn-Dhad-Dhal) in the Quran concerning lowering the voice (Ghadd al-Saut) (in Surah Al-Hujurat and Surah Luqman), the correct meaning is that the gaze must maintain respect, decency, and shyness (haya).
    • Application: The gaze should not be one that stares, scrutinizes features (khad-o-khaal), or is “wandering”. While people must look up while interacting in offices, teaching, or conducting business, the nature of the gaze must be honorable, similar to how one looks at one’s own family.
    • Rejection of Absolute Prohibition: This interpretation rejects the view held by some traditional scholars (e.g., Mufti Shafi) that it is absolutely forbidden (mutlaqan haram) for a woman to look at a non-mahram man, arguing that the Quranic words do not support total avoidance of looking.

    2. The Etiquette of Covering (Hifz al-Furuj)

    The instruction concerning modesty is referred to as Hifz al-Furuj (guarding the private parts). This determines the necessary (lazim) level of covering required by etiquette.

    • Necessary Coverage: The required etiquette dictates that the private parts and the connected limbs/body parts must be covered. For instance, the back/waist area is considered a connected part of the private areas and must be covered to fulfill the implicit meaning of Hifz al-Furuj.

    3. Etiquette of Preference (Mustahabbat)

    Beyond the necessary commands (lazim), Islamic etiquette includes standards that are preferred (pasandeeda baat) or recommended (mustahabbat).

    • Head Covering Example: While wearing a dupatta (scarf) over the head is not obligatory (wajib) or mandatory (lazim), it is considered preferable.
    • Basis for Preference: This preferred etiquette is inferred from the Quran’s direction regarding elderly women: although they are permitted to remove their outer covering if not displaying ornamentation, the Quran clarifies that it is preferable for them to exercise caution and not remove the covering from their chest. By analogy, covering the head is also seen as a preferable precaution.
    • Attainment: This higher standard of etiquette is typically observed by Muslim women who cultivate a strong religious feeling (mazhabi ehsaas) and wish to be closer to God, achieving this level through spiritual growth rather than mere legal enforcement.

    Scholarly Approach to Etiquette

    The discussion emphasizes the proper methodology for scholars and teachers when discussing these etiquettes:

    1. Prioritize Clarity: The first phase of instruction must be correcting wrong interpretations and clearly defining what is absolutely necessary (lazim).
    2. Encourage, Not Enforce: Scholars should avoid acting as religious police (darogha) or using terms like haram and halal for practices not explicitly dictated by God or the Prophet.
    3. Timing: The recommended acts (mustahabbat) should be taught later, when individuals show spiritual interest and seek to advance their devotion (similar to teaching optional prayers/Nawafil after the obligatory prayers/Fard). The focus should be on generating the religious feeling (mazhabi ehsaas) that prompts adherence to the preferred etiquettes.

    Mazhabi Ehsaas: Religious Feeling and Mustahabbat

    The concept of “religious feeling” (mazhabi ehsaas) is central to understanding the different levels of religious practice and commitment discussed in the sources, particularly concerningThe concept of “religious feeling” (mazhabi ehsaas) is central to understanding the different levels of religious practice and commitment discussed in the sources, particularly concerning modesty and preferred conduct. It represents a level of devotion that transcends mere fulfillment of legal obligations.

    Definition and Origin of Religious Feeling

    Religious feeling (mazhabi ehsaas) refers to a profound sense of devotion and connection to God that motivates a believer to go beyond the bare minimum required by law.

    • Origin: This feeling is not generated simply by stating religious laws (ahkam). It is attained through a relationship with God, understanding God’s will and goals (mansha and ahdaf) expressed in the Quran, and spiritual growth.

    Religious Feeling and Preferred Conduct (Mustahabbat)

    Religious feeling is the driving force behind adherence to recommended acts (mustahabbat).

    • Distinction from Obligation (Lazim): In Islamic law, certain acts are necessary (lazim), while others are preferable (pasandeeda baat) or recommended. When a believer develops a strong religious feeling, they are motivated to pursue these preferred acts.
    • The Example of Veiling: The preferred practice of wearing a dupatta (scarf) over the head, while not obligatory (wajib) or mandatory (lazim), is observed by Muslim women who possess a strong religious feeling.
    • Such women who “live with a strong religious feeling and are closer to God” invariably observe this caution.
    • They typically do not prefer being in the presence of non-mahram men with uncovered heads and hair.

    The Role of Religious Feeling in Spiritual Growth

    Religious feeling is crucial for progressing beyond the minimum requirements of faith:

    • Moving Past Lazim: Once an individual understands and fulfills the necessary duties (lazim), they might develop the desire to advance. This desire manifests as a religious feeling.
    • The Equivalent of Nawafil: The pursuit of recommended acts (mustahabbat), driven by religious feeling, is likened to performing optional prayers (Nawafil) after fulfilling the obligatory prayers (Fard). These acts of devotion lead to higher ranks (darajat) in Paradise.

    The Scholar’s Approach to Religious Feeling

    Scholars and educators are advised on how to cultivate religious feeling in the community:

    1. Prioritize Fundamentals: When addressing the general public (aam al-nas), scholars must first focus on teaching the necessary (lazim) commands (like the fard prayers), particularly because many people may not even be observing the fundamentals.
    2. Avoid Acting as Police: Scholars should not act as religious police (darogha). Instead, they should explain the divine commands with civility and refinement.
    3. Encourage Private Inquiry: Discussions about mustahabbat (recommended acts) and religious feeling should be taught when the student or individual expresses interest and seeks to move forward (similar to how Nawafil are introduced when curiosity or fervor emerges after mastering Fard).
    4. Emphasize Philosophy and Wisdom: To foster religious feeling, teaching should include the philosophy and wisdom (hikmat) behind the commandments, demonstrating the relationship with God and how devotion is expressed through obedience and commitment. Simply stating laws (e.g., “you must not speak to people”) does not foster this feeling; focusing on respect and decency does.

    Mandatory and Recommended Rulings on Islamic Modesty

    The discussion of legal rulings in the sources focuses heavily on clarifying which practices are explicitly mandatory (lazim) in the Quran versus those that are traditional interpretations, cultural practices, or recommended (mustahabbat) acts, while cautioning against unauthorized law-making by scholars.

    1. Rulings on Veiling and Modesty (Pardah and Hijab)

    A key ruling presented is the rejection of the idea that general veiling is mandatory:

    • Pardah and Hijab are not Divine Commands: The speaker asserts that the terms pardah (veiling) and hijab are “terminologies of the Ulema” (scholars), and no such instruction has been mentioned in the Quran or any Hadith as a general command for all Muslim women.
    • Contextualizing Specific Instructions: Veiling instructions (hijab) were specific to the wives of the Prophet (azwaj-e-mutahharat) and were wrongly generalized to all Muslim women. Similarly, the command to wear the jilbab (large outer sheet) was a temporary measure for identification (yu’rafna—that they be recognized) and protection, not a general command for veiling.
    • The Rulings are Etiquettes (Adab): The instructions in Surah An-Nur are fundamentally etiquettes of interaction between men and women, provided precisely because people must go out, work, and fulfill daily routines, without restricting social or economic freedoms.

    2. Mandatory Rulings (Lazim) in Modesty

    The necessary legal requirements (lazim) center on three instructions given in Surah An-Nur:

    • Guarding Private Parts (Hifz al-Furuj): This command establishes the necessary level of physical covering.
    • The Ruling: The private parts and the connected limbs/body parts must be covered. For example, the back/waist area is considered a connected part of the private areas and must be covered. This goes beyond merely covering the most sensitive areas, which is inferred from the Quran using Hifz al-Furuj instead of a simpler term for covering.
    • Lowering the Gaze (Ghadd al-Basar): This ruling applies equally to men and women.
    • The Ruling: The gaze must be “guarded,” “chaste,” and maintain respect and decency. It must not be one that stares or scrutinizes features (khad-o-khaal).
    • Rejection of Absolute Prohibition: The interpretation rejects the ruling by some traditional scholars that it is absolutely forbidden (mutlaqan haram) for a woman to look at a non-mahram man, even without lust, arguing that the Quranic words do not support this total avoidance.

    3. Recommended Rulings (Mustahabbat)

    Beyond the necessary (lazim) requirements, the sources discuss rulings that are preferred (pasandeeda baat) but not mandatory:

    • Head Covering: The custom of wearing a dupatta (scarf) over the head, while stemming from the mandatory command to cover the chest and neckline when displaying adornments, is not obligatory (wajib) or mandatory (lazim).
    • The Ruling on Preference: It is preferable (pasandeeda baat) for women to cover their heads. This ruling is derived by analogy from the Quran’s guidance regarding elderly women: even though they are permitted to remove their outer covering if not displaying ornamentation, the Quran states it is preferable for them to exercise caution.
    • Motivation: Adherence to these recommended acts is achieved by those who possess a strong religious feeling (mazhabi ehsaas) and wish to be closer to God, seeking to earn higher ranks (darajat).

    4. Rulings on Scholarly Authority (Avoiding Shariat Saazi)

    A critical legal instruction presented is the limit of scholarly authority in issuing legal rulings:

    • Avoiding Unauthorized Law-Making: Scholars must not impose new laws in the name of precautionary measures (Sadd al-Dhari’ah). If God has already provided specific precautionary measures (like the modesty instructions), imposing further laws constitutes law-making (shariat saazi) in competition with divine authority.
    • Defining Haram and Halal: The terms Haram (unlawful) and Halal (lawful) should only be used when they are explicitly dictated by God and His Messenger. Scholars must present their recommendations or cautious suggestions in appropriate language, making it clear that these are not divine prohibitions.
    • The Divine Scope: The ultimate ruling on how the goal of religion is achieved (e.g., prevention of vice) rests with God. Humans must ask the divine law (deen) what level of commitment is required, rather than imposing personal views that lead to unnecessary restriction or spiritual isolation.
    😱Parde Ka Jhootha Tasawur‼️| علماء کا من گھڑت تصور | Javed Ahmed Ghamidi

    میں اس کے جواب میں یہی کہوں گا کہ پردہ حجاب یہ اپ کی اصطلاحات ہیں اس طرح کی کوئی چیز نہ قران میں بیان ہوئی ہے نہ کسی حدیث میں بیان ہوئی ہے سلامتی ہے ان انکھوں پہ جو ہدایت پہ نظر جمائے بیٹھی ہیں ان کانوں پہ جو ذکر خیر کے منتظر رہتے ہیں اور ان قدموں پہ جو ہدایت کی راہ پہ گامزن ہیں ایک سوال اگر اپ سے پوچھا جائے کہ علماء نے یہ اعتراض کیا تھا کہ اپ عورت کے پردے کے قائل نہیں ہیں تو یہ جتنی گفتگو ہم نے کی پچھلے چار پانچ چھ گھنٹوں میں اس میں اپ اپ کا جواب کیا ہوگا علماء کے استدلال پہ اور خود اپ کا جو استدلال تھا کہ اللہ نے اس بارے میں کوئی حکم دیا ہے کہ نہیں دیا میں اس کے جواب میں یہی کہوں گا کہ پردہ حجاب یہ اپ کی اصطلاحات ہیں اس طرح کی کوئی چیز نہ قران میں بیان ہوئی ہے نہ کسی حدیث میں بیان ہوئی ہے یہ غلط فہمی کس وجہ سے ہوئی اس کے وجو میں بیان کر چکا ہوں یعنی رسالت ما اپ صلی اللہ علیہ وسلم کی ازواج مطہرات کو بعض ہدایات کی گئی وہ یقینا حجابی کی ہدایات تھیں ان کو عام سمجھ لیا گیا اس زمانے میں ایک ایسی صورتحال پیش اگئی جس میں مسلمان عورتوں سے بھی یہ تقاضا کیا گیا کہ وہ باہر نکلیں تو اپنی شناخت قائم کر لیں اس میں چونکہ جلباب کا لفظ اگیا تو یہ خیال ہوا کہ یہ کوئی پردے کا حکم ہے دراحال ہے کہ وہ شناخت قائم کرنے ہی کا حکم تھا اس میں صاف الفاظ میں قران مجید میں یہ کہا تھا یورین تاکہ وہ پہچانی جائیں اور ان کو کوئی شخص اذیت نہ پہنچائے جی اس کی ہم بہت وضاحت کر چکے اور یہ بتا چک جہاں تک سورہ نور کا تعلق ہے میں نے یہ عرض کیا تھا کہ اس کے لیے صحیح تعبیر کیا ہے صحیح تعبیر یہ ہے کہ مرد و زن کے اختلاط کے اداب بتائے جائیں ہم یعنی لوگ جب ایک دوسرے سے ملیں گھروں میں جائیں دفتروں میں جائیں کام کی جگہوں پر جائیں تو وہاں کن چیزوں کا لحاظ رکھیں یہ بات یاد رکھیے کہ اگر تو یہ کہنا تھا کہ خواتین پردے میں چلی جائیں نکا بوڑھ لیں برقعہ پہن لیں ان سب چیزوں کی کوئی ضرورت ہی نہیں اس کے بعد ہم یہ جو اداب بتائے جا رہے ہیں یہ اسی لیے بتائے جا رہے ہیں کہ لوگوں کو باہر جانا ہے کام کرنے ہیں معاملات انجام دینے ہیں معمولات باقی رکھنے ہیں خواتین کو کسی جگہ ملازمت کرنی ہے اج کے زمانے میں ہ قدیم زمانے میں کہیں کھیت میں جانا ہے کہیں کھانا لے کے جانا ہے کہیں چارہ اٹھا کے لانا ہے کہیں خود کھیت میں فصل کے بونے یا اس کی برداشت کے موقع پر کام کرنا ہے یہ سب جتنی چیزیں ہیں ان کا لحاظ رکھ کے تاکہ سوشل ازادیوں پر بھی کوئی پابندی نہ لگے معاشی معاملات میں بھی کوئی رکاوٹ نہ پڑے اللہ تعالی نے کچھ اداب کچھ ایٹیکیٹس بتائے ہیں تو اس لیے میں تو اسی پر اصرار کروں گا کہ قران مجید میں عام مسلمان عورتوں کے لیے پردے کا کوئی حکم نہیں ہے کہیں بیان نہیں ہوا سورہ نور میں جو ہدایات دی گئی ہیں وہ بنیادی طور پر اداب کی نوعیت کی ہیں یعنی اس میں ملنے جلنے کے طریقے شائستہ طریقے مہذب طریقے بتائے ائے گئے اور میں اس کو ایٹیکیٹ ہی سے تعبیر کرتا ہوں۔ عام صاحب بہت شکریہ اپ نے بڑی مختصر سے وقت میں جو پوری بحث جس پس منظر میں شروع ہوئی تھی اس کا خلاصہ کیا اور اپ نے اس پوری بحث کو کہاں سے دیکھا ہے؟ پہلے علماء کا وہ استدلال جو اپ کی فکر پہ پیدا ہوتا ہے ان کی بنا استدلال سورہ احزاب اس پر اپ نے اپنا نقطہ نظر پیش کیا اور پھر اپنا مثبت نقطہ نظر سورہ نور کی روشنی میں تفصیل سے بتایا۔ ہم اسی ترتیب کو لے کے چلیں گے کہ سورہ نور کی انڈرسٹینڈنگ جو اپ کی تھی اس پر بھی ہمارے جو روایتی علماء ہیں وہ متفق نہیں ہیں تو ان کا استدلال ایک ایک کر کے میں اپ کے سامنے رکھتا ہوں نور سے اپ نے تین ہدایات بیان کی تھیں کہ غز بصر حفظ فروج اور زینتوں کے بارے میں اللہ کی ہدایت پہلی چیز غز بصر اس پہ اپ کا جو نقطہ نظر تھا وہ یہ تھا کہ نظریں جو ہیں وہ تاڑنے والی نہ ہوں خدو خال کا جائزہ لینے والی نہ ہوں مرد عورت دونوں کو یہ کہا گیا ہے میں ایک مختصر سا اقتاس اپ کے سامنے پڑھتا ہوں یہ معارف القران بڑی معرکت تفسیر ہے مفتی شفیع علیہ رحمہ کی مفتی اعظم بھی رہے ہیں وہ یہ لکھتے ہیں کہ ابتدائی حصے میں تو وہی حکم ہے جو اس سے پہلے ایت میں مردوں کو دیا گیا کہ اپنی نظریں پست رکھیں یعنی نگاہیں پھیر لیں مردوں کے لیے حکم میں عورتیں بھی داخل تھیں مگر ان کا ذکر علیحدہ تاکید کے لیے کیا گیا اس سے معلوم ہوا کہ عورتوں کو اپنے محرم کے سوا کسی مرد کو دیکھنا حرام ہے بہت سے علماء کا قول یہ ہے کہ غیر محرم مرد کو دیکھنا عورت کے لیے مطلقا حرام یہ میں دوبارہ جملہ پڑھ دیتا ہوں۔ وہ لکھتے ہیں کہ بہت سے علماء کا یہ قول ہے کہ غیر محرم کو دیکھنا عورت کے لیے مطلقا حرام ہے۔ خواہ شہوت اور بری نیت سے دیکھے یا بغیر کسی نیت اور شہوت کے دیکھے۔ دونوں صورتوں میں حرام ہے۔ اور پھر مفتی شفیع علیہ رحمہ اپنے اس نتیجہ فکر کا استدلال پیش کرتے ہیں۔ سیدہ ام سلمہ اور ام میمونہ کی روایت سے کہ جب عبداللہ ابن ام مکتوم اگئے۔ تو رسول اللہ صلی اللہ علیہ وسلم نے فرمایا وہ نابینا تھے۔ تو عورتوں کو کہا کہ اندر چلی جاؤ کیونکہ تم تو نابینہ نہیں ہو۔ تو غز بصر سے جو نتیجہ اپ نے نکالا غلام صاحب اس کے مقابل میں یہ روایت بھی موجود ہے اور مفتی شفیع کہتے ہیں کہ علماء کا یہ قول ہے کہ مطلقا حرام ہے۔ کیا کہتے ہیں؟ ہم اپنے علماء کی غائد درجہ عزت کرتے ہیں لیکن جب وہ کوئی بات کہیں گے تو یہ دیکھیں گے نا اس کا استدلال کیا ہے؟ جی یہاں ایک طرف قران مجید کی ایت ہے دوسری ایک حدیث بیان کی گئی ہے۔ جی سب سے پہلے ایت کو دیکھیے۔ ایت میں جو الفاظ استعمال کیے گئے ہیں وہ کیا الفاظ ہیں ان میں یہ کہا گیا کہ یار جی اسی سے غز بصر کی تعبیر اختیار کی گئی ہے غز بصر کا مطلب کیا ہے جی کیا اس کا مطلب یہ ہے کہ اپ انکھیں بند کر لیں اپ بالکل نہیں دیکھیں اپ نگاہیں ہٹا لیں اپ زمین پر دیکھتے رہیں کیا یہ مطلب ہے میں نے اپ سے عرض کیا کہ اس کے یہ معنی نہیں ہیں جی عربیت کی رو سے اس کا مدع کیا ہوتا ہے اس کو خود خود قران مجید سے سمجھ لیجیے اچھا قران مجید میں یہ فعل دوسری جگہوں پر بھی استعمال ہوا ہے اچھا دو مقامات پر بالکل وضاحت سے قران مجید نے اس مدع کو خود واضح کر دیا ہے قران مجید کی سورہ حجرات میں دیکھیے وہاں رسالت ماب صلی اللہ علیہ وسلم کی بارگاہ میں بیٹھنے کے اداب بتائے گئے جی اس میں کیا کہا ہےی رسول اللہی قلوبہ اچھا وہ لوگ جو رسالت ماب صلی اللہ علیہ وسلم کی بارگاہ میں اپنی اوازوں کو پست رکھتے ہیں یہاں کیا کہا ہے سورہ نور میں نگاہوں کو پست رکھتے ہیں وہاں کہا ہے اوازوں کو پست رکھتے ہیں ہ کیا مطلب ہے اس کا یعنی اواز نکلنی نہیں چاہیے نہیں انہیں رسالت م اپ صلی اللہ علیہ وسلم کی بارگاہ میں بولنا نہیں چاہیے نہیں بات نہیں کرنی چاہیے تو جو مدع وہاں ہے وہی مدہ یہاں یعنی ایک ہی فعل ہے جو استعمال ہوا ہے ایک ہی فعل استعمال ہوا ہے وہی غزہ یغس ہے یعنی یہاں اس کا مفعول ابسار ہے وہاں اوات ہیں اچھا اپ اپنی اواز کو پست رکھیں یہاں کہا ہے اپنی نگاہ کو پست رکھیں تو اواز کی پستی کا کیا مطلب ہے یعنی اپ مخاطب کا احترام مرحود رکھیں عزت مرحود رکھیں اواز میں ایسی کرختگی نہ ہو اواز کو بلند کرنے کی کوشش نہ کریں بات کو اگے بڑھانے کا طریقہ اختیار نہ کریں بارگاہ نبوت کے اداب کا لحاظ رکھیں یہی کہیں گے نا جی تو بالکل یہی بات ہم یہاں کہہ رہے ہیں یعنی اپنی نگاہوں کو کھلا نہ چھوڑ دیں نگاہیں بچا کے رکھیں ہ وہ خط و خال کا جائزہ لینے والی نہیں ہونی چاہیے وہ تاڑنے والی نہیں ہونی چاہیے ان میں شرافت ہونی چاہیے تو نگاہ کی پستی سے یہاں یہ مراد ہے اچھا دوسری جگہ دیکھیے قران مجید میں سورہ لقمان میں ہمیں عمومی زندگی سے متعلق بعض چیزوں پر تنبیہ کی ہے ہمم اخلاقی ہدایات یعنی اپنی چال میں میانہ روی پیدا کرو اپنی اواز میں پستی رکھو یعنی کہ چپ ہو جاؤ اس کے بعد دیکھیے کوئی گنجائش ہی نہیں رہ گئی باقی واضح کر دیے سب سے بری اواز گدھے کی اواز ہوتی ہے یعنی بری اوازیں جو ہیں وہ نہیں ہونی چاہیے چیخنے چلانے کا طریقہ نہیں ہونا چاہیے چاہیے یہ کوئی ادمی خطابت میں اختیار کرے گفتگو میں اختیار کرے بات چیت میں اختیار کرے ظاہر ہے کہ یہ محمود نہیں ہوگا مضموم ہوگا تو بالکل وہی بات جو یہاں کہی گئی ہے وہ یہاں کہی گئی ہے تو میرے نزدیک تو عربیت کی رو سے اس کا صحیح مفہوم وہی ہے جو میں نے بیان کر دیا ہے یعنی ہماری نگاہوں میں حیا ہونی چاہیے جس طرح کی ایک شریف ادمی کی نگاہ اٹھتی ہے یہ ویسی نگاہ ہونی چاہیے ہم اپنی بہو بیٹیوں کو جس نگاہ سے دیکھتے ہیں ایسے ہی ہمیں اجنبی خواتین کو دیکھنا چاہیے بات کرنا پڑتی ہے نگاہ اٹھانا بھی پڑتی ہے اپ کہیں کام کر رہے ہیں کسی دفتر میں ہیں اپ کہیں پڑھ پڑھا رہے ہیں اپ متعلم ہیں یا معلم ہیں ہر جگہ نگاہیں اٹھیں گی لیکن وہ نگاہیں کیسی ہونی چاہیے تو غز بصر کا مدع یہ ہے ان دونوں جگہوں کے اوپر ذرا اپ وہ ترجمہ کیجئے جو مولانا نے فرمایا ہے تو یہ علما کہیے کہ اواز نکالنا حرام ہے بات کرنا حرام ہے کہیں گے یہ بات نہیں یہی کہیں گے کہ اواز میں تہذیب ہونی چاہیے اواز میں پستی ہونی چاہیے اس کا تقابل کر کے قران نے بتایا الحمید کدے کسی اوازیں نہ نکالا کرو تو یہاں کیا ہے اواز نکالنے سے نہیں روکا جا رہا اواز کی نوعیت زیر پیسے رسالت ما اپ صلی اللہ علیہ وسلم کی بارگاہ میں بھی یہی صورتحال ہے تو میرے نزدیک تو یہ مدع کسی طرح بھی ان الفاظ سے برامد نہیں کیا جا سکتا ٹھیک جہاں تک روایت کا تعلق ہے اپ جانتے ہیں کہ ہم اس پر پہلے تبصرہ کر چکے ہیں جی یعنی یعنی پہلی چیز کیا ہے؟ پہلی چیز یہ ہے کہ اگر روایت کو اپ مان لیجئے برس سبیل تنزل قبول کر لیجیے تو روایت کا تعلق ازواج مطہرات سے ہے ان کے لیے تو خوبصور ازواج مطہرات کے بارے میں ہم کہہ چکے کہ ان پر یہ پابندی عائد کی گئی تھی ان کو گھر سے باہر بھی نہیں جانا تھا ان کے ہاں اجنبی لوگوں کو بھی نہیں انا تھا ایک خاص دائرے سے باہر کے لوگوں کے ساتھ میل ملاقات ہی کو بند کر دیا گیا تھا جی ہاں یہ ہم دیکھ چکے اس میں اگر رسالت م اپ صلی اللہ علیہ وسلم نے یہ فرمایا تو اس پر کوئی اعتراض وارد نہیں ہوتا نہ نہ کوئی استباد پیدا ہوتا ہے لیکن میں بتا چکا اپ کو اس سے پہلے کی روایت صحیح تھی اس وجہ سے جب روایت میں زوف ہو تو رسالت ما اپ صلی اللہ علیہ وسلم کی نسبت سے اس کو بیان نہیں کرنا چاہیے یعنی ہم یہ تو کہہ سکتے ہیں کہ یہ چیز قران مجید کے احکام سے یا فطرت کے مقتضیات سے واضح ہوتی ہے یہی چونکہ روایت میں بیان ہوئی ہے یا کوئی اجتہادی مسئلہ ہے تو چلیے ضعیف روایت بھی پیش کر دیں لیکن حضور کی نسبت سے اس کو پیش نہیں کرنا چاہیے تو یہ باتیں میں اس سے پہلے پہلے عرض کر چکا ہوں اس لیے میرے نزدیک ان دونوں باتوں میں کوئی وزن نہیں ٹھیک اچھا عام صاحب یہ بتائیے کہ جو لکھا ہے اور یہ ایک نمائندہ رائے ہے یہی ہمارے روایتی علماء پیش کرتے ہیں نور میں غز بصر سے جب وہ مراد دیتے ہیں یہاں ہوا کیا ہے یعنی ہم اس ان کی جگہ پر کھڑے ہو کر ذرا سمجھیں کہ انہوں نے سورہ احزاب پہلے پڑھ لی ہے یہ طے کر لیا ہے اب وہ غزو بصر کو دیکھ رہے ہیں تو یہ نتیجہ نکل رہا ہے کہ مطلب وہ کیوں یہ بات کر رہے ہیں اس میں دیکھیے یہ ہم اگر اس پس منظر میں جائیں ائیں گے تو بہت سی باتیں کہی جا سکتی ہیں لیکن جو چیزیں متعین ہیں بس ان تک ہی بات کو محدود رکھنا چاہیے ٹھیک یعنی علم کی روایت ہمیشہ پیش نظر بھی رہنی چاہیے اور اہل علم کی عزت بھی کرنی چاہیے ٹھیک میرے نزدیک کسی قوم کی بڑی بدقسمتی ہوتی ہے کہ وہ اپنے ہاں علمی اختلافات کی بنیاد پر استغفا یا استہزاء کا طریقہ ہے ہمم غلطی مجھے بھی لگ سکتی ہے غلطی کسی دوسرے صاحب علم کو بھی لگ سکتی ہے جی صرف استدلال کی تردید تک محدود رہنا چاہیے۔ میں نے اپ سے عرض کیا نا کہ جب یہ بات عموم میں مانی جانے لگی کہ ازواج مطہرات کو یہاں نمونے کے طور پر پیش کیا گیا اور یہ رجحان اہستہ اہستہ متاخرین کے ہاں غلبہ پاتا چلا گیا۔ درا حال ہے کہ متقدمین کے ہاں اپ کو اس کے اثار نہیں۔ ہمم ہم دوسرے دوسرے یہ کہ جو سورہ احزاب میں بڑی چادر اوڑھ کر باہر نکلنے کی بات کی گئی تھی اور جو ایک وقتی تدبیر تھی ہم اس پر بہت بحث کر چکے۔ جی اس کا نتیجہ یہ نکال لیا گیا کہ یہ پردہ کرنے کا حکم ہے تو اس سے ایک ذہنی تصویر بھی تو بنتی ہے نا جی وہ ذہنی تصویر پھر بہت سی چیزوں کے بارے میں اس طرح کی شدت پیدا کر دیتی ہے ہ اگر اپ قران مجید کے الفاظ کو پکڑ کر چلیں یعنی اللہ تعالی بات کیا کر رہا ہے پھر قران مجید کے الفاظ سے جو مدع معلوم ہوتا ہے دیکھیں جملے کی تعریف اس کو قبول کر رہی ہے پھر یہ دیکھیں سیاق و سباق میں یہ مدع ٹھیک بیٹھ رہا ہے جب وہ بالکل متعین ہو جائے پھر روایات کو دیکھیں کہ کیا ان میں کوئی بات کہی گئی ہے تو اس سے متعلق ہوتی ہے تو اپ دیکھیے نا یہاں بھی کیا ہوا ہے یعنی پہلے ایک ذہنی تصور کے تحت غز بصر کا مفہوم طے کیا گیا اس کے بعد یہ فرق کیے بغیر کہ روایت کا تعلق ازواج مطہرات سے ہے اس روایت سے بھی استدلال کر لیا گیا تو میں نے توجہ دلائی بہت ادب کے ساتھ اور میں پھر گزارش کروں گا کہ اہل علم کا ادب ان کا احترام ہر حال میں مروض رکھنا چاہیے جی توجہ میں نے دلائی ہے کہ نہ یہ صرف یہ کہ الفاظ اس کو قبول نہیں کرتے روایت ازواج مطہرات سے متعلق ہے اور پھر روایت بھی ضعیف ہے تو اس لیے یہ سارا کا سارا استدلال بے بنیاد استدلال ہے ٹھیک اچھا صاحب اگر نتیجے کے لحاظ سے دیکھیں مثلا ہم یہ کہتے ہیں سارے احکام کا مقصد مذہب کے پیوریفیکیشن ہے تزکیہ ہے تو اگر نتیجے کے اعتبار سے مفتی صاحب کی رائے کو دیکھیں کہ بھئی نگاہیں اپس میں ان کا میل جولی نہ ہو تو وہ جو باقی کی ساری ہدایات ہیں فتنہ پیدا نہ ہو زنا کی طرف میلان نہ ہو خود و خال کا جائزہ نہ لے تو یہ تو مطلب نتیجے کے لحاظ سے تو بڑی زبردست رائے ہے کہ اس سے تو مذہب کا اصل مقصد بہت اسانی سے حاصل ہو سکتا ہے۔ یہ دیکھیے بات یہ ہے کہ مذہب کا مقصد کس طرح حاصل ہوگا یہ میں نہیں بتاؤں گا۔ یہ مفتی صاحب بھی نہیں بتائیں گے۔ یہ اللہ تعالی ہی بتائیں گے۔ ہمم یعنی یہ تو ہو سکتا ہے کہ ہم مقصد طے کرنے کے لیے بیٹھیں اور لوگوں کو ہر کام ہی سے روک دیں۔ ہم اپ جانتے ہیں کہ لوگوں نے جب مذہب کا مقصد خود طے کیا تو اس میں تو روحانیت بھی پیدا ہو گئی۔ لوگوں نے دنیا چھوڑ دی وہ تپسیا کرنے کی جنگلوں میں نکل گئے اللہ تعالی نے یہ جو پیغمبروں کے ذریعے ہدایت دی ہے اس کا مقصد ہی یہ ہے کہ انسان کو ان اختلاقات سے نکال دیا جائے اور اس کو وہ راہ راست دکھائی جائے صراط مستقیم دکھائی جائے جس میں کوئی بے اعتدالی نہ ہو ہ اپ اللہ تعالی کے احکام میں بیان کر چکا ہوں نا سب کے سب پچھلی نشستوں میں ان کو سامنے رکھ کر دیکھیں یعنی ان میں اداب بھی ہیں ان میں بعض احتیاطوں کو بھی محض رکھنے کی ہدایت کی گئی ان میں تہذیب اور ثقافت کے پہلو بھی ملحوظ ہیں اور اس کے ساتھ زندگی کے معاملات پر کوئی پابندی نہیں ہم یعنی خواتین کام کرنا چاہتی ہیں وہ کھیتوں میں جانا چاہتی ہیں وہ دفتروں میں جانا چاہتی ہیں وہ پڑھانا چاہتی ہیں وہ طبی خدمات انجام دینا چاہتی ہیں کسی جگہ پر بھی کوئی رکاوٹ نہیں پیدا ہوتی ہمم وہ اپنی زندگی کے تمام معاملات انجام دے سکتی ہیں اور اپنی شناخت کو قائم رکھ کے انجام دے سکتی ہیں یعنی اس شناخت کو فراموش کر کے نہیں ہمم ہم یہ چیز بھی حاصل ہوتی ہے اور وہ تہذیبی اقدار بھی قائم رہتی ہیں جو اللہ تعالی چاہتے ہیں کہ قائم رکھیں تو اللہ کے دین ہی سے پوچھنا چاہیے کہ وہ اپنے مقصد کو پیش نظر رکھ کر ہمیں کس چیز کا پابند کرتا ہے اور کتنا پابند کرتا ہے اس میں اپنی طرف سے اپ پاؤ کو سیر نہیں بنا سکتے ٹھیک لیکن خان صاحب اگر کوئی کسی معاشرت میں ہمیں دیکھ رہے ہیں کہ نگاہیں اوارہ ہو رہی ہیں اور لوگوں کے اندر اس طریقے سے خدو خال کا جائزہ لینے کی ایک رسم پیدا ہو رہی ہے فیشن کے وہ ٹرینڈز ہیں جن سے جنسی اعضاء نمایاں ہوتے ہیں تو امکان ہے کہ نگاہوں کا میلان ہوگا خد و خال کا جائزہ لینے پر تو کیا کوئی مجتہد کوئی عالم غز بصر کی ہدایت کو سامنے رکھ کر یہ استدلال نہیں کر سکتا کہ اللہ نے تو کہا تھا جب دیکھو تو ایسی نگاہ نہ ہو لیکن اب چونکہ دیکھنے سے چیز ہی پیدا ہو رہی ہے تو ہم سدا لذریہ پریکاشنری میژر کے طور پہ لوگوں کو کہتے ہیں کہ اپ دیکھیں ہی نہیں بس نگاہیں شرمیلی کر کے نیچے جھکا کے رکھیں تو یہ ساری ہدایات سد ذریعہ ہی کی ہدایات ہیں جب اللہ تعالی کسی چیز کے بارے میں سد ذریعے کے احکام دے دیں تو پھر اپ اس پر مزید احکام دیں گے یہ تو شریعت سازی ہو جائے گی یہ اللہ تعالی کے مقابلے میں قانون سازی ہو جائے گا یعنی اگر تو اللہ تعالی نے صرف یہ بات کہی ہوتی کہ تم بدکاری کے قریب نہ جاؤ ہ میں نے عرض کیا تھا نا کہ سورہ نور میں پس منظر یہ ہے جی بدکاری کو سوسائٹی سے ختم کرنا یا روکنا یا اس کی حوصلہ شکنی کرنا پیش نظر ہے اس کو ایک بڑا گناہ قرار دیا گیا اس کی سزا بیان کی گئی اس کے بعد تہمت کی سزا بھی بیان کر دی گئی۔ یہ پس منظر ہے۔ اگر بات اتنی ہوتی اور اللہ تعالی نے خود صد ذریعہ کے طور پر یہ ہدایات نہ دی ہوتی اور علماء یہ کہتے کہ لوگوں کو بدکاری سے روکنے کے لیے کیونکہ اللہ تعالی کہتے ہیں کہ لا تقرب الزنا تم زنا کے قریب بھی نہ جاؤ۔ تو ہم یہ ہدایات ان کو دے رہے ہیں۔ لیکن وہ بھی اس اسلوب میں نہیں دی جا سکتی کہ یہ حرام ہے۔ یہ حلال ہے۔ اس میں یہ اسلوب اختیار کیا جاتا ہے کہ دیکھیے اللہ تعالی نے اپ کو فلاں چیز سے روکا ہے۔ یہ چیز اس تک جانے انے کا ذریعہ بن سکتی ہے اس میں احتیاط کیجیے تو ہم جب اپنی کوئی رائے بیان کرتے ہیں یا اپنی طرف سے کوئی احتیاط تجویز کرتے ہیں سجیسٹ کرتے ہیں تو اس پر لب و لہجہ یہ ہونا چاہیے اس کے لیے یہ الفاظ اختیار ہی نہیں کیے جا سکتے یہ الفاظ تو اسی وقت اختیار کیے جائیں گے جب اللہ تعالی اور اللہ کا پیغمبر کسی بات کے بارے میں ہدایت دے گا ہمارا کام نہیں ہے کہ ہم اپنی طرف سے حلال اور حرام کے فتوے دیں ہمیں بتانا پڑے گا کہ ہم جس چیز کو جائز قرار دے رہے ہیں اس کے لیے دین میں کیا استدلال ہے؟ جس کو ناجائز قرار دے رہے ہیں اس میں دین کے لیے کیا استدلال ہے۔ ہمم ٹھیک عام صاحب اگے بڑھتے ہیں سورہ نور کی جو دوسری ہدایت اپ نے بیان کی تھی وہ حفظ فروج سے متعلق تھی اور اس میں ہم نے بہت تفصیل سے بات کی کہ حفظ فروج قران نے ایک اصطلاح استعمال کی اس کو ہم الفاظ کے کو سامنے رکھ کے اپلائی کریں گے انسانی باڈی پہ۔ اور وہ کیا چیزیں ہیں؟ جن کا چھپانا لازم ہے۔ پھر اپ نے بتایا تھا بہتر اور پھر بہترین۔ سوال یہ پوچھا جاتا اور ہمارے جو روایتی مذہبی علماء کا استدلال ہے وہ یہ کہ ہمارے فقہاء نے اس کے لیے جو اصول سامنے رکھا ہے وہ یہ ہے کہ چیزوں کو استثنی دے دیا ہے اور باقیوں کو ڈھانپنے کا حکم ہے مثلا یہ بتا دیا کہ یہ یہ چیزیں نہیں نظر ائیں گی یہ یہ چیزیں نظر ا سکتی ہیں لیکن باقی ڈھپی ہونی چاہیں اپ نے جو چیز بتائی تھی قاعدہ کہ شرم گاہیں اور متصل اعضاء چھپائے جائیں گے تو سوال یہ پیدا ہوا کہ جو مثلا عورت کی کمر ہے اس نے شرم گاہ بھی چھپا لی اس نے سلیوز بھی پہن لیے لیکن اگر وہ پیچھے سے کمر کو ننگا ا چھوڑ کے چلتی ہے تو یہ لازم حکم میں اس پر کمر شامل نہ ہوئی نہیں دیکھیے بات یہ ہے کہ ہم نے جو پہلا درجہ بیان کیا ہے وہ یہی ہے کہ تمام متصل اعضاء چھپائے گئے تو کمر متصل بالکل اس میں کیا شب ہے اچھا اپ پیچھے سے بھی دیکھتے ہیں اپ اگے سے بھی دیکھتے ہیں اچھا اچھا اچھا اچھا یہ تو نہیں کہا جا سکتا کہ اپ کی شرمگاہیں اگے ہی ہیں شرمگاہیں پیچھے بھی ہیں ہ اور یہ سینے کی شرمگاہ جو ہے اس کا تعلق جس طرح سے بازوں کے ساتھ ہے جس طرح سے گریبان کے ساتھ ہے اسی طرح اپ کی پشت کے ساتھ بھی ہے تو یہ سارے حصے تو چھپائے جائیں گے لازما یہ ہم نے بیان کر دیا اور یہ بات بھی واضح کر دی کہ اس کو چھپانے کے بعد اگے بڑھنا چاہیے جی ہاں ترغیب دینی چاہیے اس کی ترغیب کا مقام بالکل اور ہوتا ہے دین میں میں نے مثالیں دے کے واضح کیا تھا کہ ہر چیز نہ فرض ہوتی ہے نہ ہر چیز حرام ہوتی ہے ہ یعنی ایک چیز فرض کی جاتی ہے اور کچھ مستحبات کی ترغیب دی جاتی ہ نماز فرض ہے اپ نے دو رکعت فجر پڑھنی ہے اس کے بعد کیا ہے اس کے بعد مستحبات ہے نوافل ہے اپ نے روزے رکھنے ہیں رمضان کے اس کے بعد نوافل ہے ہ اپ نے ایک حج کر لیا اس کے بعد نوافل ہے بالکل اسی طریقے سے اپ کو یہ بتایا جاتا ہے کہ یہ یہ کچھ تو اپ کو لازما کرنا ہے اس کا ہم نے اصول کیا بیان کیا تھا کہ چونکہ قران مجید میں حفظ فروج کے الفاظ استعمال کیے ہیں محض یہ نہیں کہا کہ اپ اپنی شرمگاہ کو ڈھانپ لیں اگر بات اتنی ہوتی تو پھر تو اپ شرمگاہ کو اسی طرح ڈھانپ لیتے جس طرح کہ تفقہ یکسفان علیہ برکنہ میں بیان ہوا ہے تو بس مداع پورا ہوتا دو پتے لٹکا لیتے دو پتے لٹکا لیتے لیکن قران مجید نے حفظ فروج کہا تو ہم نے اس کے مزمرات کو کھول کر یہ بتایا کہ اس میں یہ پھر لازم ہوگا کہ شرم گاہوں کے متصل اعضاء کو بھی چھپایا جائے یہ تو لازم ہوگا جی اس کے بعد اپ اگے بڑھیں گے نا یعنی اپ کو معلوم ہو گیا کہ اپ کا پروردگار کیا چاہتا ہے تو جیسے ہی یہ معلوم ہو جائے کہ پروردگار کیا چاہتا نماز میں معلوم ہوا پروردگار عبادت چاہتا ہے پرستش کے تعلق کا اظہار چاہتا ہے تو اب ہم کیا کرتے ہیں نوافل کی طرف جاتے ہیں بالکل اسی طرح لباس پہ مستحبات کی طرف جانا چاہیے تو اس کی دونوں سٹیجز میں نے واضح کر دی کہ اپ کو بتا دیا ٹھیک اب جب یہ کہا جاتا ہے جب اپ یہ بات کرتے ہیں اپ نے بڑی تفصیل سے بتایا بھی اس پر اعتراض یہ کیا جاتا ہے کہ مان لیا چلیں یہ لازم ہے لیکن لازم پر جتنا زور دیا جاتا ہے جتنی تفصیل سے بتایا کہ یہ یہ چیزیں چھپی ہونی چاہیے جو مستحبات یا مطلوب ہیں اس کے اوپر بھی تو غامدی صاحب کو اسی تفصیل سے گفتگو کرنی چاہیے یعنی لوگ یہ پوچھتے ہیں کہ یہ تو بتا دیں گے غامدی صاحب کہ بھئی فقہاء نے اگر اس کو لازم کیا ہے تو میرے نزدیک لازم یہ ہے اس سے زیادہ لازم نہیں ہے لیکن دوپٹہ اوڑھنا چاہیے بہتر کی طرف جانا چاہیے اس میں حیا کے تقاضے پیدا ہوتے ہیں اس کی ترغیب روزمرہ کی گفتگو میں پروگرامز میں ان محافل میں جہاں وہ بیٹھتے ہیں نہ لوگوں میں اس کا اثر نظر اتا ہے دونوں سوالوں کا جواب دیجیے صاحب کہ اپ کے جو ٹی وی پر پروگرام اتے ہیں لوگ یہ پوچھتے ہیں کہ اتنا عرصہ ہو گیا عورتیں غامدی صاحب کے ساتھ بیٹھی ہوئی ہیں تو وہ بیٹھے بیٹھنے کے بعد ان کی گفتگو سننے کے بعد نتیجے کے طور پہ وہ بہترین کیوں نہیں ایا دوپٹوں کے بغیر مخلوط نشستیں ہو رہی ہوتی ہیں تو کیوں نہیں روکتے ان کو غامدی صاحب تو ان کو کہیں بھئی اپ بہتر لباس پہن کے ائے میرے پاس اور دوسرا یہ کہ خود کیوں نہیں ترغیب دیتے کبھی کبھی لکھا بتایا کہ جی دوپٹے بڑی اچھی چیز ہے بس وہ لازم پر بہت تفصیل سے بحث ہوتی ہے باقی بہتر بہترین کہہ کے نکل جایا جاتا ہے۔ دیکھیے اس میں تین چیزیں معلود رکھیے۔ ایک تو یہ چیز ہے کہ جب دین کی کوئی غلط تعبیر ہو جائے ہم تو پہلے مرحلے میں تو اس کی اصلاح کی ضرورت ہوتی ہے۔ اچھا یعنی چونکہ یہ بات طے کر دی گئی کہ خواتین کے لیے کوئی پردہ لازم کیا گیا ہے وہ باہر نکل نہیں سکتی ہیں۔ ان کا دائرہ عمل ان کا گھر ہے۔ وہ اگر باہر نکل کے کسی دفتر میں جاتی ہیں یا کہیں کسی طبی خدمت کو انجام دیتی ہیں یا پڑھانے کی کوئی خدمت انجام دیتی ہیں۔ تو اصلا وہ اپنے دائرہ عمل سے باہر قدم رکھ ہم اور ان کو اپنے پورے جسم کو ڈھانپ کر رکھنا چاہیے بلکہ دستانے بھی پہن لیں تو زیادہ موضوع ہو جائے گا۔ اب ظاہر ہے کہ یہ چیز چونکہ دین میں کوئی بنیاد نہیں رکھتی۔ تو پہلا مرحلہ تو یہ تھا کہ اس کو واضح کیا جائے۔ تو زیادہ تر گفتگو اس پر ہو جاتی ہے۔ اچھا اس کے بعد دوسری چیز کیا ہے؟ دوسری چیز یہ ہے کہ اگر کوئی خاتون دین کی طرف رغبت اختیار کر لیتی ہے اور وہ اپ سے پوچھتی ہے کہ اب مجھے اگے بڑھنا ہے۔ ہ تو نوافل اس وقت زیر بحث ایا کرتے ہیں۔ اچھا پہلے تو اس کو لازم لازم کروانا ہے۔ میں اپ سے عرض عرض کروں کہ اس میں ایک بہت دلچسپ واقعہ ہوا جی اپ جانتے ہیں کہ ایک بڑی شہرت یافتہ کھلاڑی ہیں ثانیہ مرزا جی ان کے لباس کا معاملہ ہندوستان میں زیر بحث ا گیا جی تو ہندوستان کے ایک جلیل القدر عالم مولانا وحی الدین صاحب سے پوچھا گیا اس معاملے میں کہ اپ کیا کہیں گے تو انہوں نے کہا کہ مجھ سے تو یہ ثانیہ مرزا نے سوال نہیں کیا ہم اپ کو کیا تکلیف ہے اس میں ہ تو جب کوئی خاتون اپ سے پوچھتی ہے اور دسیوں خواتین مجھ سے پوچھتی ہیں تو میں ان کو یہ ساری باتیں بتاتا اچھا یہ دین کی دعوت یا دین کا پیغام پہنچانے کا یہ طریقہ نہیں ہوتا کہ اپ ہر جگہ لٹ لے کے کھڑے ہو جائیں ہم یعنی کچھ مواقع وہ ہوتے ہیں جہاں صرف لوگوں کو یہ بتانا مقصود ہوتا ہے کہ دین کے جس حکم سے جیسے کہ وہ بتایا گیا ہے وہ الجھن محسوس کر رہے ہیں تو دین کا حکم اس طرح نہیں ہے وہاں یہ ایجوکیشن ہے اب جب انہیں معلوم ہو گیا کہ دین کچھ اداب بتاتا ہے اور یہ جو اداب میں نے اب بیان کیے ہیں یہ میں نے دسیوں مرتبہ واضح کیے ہیں اب ذرا زیادہ تفصیل کے ساتھ بیان کیا اس وقت بالاجمال بیان کیا ہے جی پھر اس کا نتیجہ کیا ہے اس کا نتیجہ یہ ہے کہ لوگوں میں کیا رغبت پیدا ہوئی وہ جو لوگوں میں رغبت پیدا ہوتی ہے وہ ہمیشہ انفرادی ملاقات یا انفرادی استفسار کی صورت اختیار کرتی ہے یعنی ایک شخص نے اپ سے نماز کے بارے میں کچھ سنا اور نماز کے بعد سننے کے بعد اس نے اپ سے پوچھا کہ اچھا یہ بتائیے اس سے پہلے تو نماز میں کوتاہی ہوتی تھی تو میں فجر کی نماز سے شروع کر لوں اب کیا میں دو نمازیں پڑھ لیا کروں کیا میں تین نمازیں پڑھ لوں اچھا ہر نماز کے لیے وضو کرنا پڑے گا تو اب گویا تعلیم تربیت کا مرحلہ شروع ہو گیا یہ بلکہ میں باقی اہل علم سے بھی کہوں گا کہ انہیں معاشرے میں داروغہ بن کے نہیں رہنا چاہیے وہ دین کی شائستہ اور مہذب طریقے سے وضاحت کریں اپ سے کوئی پوچھنے کے لیے ائے تو پھر اس کو بتائیں ایک پہلو دوسرا یہ ہے کہ مختلف مجالس میں خواتین اتی ہیں جی اپ پہلے مرحلے میں ان سے یہ کہیں گے کہ ائندہ اپ کو انا ہے تو ان حدود کی اپ پابندی کر کے ائیں تو میں یہ عرض کرتا ہوں کہ یہ تو عام اداب ہیں کیا تمام مرد جو اتے ہیں ان سے بھی پہلے یہ سوال کیا جائے کہ اپ نماز کے پابند ہیں یا نہیں ہم وہ تو فرائض میں سے اچھا اگر فرض کر لیجیے کسی کے مزید داڑھی رکھنا ضروری ہے تو اسے پوچھنا چاہیے پہلے کہ اپ نے پورے ناپ کی داڑھی نہیں رکھی تو میری مجلس میں کیوں بیٹھے ہوئے ہیں یا واقعتا ہمارے علماء یہی کرتے ہیں یعنی یہ سارا معاملہ خواتین سے متعلق کیوں ہو جاتا ہے تو میں اس کو دعوت اور تبلیغ کے معاملے میں ایک غلط رویہ سمجھتا ہوں اچھا اپ کو اپنی بات کرنی ہے اپنی بات کہنی یہ اللہ کے احکام ہیں وہ اپ نے بیان کر دیے ان کی حقیقت کیا ہے وہ کہاں بیان ہوئے ہیں ان کا استدلال کیا ہے ان کے پیچھے کیا چیزیں ہیں جن کو اللہ تعالی نے حکمت کے طور پر ملحوظ رکھا ہے وہ سب اپ بیان کر دیں لوگوں نے فیصلہ کرنا ہے کہ وہ کتنا عمل کریں گے ہمارا کام ایک ایک فرد کو متنبہ کرنا یا اس کو براہ راست کسی مجلس میں بیٹھ کے توجہ دلانا نہیں ہے یہ طریقہ خود رسالت ما اپ صلی اللہ علیہ وسلم نے کبھی اختیار نہیں کیا ہم اللہ تعالی نے بھی یہاں یہ دیکھیے کہ جب یہ ہدایات دی ہیں تو ظاہر ہے کہ معاشرہ ہے نا وہاں کچھ صحابیات ہیں صحابہ کرام ہیں انہی کو مخاطب کیا ہے لیکن ہدایات بیان کر دی ہیں کسی فرد کو موضوع نہیں بنایا تو کسی فرد کو کبھی موضوع نہیں بنانا چاہیے اپ نماز پر گفتگو کر رہے ہوں اور اپ یہ کہیں کہ اچھا یہاں تو چار لوگ بیٹھے ہوئے ہیں ہم جانتے ہیں کہ وہ نماز نہیں پڑھتے ہمارا کام یہ ہے کہ ہم اللہ تعالی کا دین بتائیں یہ نہیں ہے کہ ہم داروغے بن کے ان کے پیچھے پڑ جائیں ہاں جب کوئی شخص اپ سے اگے بڑھ کے پوچھتا ہے پہلے مرحلے میں اپ وہی بتائیں گے امت الناس کو فرض نماز ہی کی تعلیم دینی چاہیے ہ مستحبات کی تعلیم دینے کی کوئی ضرورت نہیں ہے وہ اپ نے بیان کر دی ہے کسی موقع کے اوپر اصولی بحث تھی وہاں اس کو واضح کر دیا فرض اپ کے پاس ائے گا یہ کہے گا اب میں نے نماز پڑھنا شروع کر دی ہے میں اب فرض نماز کا پابند ہو گیا ہوں اب اسے اپ بتائیے کہ اگر اللہ توفیق دے تو مستحبات کا بھی نوافل کا بھی اہتمام کروں اس لیے کہ درجات اسی سے بلند ہوتے ہ اسی سے تم بہتر سے بہتر جگہ اللہ کے فردوس میں حاصل کرنے میں کامیاب ہو گے جہاں تک اس چیز کا تعلق ہے کہ خواتین کو یہ بتایا جائے کہ ایک مسلمان خاتون کی حیثیت سے انہیں اس بہترین لباس کی طرف جانا چاہیے دیکھیے میری جو کتاب مقامات ہے اس میں ایک مضمون موجود ہے سر کی اوڑنی کے عنوان سے اچھا اپ اگر پسند فرمائیں تو میں اس کو نکال کے اپ کو سنا دیتا ہوں اپ خود دیکھ لیجیے کہ اس میں میں نے کیا بات کس اسلوب میں کس طریقے سے کہی ہے اس سے اندازہ ہو جائے گا کہ میرا طریقہ اس معاملے میں ہمیشہ سے کیا رہا ہے اور میں اس طرح کی بات اگر کرتا ہوں تو کس اسلوب میں کرتا ہوں یعنی صرف یہ نہیں ہے کہ نفی کر دی جائے کہ بھئی یہ لازم نہیں ہے دین کا لیکن وہ جو بہترین صورت ہے وہ پھر ساتھ بیان ہوتی ہے اس مضمون کا عنوان بہت مختصر ہے یہ کب لکھا غام صاحب میں اپ کو پڑھ کے سنا دیتا ہوں 2008 کا ہے اچھا اس کا عنوان ہے سر کی اوڑنی اچھا اللہ تعالی کی ہدایت ہے کہ مسلمان عورتیں اپنے ہاتھ پاؤں اور چہرے کے سوا جسم کے کسی حصے کی زیبائش زیورات وغیرہ اجنبی مردوں کے سامنے نہیں کھولیں گی۔ اچھا قران نے اسے لازم ٹھہرایا ہے۔ اس پر ہم گفتگو کر چکے ہیں۔ جی سر پر دوپٹہ یا اسکاف اوڑ کر باہر نکلنے کی روایت اسی سے قائم ہوئی۔ اچھا اللہ تعالی نے جب زیب و زینت کیا ہو تو اس میں یہ کہا کہ ہاتھ پاؤں اور چہرے کے سوا یا ظاہر ہری لباس کے سوا باقی جسم کو ڈھانپ کر رکھو تو اسی سے یہ روایت قائم ہو گئی سر پر دوپٹہ یا اسکاف اوڑ کر باہر نکلنے کی روایت اسی سے قائم ہوئی ہے اور اب اسلامی تہذیب کا حصہ بن چکی ہوئی ہے اپ جانتے ہیں کہ میں جب اسلامی تہذیب کا لفظ استعمال کرتا ہوں تو اس سے مراد مسلمانوں کی تہذیب نہیں ہوتی یعنی وہ تہذیب جو دین کے احکام کے لازمی نتیجے کے طور پر پیدا ہونا شروع ہو جاتی عورتوں نے زیورات نہ پہنے ہوں اور بناؤ سنگار نہ بھی کیا ہو تو وہ اس کا اہتمام کرتی رہی ہے۔ اچھا یہ رویہ بھی قران ہی کے اشارات سے پیدا ہوا ہے۔ ہمم اللہ تعالی نے فرمایا ہے کہ دوپٹے سے سینہ اور گریبان ڈھانپ کر رکھنے کا حکم ان بوڑھیوں کے لیے نہیں ہے جو نکاح کی امید نہیں رکھتی ہیں۔ ٹھیک ہے شریعت بیان ہو گئی۔ بشرط کہ وہ زینت کی نمائش کرنے والی نہ ہو۔ یہ قران مجید میں بیان ہوا۔ ہم نے سورہ نور میں جو اگے جا کر مستثنیت بیان ہوئے ہیں یا سوالات کا جواب دیا ہے اس میں اس پہ بحث کی ہے جی قران کا ارشاد ہے کہ وہ اپنا یہ کپڑا مردوں کے سامنے اتار سکتی ہیں یعنی جو گریبان پر دوپٹہ لینے کا حکم تھا اس میں کوئی حرج نہیں ہے مگر ساتھ ہی وضاحت کر دی ہے کہ پسندیدہ بات ان کے لیے بھی یہی ہے کہ احتیاط کریں اور دوپٹہ سینے سے نہ اتاریں پسندیدہ بات یہ دیکھیے اب قران مجید وہی فرق کر رہا ہے جو میں نے اپ کو توجہ دلائی کہ کچھ چیزیں لازم ہوتی ہیں کچھ پسندیدہ ہوتی ہیں مستحبات ہوتے ہیں۔ اس سے واضح ہے کہ سر کے معاملے میں بھی پسندیدہ بات یہی ہونی چاہیے اور بناؤ سنگار نوی کیا ہو تو عورتوں کو دوپٹہ سر پر اوٹ کر رکھنا چاہیے پسندیدہ بات یہی ہے۔ یہ اگرچہ واجب نہیں ہے۔ لازم نہیں ہے۔ جی لیکن مسلمان عورتیں جب مذہبی احساس کے ساتھ جیتی اور خدا سے زیادہ قریب ہوتی ہیں تو وہ یہ احتیاط لازما ملحوظ رکھتی ہیں۔ اچھا دیکھیے دو چیزیں چیزیں یہاں بیان کی گئی ہیں ایک یہ کہ مذہبی احساس پیدا ہو یہ محض احکام بیان کر دینے سے نہیں ہوتا جی جی یہ اصل میں اللہ تعالی کے ساتھ تعلق سے ہوتا ہے اللہ تعالی کے منشا اور اہداف جو قران مجید میں بیان ہوئے ہیں ان کو سمجھ لینے سے ہوتا ہے یہ اپ قانون کے طریقے پر لوگوں کے نہیں بتا سکتے قانون اتنا ہی بتانا چاہیے جتنا قانون ہے ہ یعنی جب میرے سامنے عام لوگ ائیں گے اور مجھے یہ معلوم ہے کہ پانچ فیصد لوگ بھی نماز نماز کا اس طرح اہتمام نہیں کرتے جس طرح کہ اللہ تعالی چاہتے ہیں کہ پانچ وقت نماز کا اہتمام کیا جائے تو میں پہلے فرض نماز ہی کی تلقین کروں گا میری کوشش یہ ہوگی کہ اس کم سے کم کی طرف لوگ ائیں یعنی دین جب بیان کیا جاتا ہے تو وہ عام الناس کو سامنے رکھ کے بیان کیا جاتا ہے خاص طور پر پبلک جگہوں کے اوپر اب لوگوں میں شوق پیدا ہوگا دین کی رغبت پیدا ہوگی وہ دین سے دور کھڑے ہیں اس کے قریب ائیں گے جب وہ ائیں گے تو اب وہ تعلیم حاصل کرنا چاہیں گے اس وقت کیا چیز پیدا ہوتی ہے؟ مذہبی احساس پیدا ہوتا ہے۔ اللہ سے قریب ہونے کا جذبہ پیدا ہوتا ہے۔ جنت میں اعلی ترین درجات حاصل کرنے کی خواہش پیدا ہوتی ہے۔ اب مستحبات بتائے جاتے ہیں۔ اب نوافل کی ترغیب دی جاتی ہے۔ اب یہ کہا جاتا ہے کہ اس چیز کا لحاظ رکھیے۔ لیکن مسلمان عورتیں جب مذہبی احساس کے ساتھ جیتی اور خدا سے زیادہ قریب ہوتی ہیں تو وہ یہ احتیاط لازما ملحوظ رکھتی ہیں۔ اور کبھی پسند نہیں کرتی۔ کہ کھلے سر اور کھلے بالوں والوں کے ساتھ اجنبی مردوں کے سامنے اچھا یہ اپ نے لکھا ہے یہ میں نے لکھا تو اس کا مطلب یہ کیا ہے اس کا مطلب یہ ہے کہ 2008 سے تلقین کر رہا ہوں انکرج کر رہے ہیں دوپٹے پہ یہی تلقین کر رہا ہوں لیکن یہ فرق واضح کر کے تلقین کر رہا ہوں کہ اپ کے لیے لازم کیا ہے میں نے حفظ فروج پر گفتگو کرتے ہوئے بار بار یہ توجہ دلائی تھی کہ اپ کی ساری سوسائٹی کروڑوں کی تعداد میں اس وقت مسلمان ہیں عورتیں بھی کروڑوں کی تعداد میں ہیں ان میں بچیاں بھی ہوں گی۔ ابھی جوانی کی عمر کو پہنچتی ہوئی بچیاں بھی ہوں گی۔ کالجوں میں جانے والی بھی ہوں گی۔ اسکولوں میں خدمات انجام دینے والی بھی ہوں گی۔ دفتروں میں جا کے کوئی کام کرنے والی بھی ہوں گی۔ زندگی کے مختلف شعبوں میں خواتین اگے بڑھ رہی ہیں۔ ان سب خواتین کو اپ پہلے لازم بتائیں گے۔ اگر وہ لازم کا احساس کر لیں گی۔ اور اس کے بعد اپنے رب کی خوشنودی کے لیے اگے بڑھنا چاہیں گی تو مستحبات اس وقت ذکر کیا کرتے ہیں۔ اور یہی طریقہ میں بہت ادب کے ساتھ علماء سے درخواست کروں گا انہیں بھی اختیار کرنا چاہیے وہ مطلق حرام اور واجب اور فرض سے کم سے گفتگو ہی نہیں کرتے ہ پہلے متعین کر کے بتائیں کہ ہم نماز پر گفتگو کر چکے ہیں یعنی اپ اپنے بچے کو بتا رہے ہیں تو 17 رکعتوں سے بات نہیں شروع ہوگی ٹھیک اپ پہلے ان کو یہ بتائیں گے کہ اپ پر چار رکعتیں کے وقت فرض کی گئی ہیں اگر اپ نے وہ پڑھ لی ہیں تو اللہ کے ہاں مواخذے سے اپ نکل گئے اب یہ بتائیں بتائیے کہ اللہ کی عبادت کیا چیز ہے؟ اللہ سے تعلق کیا چیز ہے؟ اللہ تعالی سے تعلق کا اظہار پرستش میں کیسے ہوتا ہے؟ اللہ تعالی کے ساتھ تعلق کا اظہار اطاعت میں کیسے ہوتا ہے؟ اللہ تعالی کے ساتھ تعلق کا اظہار اپنے جان و مال کو اس کو نظر کر دینے کی صورت میں کیسے ہوتا ہے؟ تو اپ اس پورے فلسفے اور حکمت کا جب شعور پیدا کریں گے تو اب یہ جذبہ پیدا ہوگا جس کو میں نے یہاں مذہبی احساس سے تعبیر کیا پھر مستحبات کی تعلیم بھی دیا کرتے ہیں۔ ٹھیک ٹھیک۔

  • TLP Protests, Police Raids, and KP Chief Minister Appointment

    TLP Protests, Police Raids, and KP Chief Minister Appointment

    The sources provide an extensive discussion on the recent crackdown against the Tehreek-e-Labbaik Pakistan (TLP), focusing on the arrests of its leadership and workers, as well as the police search of the central leader Saad Rizvi’s house, which allegedly yielded significant cash and gold. The conversation, featuring a journalist, a Deputy Inspector General (DIG) of Operations, and a Federal Minister, also centers on the clash between state forces and TLP protestors, with the police official detailing the history of TLP violence and the number of police casualties and permanently disabled officers. Furthermore, the text addresses a constitutional crisis in Khyber Pakhtunkhwa concerning the delay in administering the oath to the newly elected Chief Minister, Sohail Afridi, with the Peshawar High Court eventually directing the Governor to proceed with the ceremony. Finally, there is a brief mention of international developments concerning a truce in Gaza, including hostage releases and prisoner exchanges between Hamas and Israel.

    TLP Protest Violence, Tactics, and State Response

    The sources provide detailed accounts and official perspectives, primarily from the Deputy Inspector General (DIG) Operations Lahore and a Federal Minister of State for Interior, regarding the violence associated with the protests carried out by the Tehreek-e-Labbaik Pakistan (TLP).

    Nature and Tactics of TLP Protest Violence

    The TLP protests are described by authorities as fundamentally violent and not peaceful, involving pur-tashaddud (violent) activities. The protest pattern, consistent since 2017, involves organized, aggressive tactics that target both property and personnel.

    Key tactics and violence observed include:

    • Seizure and Theft of Property: TLP workers immediately seize private property, including petrol tankers, private cars, and tractor trollies, often at stick-point. They also steal government vehicles such as police mobiles and vehicles belonging to the Lahore Waste Management Company (LWMC). Individuals who had their vehicles stolen and their children forced out made “15” (emergency police number) calls to report the incidents.
    • Use of Weapons: Protestors employ crude but dangerous weapons, including sticks fitted with nails, slingshots (gulelon) using marbles (banton), and stones crafted from bricks. The bricks are obtained by stopping trucks carrying construction materials (e.g., eenton ki trolley) and smashing them into smaller stones.
    • Direct Fire and Aggression: Officials report instances of “straight fire” and direct targeting of police personnel. They are described as fanatics with an extremist mindset.
    • Hooliganism and Vandalism: Protests include destruction of property, leading to charges like hooliganism (hangama raii) and vandalism (todfod). Public infrastructure, such as Orange Line and Metro Stations, was damaged, with videos being made on the destroyed property.
    • Strategic Planning: The protestors organize logistics well and select strategic locations (or “hubs”) where they have local support (e.g., in the Sheikhupura area near Muridke), receiving food and logistics from nearby supporters.

    Casualties and Impact on Law Enforcement

    The violence has resulted in significant casualties and long-term harm to police personnel:

    • Police Fatalities and Injuries: Police officers have been killed. One officer (Shahzad) was pulled from his vehicle and shot in the chest. Officers have been targeted with bullets aimed at their necks and chests.
    • Recent Injury Toll: In one recent incident (before the Muridke crackdown), 112 police officers were injured in Lahore. Later, of the 48 reported injured people, 17 had gunshot injuries.
    • Permanent Disability: Approximately 60 police personnel have been permanently disabled from TLP protests since 2017. These officers suffered life-altering injuries, including loss of limbs (legs or arms), blindness (eyes damaged), or paralysis of the lower body. The DIG Operations stressed that these injuries are severe and often result from the torture inflicted during the “so-called peaceful protests”.
    • Abduction and Torture: TLP workers have abducted and tortured police personnel. A Deputy Superintendent of Police (DSP) was abducted in November 2020, tortured, and remained retired after the incident.
    • Civilian Casualties: Protests have also resulted in the deaths of ordinary people and passersby (rahgir halak hue).

    Legal Action and State Response

    Following the violent protests, the State has pursued robust legal action:

    • Registration of Cases: Numerous cases have been registered against TLP workers and leadership in various cities, including more than two dozen cases in Lahore. Charges include terrorism, murder, attempted murder, kidnapping, hooliganism, and vandalism.
    • Targeting Leadership: TLP’s central leadership, including Saaf Rizvi, has been named in the central case filed in Muridke. Authorities are actively tracing Saaf Rizvi and his brother, Anas Rizvi, who went missing after the operation.
    • State Resolve: The government asserts a firm decision (firm faisla) not to be blackmailed by extremist thought or violence. The violence brought into politics, whether by TLP sit-ins, 9 May, or 26 November incidents, is deemed “intolerable” and will not be tolerated (naqabil-e-bardasht). Legal action will be pursued, and the cases will see results.
    • Countering Extremism: Officials emphasize the necessity of stemming the “menace” of violent groups that blackmailed the State through violence and forced agreements. Law enforcement agencies (Police, FIA Cyber Crime) are active in tracing those who issue threats (like those received by the Federal Minister) and spread fake news.
    • Limited Use of Force: While facing accusations of using disproportionate force, the police argue that the action taken at Muridke was “very limited” and done with careful consideration, especially since the area was populated. They claim force was only used when faced with straight firing from the protestors.

    Misinformation and Exaggerated Claims

    Authorities also highlighted TLP’s use of calculated deception:

    • Fabricated Casualty Counts: TLP consistently releases “exaggerated figures” regarding their own casualties, claiming numbers like 282 or 300 deaths. Law enforcement challenges TLP to provide evidence for these deaths, noting that they record everything. Police confirmed they are not holding any TLP dead bodies.
    • False Narrative of Peacefulness: TLP claimed they were moving peacefully from Lahore to Muridke and that police initiated the crackdown. Conversely, police stated they held a press conference regarding the 112 injured officers before TLP left Lahore, proving violence had started immediately.
    • Spreading Chaos: TLP is accused of actively spreading misinformation and “fake news” globally via social media, claiming disastrous situations (e.g., “Lahore is on fire”) to generate uncertainty and advance an agenda that could be aligned with the country’s enemies.

    TLP Demands and Financial Motives

    During negotiations, TLP’s demands were reportedly not focused on national issues or Palestine (which was the apparent cause of the march) but on personal and organizational interests:

    • Financial Demands: TLP strongly insisted on the return of cash, gold, and jewelry seized from Saaf Rizvi’s house. During the raid, police recovered 114.4 million Pakistani rupees in cash, over 63.4 million rupees worth of 2 kilograms of gold, and about 70 branded watches.
    • Release of Convicts: TLP demanded the release of individuals convicted in criminal cases, including murder (302) cases.
    • Cost Recovery: TLP even made a non-specific demand for the government to cover the expenses incurred during their march.
    • Lack of Genuine Agenda: Discussions confirmed that Palestine or Gaza were “nowhere far or near” in their demands, suggesting the agenda was self-centered and related to the interests of the leadership.

    Crackdown on Tehreek-e-Labbaik Pakistan

    The response of law enforcement and the government to the Tehreek-e-Labbaik Pakistan (TLP) protests was characterized by a direct operational crackdown, extensive legal action, and a stated firm resolve by the State not to concede to violence or blackmail.

    Operational Response and Use of Force (The Muridke Crackdown)

    The police response culminated in an operation at Muridke, which resulted in the immediate termination of the TLP’s protest march.

    Rationale for Using Force: The Deputy Inspector General (DIG) Operations Lahore emphasized that the police action was a necessary measure against violence, not an unprovoked attack. Law enforcement faced direct and aggressive assaults from the protestors:

    • Straight Fire: Force was used only when police were met with “straight fire” aimed at the necks and chests of police personnel. The DIG questioned whether the State should remain silent when officers are shot in the chest.
    • Preparedness vs. Reality: Police officers were deployed for law and order duties wearing anti-riot kits, carrying batons, and wearing helmets; they were not sent prepared to take bullets.
    • Targeting and Escalation: After significant violence in Lahore, where 112 officers were injured, the protestors escalated their tactics on the road to Muridke. Police observed direct firing, citing an instance where a bullet narrowly missed an officer’s neck and another hit his cap.
    • Fanaticism: The protestors are described as “fanatics” with an “extremist mindset,” necessitating the use of force.

    Proportionality of Force: The police defended the action against accusations of using disproportionate force, stating that the operation carried out at Muridke was “very limited” and executed with great caution. This limited action was necessary because the police recognized that Muridke was a highly populated area with surrounding residential buildings, houses, and plazas. The use of force was commensurate with the threat faced.

    Legal Action, Investigation, and Arrests

    Following the operational phase, extensive legal and investigative measures were initiated across Punjab:

    • Case Registration: The process of registering cases and arresting TLP workers is ongoing in various cities. More than two dozen cases have been registered in Lahore alone.
    • Charges Filed: The registered cases include severe charges such as terrorism, murder, attempted murder, kidnapping, hooliganism, and vandalism.
    • Tracing Leadership: The central leadership, including TLP Amir Saad Rizvi and his brother Anas Rizvi, were named in the central case registered in Muridke. Authorities confirmed they have traced the locations of Saad Rizvi and Anas Rizvi and are working quickly to arrest them and bring them before the law. The police clarified that Rizvi is currently “on the run” and is not in police custody.
    • Focus on Accountability: The goal of the legal action is to hold the leadership accountable for the loss of life, injuries to police personnel, and the destruction of government property. If Rizvi or any protestor was injured, the State confirmed it would provide necessary treatment in government hospitals.

    Seizure of Evidence and Assets

    In connection with the investigation, a raid was conducted on Saad Rizvi’s house, leading to the recovery of substantial evidence and assets:

    • Cash and Gold: Punjab Police detailed the recovery of 114.4 million Pakistani rupees in cash and over 2 kilograms of gold worth more than 63.4 million rupees.
    • Other Valuables: Approximately 70 branded watches were also recovered during the search.
    • Evidence Collection: The police assert that they possess extensive evidence, including records of 15 emergency calls from citizens whose property was seized, hospital entries for the 112 police officers injured in Lahore, and videos showing protestors making stones from bricks. They also have hospital records showing that 17 of the injured individuals had gunshot wounds.

    State Resolve and Countering Extremism

    The Federal Minister of State for Interior confirmed that the State has adopted a firm stance, signaling a major shift from past practices where agreements were often forced by violent groups.

    • End to Blackmail: The State has made a “firm decision” (firm faisla) not to be blackmailed by extremist ideology. The violence brought into politics, whether by TLP protests or incidents like 9 May and 26 November, is deemed “intolerable” (naqabil-e-bardasht).
    • Commitment to Legal Process: Unlike in the past where TLP protests often ended in agreements or amnesties, the government has vowed to pursue the current cases to their conclusion, promising that the results will be visible, similar to the action taken following the 9 May incidents.
    • Focus on Misinformation and Threats: State institutions, including the Cyber Crime wing of the FIA and the Police, are actively tracing individuals who spread “fake news” and issue threats (such as the 1700 mobile numbers used to threaten the Federal Minister). They are working to block accounts, recommend travel restrictions (passport bans), and ensure that those who undermine the government’s writ face legal action.
    • Challenging Exaggerated Claims: Authorities are challenging TLP’s claims of high casualties (e.g., 282 or 300 dead), labeling them as “exaggerated figures” and demanding evidence. The police confirmed they are not holding any TLP dead bodies.

    The government emphasized that the failure of negotiations was due to TLP’s focus on personal and financial demands (return of seized cash and gold, release of convicts in cases like murder, and reimbursement of march expenses), rather than national issues like Palestine or Gaza. This reinforced the State’s determination to deal with the group according to law.

    Saad Rizvi: Pursuit, Assets, and Accountability

    The situation regarding Saad Rizvi, the central Amir of Tehreek-e-Labbaik Pakistan (TLP), is marked by his disappearance following the law enforcement operation in Muridke and subsequent efforts by the State to locate and apprehend him.

    Current Status and Law Enforcement Efforts

    Following the action taken by law enforcement agencies in Muridke, Saad Rizvi and his brother, Anas Rizvi, have been reported as “mysteriously missing” (pur isrār taur par lāpatā hain). There are continuous contradictory claims (musalsal mutazād dāwe sāmne aa rahe hain) regarding their location.

    “On the Run” vs. Custody: The Deputy Inspector General (DIG) Operations Lahore clarified the official position:

    • Rizvi is “on the run” (abhī bhī bhāge hue hain), and he is absolutely not in the custody of the police or any other institution.
    • Authorities have managed to trace the locations he has visited since the incident.
    • Law enforcement agencies have reportedly traced (surāgh lagā liyā hai) Saad Rizvi and Anas Rizvi and state that they will be arrested soon (jald giraftār kar liyā jāegā).
    • The DIG described seeing footage of Rizvi covering his face with a cloth and slipping out of an alley after inciting people and causing firing and other disturbances.
    • Police are relying on technical evidence to determine where he went, where he stayed, and who he met.

    TLP Counter-Claims: Despite the police assertions that he is at large, the TLP filed an application in the Lahore High Court demanding that their Amir, Saad Rizvi, be presented in court, suggesting they believe he is in the custody of the police or an institution.

    Legal Accountability

    Saad Rizvi has been directly implicated in the violence associated with the protests:

    • Central Case: Saad Rizvi, along with the central TLP leadership, has been named (nāmzad kiyā gayā hai) in the central case registered in Muridke.
    • Charges: The cases filed against TLP workers and leadership include serious charges such as terrorism, murder (qatl), attempted murder (iqdām-e qatl), kidnapping (aghwā), hooliganism (hangāma rā’ī), and vandalism (toṛ phoṛ).
    • Objective: Law enforcement is determined to bring Rizvi before the law to answer for the damage caused, the police officers injured, and the deaths of ordinary passersby (ām logoñ kī rāhgīroñ kī maut huī).

    Seizure of Assets from Rizvi’s Residence

    During a raid on Saad Rizvi’s house, the Punjab Police issued details regarding the significant wealth and assets recovered:

    • Cash: 114.4 million Pakistani rupees (11 Crore 44 Lakh) in Pakistani currency.
    • Gold: Over 2 kilograms of gold worth more than 63.4 million rupees (6 Crore 34 Lakh).
    • Branded Watches: Approximately 70 branded watches were also recovered.

    This recovery was highlighted by the Federal Minister of State for Interior, who suggested the sheer amount of cash, gold, and jewelry found indicated the TLP’s agenda was self-centered and focused on the benefit of Rizvi’s person (in kī zāt ko us kā fā’ida thā).

    Negotiations and TLP Demands

    The negotiations failed largely because TLP’s demands centered on personal and organizational interests, rather than the stated cause (Palestine/Gaza). Their strongest demands related to Saad Rizvi and his assets:

    • Return of Seized Goods: TLP strongly insisted on the return of the cash, gold, and jewelry seized from Saad Rizvi’s house.
    • Release of Convicts: TLP demanded the release of individuals convicted in criminal cases, including those charged under murder (302) sections.

    Injury Status

    Sources indicate that nothing conclusive can be stated “for now” regarding whether Saad Rizvi and Anas Rizvi were injured. The DIG Operations stated that if Rizvi was injured or shot, the State itself would arrange for his medical treatment in government hospitals. However, authorities requested that TLP provide proof if they claim he was injured, especially since they record everything on video.

    State Action Against TLP Protests and Leadership

    The State’s response to the Tehreek-e-Labbaik Pakistan (TLP) protests has involved extensive legal and judicial actions, emphasizing accountability, case registration, and a firm commitment to concluding these cases in court.

    Registration of Criminal Cases and Charges

    Following the violent protests, particularly the activities observed in Lahore and the crackdown in Muridke, law enforcement aggressively pursued legal action:

    • Widespread Case Registration: Authorities are registering cases and conducting arrests against TLP workers across various cities in Punjab.
    • Lahore Cases: More than two dozen cases have been registered in Lahore alone.
    • Serious Charges: The charges included in these cases are severe, encompassing sections related to terrorism (dehshatgardī), murder (qatl), attempted murder (iqdām-e qatl), kidnapping (aghwā), hooliganism (hangāma rā’ī), and vandalism (toṛ phoṛ).
    • Central Muridke Case: The central leadership of the TLP, including Amir Saad Rizvi, has been named (nāmzad kiyā gayā hai) in the key case registered in Muridke.

    Accountability and State Resolve

    The government has repeatedly stressed that the legal process will be seen through to its conclusion, marking a departure from past instances where TLP protests often ended in amnesties or agreements.

    • Intolerable Violence: The Federal Minister of State for Interior declared that violence brought into politics, whether by TLP protests or incidents like 9 May and 26 November, is now “intolerable” (nāqābil-e-bardāsht).
    • Firm Decision: The State has made a “firm decision” (firm faisla) not to be blackmailed by extremist thought or violence.
    • Commitment to Results: The government affirmed that legal action on these current incidents will proceed, and the results of these cases will be visible (nazar ā’eñge), similar to the action taken following the 9 May incidents.
    • Targeting Perpetrators: Authorities assert that everyone who committed or orchestrated these crimes, including those who “did” (jinhon nay kiyā hai) and those who “led” (jinhon nay lead kiyā hai), will have to face the consequences (bhugatnā paṛe gā).

    Judicial Proceedings and TLP’s Position

    The TLP has also utilized the judicial system to challenge the State’s actions and seek information regarding their leadership and casualties:

    • Application in Lahore High Court (LHC): TLP filed an application in the Lahore High Court making two key demands:
    1. Requesting the bodies (lāsheñ) of workers reportedly killed in Muridke be handed over to their next of kin.
    2. Demanding that the court order TLP Amir Saad Rizvi be presented in court.
    • Police Counter-Argument: Law enforcement maintains that Saad Rizvi is currently “on the run” (abhī bhī bhāge hue hain) and is not in the custody of the police or any other institution. Police confirmed they are not holding any TLP dead bodies and challenged TLP to provide evidence for their “exaggerated figures” of casualties.

    Tracing and Arrest of Leadership

    A primary focus of law enforcement is locating and apprehending the TLP leadership.

    • Tracing Saad Rizvi: Law enforcement agencies claim to have traced the locations of Saad Rizvi and his brother, Anas Rizvi, and anticipate that they will be arrested soon (jald giriftār kar liyā jā’egā).
    • Presenting Evidence: Upon arrest, law enforcement intends to bring Rizvi and others involved before the “court of law” (qānūn ke kaṭahare meñ) to answer for the loss of life, injuries to police, and damage to government property.
    • Court Presentation: Authorities stressed that they have overwhelming evidence, including video records of property damage, hospital entry lists for injured police, and recordings of protestors making weapons. They are prepared to present all these facts and evidence in court.

    Action Against Online Threats and Fake News

    Beyond the TLP protestors, the State is pursuing legal action against individuals involved in spreading extremism and threats online:

    • Cyber Crime Involvement: Agencies, including the FIA Cyber Crime wing and the Police, are active in dealing with the spread of “fake news” and the issuance of threats.
    • Threats to Officials: The Minister of State for Interior received threats, including threats of murder and beheading, from approximately 1700 mobile numbers, prompting legal and investigative action by law enforcement.
    • Travel Restrictions: Authorities are seeking recommendations to block accounts, issue passport bans (safar pe pābandiyāñ), and recommend travel restrictions for around 2800 people who are spreading fake news and giving threats.
    • International Coordination: The government plans to write to foreign countries regarding individuals operating from abroad who are spreading misinformation or undermining the State. It was noted that TLP members have previously been deported from Saudi Arabia.

    Pakistan Political Instability: TLP and KP Constitutional Crisis

    The provided sources detail significant events contributing to political instability in Pakistan, primarily stemming from the violent protests by the Tehreek-e-Labbaik Pakistan (TLP) and the constitutional crisis surrounding the Chief Ministership in Khyber Pakhtunkhwa (KP).

    1. Instability Stemming from TLP Violence and Extremism

    The TLP protests represent a persistent threat to state authority, law and order, and national security, driving political instability.

    Challenge to State Writ and Governance:

    • The TLP’s modus operandi involves engaging in violence (pur-tashaddud) and consistently blackmailing the State (State ko black mail karte rahe hain) through the use of force and protest.
    • The group forces the State into making pacts and agreements. This pattern has led to a major loss of life and property and severe injuries, with 60 police personnel permanently disabled since 2017.
    • The current government, however, has made a “firm decision” (firm faisla) that it will not be blackmailed by extremist thought and that violence in politics, including TLP protests, is “intolerable” (naqabil-e-bardasht). This firm stance, while necessary, signifies a high-stakes confrontation with a powerful non-state actor.

    Disruption and Economic Damage:

    • TLP protests are characterized by the seizure of private and government property (petrol tankers, cars, police mobiles, LWMC vehicles) and vandalism.
    • Public infrastructure, such as Metro and Orange Line Stations, was damaged.
    • The protests create widespread “uncertainty” (uncertainty) and chaos, with the TLP spreading “fake news” globally claiming disastrous situations (e.g., “Lahore is on fire”). This international messaging risks undermining the country’s image and stability.

    Political and Ideological Manipulation:

    • The sources reveal that TLP’s stated causes (like Palestine/Gaza) were “nowhere far or near” in their demands during negotiations, which instead focused on personal and financial gain (return of seized cash/gold/jewelry and release of convicts in murder cases). This exposure of a self-centered agenda, despite claiming religious service, creates mistrust and internal discord.
    • The Federal Minister highlighted that while law enforcement proceeds, some political forces (specifically citing PTI accounts) are acting as “sympathizers” (sympathizer) and are promoting TLP’s narrative, thus weakening the collective national response required to curb extremism. This political division hinders efforts to implement the National Action Plan and combat hate speech.

    2. Instability Due to the Khyber Pakhtunkhwa (KP) Constitutional Crisis

    The situation in KP regarding the election and swearing-in of the new Chief Minister, Sohail Afridi, created a constitutional deadlock, requiring judicial intervention and contributing to political uncertainty.

    The Role of the Governor and Judicial Intervention:

    • A new Chief Minister, Sohail Afridi, was elected in the KP Assembly following the resignation announcement and eventual departure of the previous CM, Ali Amin Gandapur.
    • However, the Governor of Khyber Pakhtunkhwa had refused or delayed administering the oath.
    • This created a situation where the provincial government was stalled. The Peshawar High Court (PHC) was forced to step in after the PTI filed a request regarding the oath.
    • The Chief Justice of the PHC issued a reserved decision, ordering the Governor to administer the oath to the newly elected CM by Wednesday at 4:00 PM.
    • Crucially, the court specified that if the Governor failed to administer the oath, the Speaker of the KP Assembly must administer it on the same day. This judicial order was necessary to resolve a constitutional crisis created by the executive delay.

    Political and Legal Disputes:

    • The debate in court highlighted the immediate need for the province to be governed, with lawyer Salman Akram Raja arguing that “every minute is now precious”.
    • The PHC Chief Justice countered the argument that the old CM should run the office, stating this would only be the case if an election had not taken place; since an election occurred, the new CM must be sworn in.
    • Further complicating the matter, the Jamiat Ulema-e-Islam-F (JUI-F) challenged the CM’s election in the PHC, arguing that the former CM Gandapur’s resignation was not accepted, making Sohail Afridi’s election illegal and unconstitutional.

    Reactions and Resolution:

    • Political leaders, including the Chairman of the People’s Party, Bilawal Bhutto Zardari, urged the Governor to fulfill his constitutional duty.
    • The Governor of KP, Faisal Karim Kundi, eventually affirmed that he had never refused to administer the oath and would comply with the Constitution and the court’s decision, committing to arrive in KP to perform his duty.
    • The eventual swearing-in (anticipated soon after the court order) is expected to resolve the immediate constitutional gridlock, though the JUI-F challenge remains.

    Both the ongoing violence by the TLP and the constitutional breakdown in KP underscore a persistent state of political instability in the country, demanding decisive action from both the executive and the judiciary.

    Protest in Punjab Latest Update – Police raid Saad Rizvi’s house | Aaj Shahzeb Khanzada Kay Saath

    अस्सलाम वालेकुम मैं हूं शाहजेब खानजादा बुरीके में कानून नाफिज़ करने वाले इदारों की कारवाई के बाद तहरीकबक का एतजाज यह मार्च तो फ़ौरन ही खत्म हो गया था था और अब मुख्तलिफ शहरों में टीएलपी की कयादत और कारकुनों के खिलाफ मुकदमात दर्ज करने और गिरफ्तारियों का सिलसिला भी जारी है मगर इस कारवाई के बाद से तहरीकलबक के मरकजी अमीर साद रिवी और उनके भाई अनस रिवी पुर इसरार तौर पर लापता हैं और इस हवाले से मुसलसल मुतजाद दावे सामने आ रहे हैं जबकि बीबीसी के मुताबिक खुद तहरीकबक ने लाहौर हाई कोर्ट में मुरीद के में मारे जाने वाले कारकुनों की लाशें लेने के लिए दरख्वास्त दायर कर दी है जिसमें यह सदा भी की गई है कि टीएलपी के अमीर साद रिवी को अदालत में पेश किया जाए जबकि दूसरी तरफ हुकूमत सिराजद रिवी की गिरफ्तारी या हिरासत से इंकार करती नजर आ रही है और उनका सुराग लगाने का दावा भी कर रही है jio न्यूज़ के नुमाइंदा याज़ अकबर युसुई की जराय से खबर के मुताबिक कानून नाफिज़ करने वाले इदारों ने साद रिज़वी और अनस रिज़वी का सुराग लगा लिया है साद रिज़वी और अनस रिज़वी को जल्द गिरफ्तार कर लिया जाएगा जराय के मुताबिक साद रिवी और अनस रिज़वी के जख्मी होने के बारे में फिलहाल कुछ नहीं कहा जा सकता जबकि पंजाब पुलिस ने साद रिवी के घर पर छापे के दौरान बरामद होने वाली अशिया की तफसीलात जारी जारी कर दी है पंजाब पुलिस के मुताबिक साद रिवी के घर पर छापे के दौरान करोड़ों रुपए नक और जेवरात बरामद हुए 11 करोड़ 44 लाख की पाकिस्तानी करेंसी बरामद हुई साद रिज़वी के घर से 6 करोड़ 34 लाख से जायद मालियत का 2 किलो सोना भी बरामद हुआ है और कल सरकारी जराय ने हमें बताया था कि मुजाकरात के दौरान टीएलपी इसी सामान को वापस करने का मुतालबा भी कर रही और इसी के अलावा पंजाब के मुख्तलिफ शहरों में टीएलपी के कारकुनों के खिलाफ मुतादिद मुकदमात दर्ज किए जा रहे हैं लाहौर में दो दर्जन से जायद मुकदमात दर्ज कर लिए गए हैं इन मुकदमात में दहशतगर्दी कत्ल इकमे कत्ल अगवा हंगामा राई और तोड़फोड़ की दफा शामिल की गई है जबकि मुख्तलिफ शहरों से टीएलपी के कारकुनों को गिरफ्तार करने का सिलसिला भी जारी है मुरीद के में दर्ज किए गए मरकजी मुकदमे में टीएलपी के अमीर साद रिज़वी समेत मरकजी कयादत को नामजद किया गया है इस पूरी सुरते हाल पर बात करेंगे हमारे साथ मौजूद होंगे वफाकी वज़र मुमलिकत बरा दाखला तलाल चौधरी साहब जिन्हें तहरीकबक के हवाले से हुकूमती मौक देने पर 1700 मोबाइल नंबर से धमकियां दी गई जिनमें कत्ल और सरत से जुदा करने की धमकियां शामिल थी मगर उनसे पहले बात करेंगे डीआईजी ऑपरेशंस जिन्होंने सारे मामले की निगरानी की डीआईजी ऑपरेशंस लाहौर फैसल कामरान हमारे साथ मौजूद है फैसल कामरान साहब बहुत शुक्रिया हमें शो में जॉइन शो में ज्वाइन करने के लिए सबसे पहले साद रिवी और उनके भाई अनस रिवी कहां है क्योंकि तहरीकबक की तरफ से जो दरख्वास्त दायर की गई है अदालत में उसमें तो उन्हें अदालत में पेश करने की सदा की गई है जी बहुत शुक्रिया शाहजीब इसके अंदर आपने एक वीडियो देखी होगी जिसके अंदर ये यहां से मुंह के ऊपर एक कपड़ा डाल के निकलते हुए नजर आया जैसे ही यह सारा लोगों को इंस्टिगेट करके और ये वहां पे फायरिंग और ये तमाम मामलात करके खुद तो वहां से किसी गली से बाहर निकल गया अब इसके ऊपर बहुत सारी टेक्निकल एविडेंस के साथ बहुत सारी चीजों पे काम करते हुए इसको ट्रेस कर लिया गया लोकेशनेशंस हमारे पास आना शुरू हो गई किस-किस जगह पे गया कहां ठहरा किसके पास गया वहां से कहां आगे गया तो वो जगह ट्रेस हो गई अब इसके ऊपर इंशाल्लाह बहुत जल्दी हम इसको ट्रेस करके आपके सामने कानून के कटहरे में लेके आएंगे जिन्होंने ये सारी खराबी की जितनी जाने गई पुलिस वाले जख्मी हुए सरकारी इमला का नुकसान हुआ आम लोगों की राहगीरों की मौत हुई इसके अंदर इन सब चीजों का इंशाल्लाह आपके सामने रखेंगे और बहुत जल्द इसको ये कानून की गिरफ्त में होगा मगर मगर उनकी तो दरख्वास्त जो अदालत में उससे लगता है कि वह पहले से यह कह रहे हैं कि साद रिज़वी पुलिस की हिरासत में है क्या वह पुलिस या किसी इदारे की हिरासत में ऑलरेडी हैं या आप यह कह रहे हैं आपने जो ट्रेस किया है उसके मुताबिक वो अभी भी ऑन द रन है ये अभी भी भागे हुए हैं किसी पुलिस के पास बिल्कुल नहीं है हम इनको ट्रेस करने की हर मुमकिन कोशिश कर रहे हैं और हमारी पूरी कोशिश है जल्द से जल्द इसको ट्रेस करके सामने लाएं ताकि ये जितनी खराबी की है इसका यह जवाब दें कि ये क्यों की किसके कहने पे की कौन सा एजेंडा था ऐसा जिस पे ये मुल्क में इंतजार फैलाया गया या जवाब ले उनसे हम मगर क्या उन्हें गोली लगी वो जख्मी हुए अगर गोली लगी या जख्मी हुए तो उसके लिए सरकारी अस्पताल हैं अस्पताल हैं आप बताएं हम खुद स्टेट खुद इलाज कराएगी उनका अगर गोली लगी है जख्मी हुए हैं कोई भी चीज है हर चीज इनकी रिकॉर्डेड है हर चीज का इनके पास सबूत है हर चीज ये कैमरों के ऊपर रिकॉर्ड करके सोशल मीडिया पे चढ़ाते हैं तो कोई ऐसी चीज है तो दिखाएं ताकि उसका उसके मुताबिक कारवाई की जाए मगर वो यह कह रहे हैं के जो इसके अलावा उनके लोग शहीद हो गए हैं उनके मुताबिक उन्हें उनकी मयतें भी उनके वुसा के हवाले की जाए और वो मुतादिद कह रहे हैं कि लोग उनके मारे गए हैं और जख्मी हुए हैं तो क्या पुलिस उनकी डेड बॉडीज नहीं दे रही है सर यह 2016 17 उसके बाद 20 21 ये जितने दफा आपको याद होगा ये सारे प्रोटेस्ट होंगे बहुत सों में मैंने खुद ये हैंडल किए हुए हैं बहुत सारे मुख्तलिफ शहरों में पिंडी वाले भी और इसके अलावा भी तो उसके अंदर हमेशा इसी तरह की एकजुरेटेड फिगर्स देते थे अगर हर चीज रिकॉर्ड पे है अगर ये कहते हैं कि इतने 282 और कभी 300 से ज़ायद जितनी अगर ये लाशें कहते हैं तो वो कोई सबूत दे दे कोई उसकी तस्वीरें दे दे कोई चीज़ तो हर चीज़ तो रिकॉर्ड करते हैं तो वह दें वहां पे कोई इस तरह की बात नहीं है कि यह बिल्कुल एग्जैजरेटेड फिगर्स बता रहे हैं महदूद पैमाने पे कारवाई बिल्कुल की गई जिस वक्त सामने से गोली आएगी जिस वक्त स्ट्रेट फायर होगा जिस वक्त गर्दनों में पुलिस वालों की गोलियां लगेंगी जिस वक्त लोगों के सीनों पे पुलिस के जवानों पे चाहे वो एसएओ है उसको गोलियां लगेंगी तो उसके बाद रियासत आपके ख्याल में खामोश रहेगी ये मेरे पास इसके शहजाद के बेटे की तस्वीर है आठ साल का बेटा है छ साल की बेटी है तीन साल का बेटा है उसका इन बच्चों को हम क्या जवाब देंगे कि ये आपका वालिद ये जो पुर अमन एतेजाज की बात करते थे लोग ये उन पुर अमन लोगों ने आपके वालिद के साथ ये किया है मेरे पास तो इसका कोई जवाब नहीं उन बच्चों को देने के लिए उसके वालिद को देने के लिए उसकी बीवी को देने के लिए ये हमेशा इसी किस्म का प्रोपेगेंडा करते हैं आपने कहा कि आपने माजी में भी इनके जो मुख्तलिफ पोजीशंस में इनके जो एतजाज 2017 से जाहिर है ये कर रहे हैं बार-बार आते हैं तो माज़ में भी यही था पैटर्न जो इस दफा है आपका माज़ी का एक्सपीरियंस भी वही था जो इस दफा है बिल्कुल इसी तरह करते हैं 2019 2020 2021 रावलपिंडी में मैं पोस्टेड था उस वक्त भी यही चीजें थी वही स्ट्रेटजी है जिस वक्त ये निकलते हैं उसी वक्त प्राइवेट प्रॉपर्टी फौरन कब्जे में करते हैं पेट्रोल के टैंकर्स कब्जे में करते हैं प्राइवेट लोगों का किसी का ट्रॉली जा रही है किसी की ट्रैक्टर ट्रॉली है गाड़ियां हैं ये छीन लेते हैं उनसे डंडे के जोर पे कंटेनर्स रोक के खुद सड़कें ब्लॉक कर देते हैं अपने गिर्द हज़ार बनाते हैं उसके बाद इस दफा भी वो रिकॉर्ड पे हैं मैंने आपको वो वीडियोस भी शेयर की हैं जिसमें ईंटों की ट्रॉली रोकी उसके बाद बैठ के उनको कूट के उससे पत्थर बनाते रहे छोटे पीस और वो जो इनके पास डंडे होते हैं उनके ऊपर कील लगे होते हैं स्लिंग शॉट्स होते हैं गुलेलों से ये बंटों के साथ उसके अलावा स्ट्रेट फायर हमेशा होता है ये हमारा बिल्कुल एक्सपीरियंस है ये बिल्कुल पुर अमन लोग नहीं है ये पुर तशद्दुद एतेजाज में बिलीव करते हैं सरकारी अमलाक को प्राइवेट प्रॉपर्टी को निशाना बनाते हैं वन फाइव की कॉलें ऑन रिकॉर्ड है जिसके अंदर लोगों ने फोन करके हमें ये बताया के ये यहां पे इस जमात का एक जत्था आया है और उसने मेरी गाड़ी छीन ली है मेरे साथ बच्चे थे उन्हें उतार के और हमसे वो गाड़ी छीन के ले गए हैं पुलिस की मोबाइल्स छीन के ले गए हैं एलडब्ल्यूएमसी की गाड़ियां हैं सरकारी महकमों की और गाड़ियां हैं जो वहां से कुछ हमें वहां से मिली है शादरा वाले जो पॉइंट था वहां से मिली हैं हमारी मोबाइलें उधर मुनीद के वाले पॉइंट से मिली हैं जो यहां से लेके गए उनके ऊपर चढ़ के सवारी ऐसे करते हैं जैसे ये मुल्क को फतह करने आए हैं ये हमेशा का इनका यही तरीकेकार है इसी तरह लॉजिस्टिक सपोर्ट लेते हैं छीन के खुद को पुरमन कहते हैं पुरमन एतजाज की बात करते हैं और हमेशा पुरतशद्दुद कारवाइयां करते हैं इस जगह पे भी तीन अफराद शहीद हुए इसमें 334 लोग इंजर्ड हुए इसमें जहां-जहां पे भी ये एतजाज करते हुए गए हैं ये और ये जख्मी होना मैं आपको एक बात बताऊं लोगों को लगता है कि पुलिस की ड्यूटी है बिल्कुल सर फटा लेंगे और कोई भी इस तरह की चीज कर लेंगे और कोई बात नहीं सर फट गया और ठीक हो गई पुलिस वाले 60 पुलिस अहलकार तब से लेके अब तक ऐसे हैं परमानेंटली डिसेबल्ड हैं जिनकी किसी की टांग कट चुकी है किसी की आंखें जाया हो चुकी हैं किसी का बाजू नहीं है कोई परमानेंटली इस तरह की माजूरी में है किसी का निचला दड़ नहीं काम कर रहा इनके तो टॉर्चर जो पुरन सो कॉल्ड एतजाज है उसके अंदर जितना टॉर्चर होता है उसका उसकी मिसालें आप उन 60 लोगों की देख लें ये जख्मी सिर्फ जख्मी कह देना शायद वो जो लोग शहीद हो गए उनके घर वालों को तो कभी ना कभी सबर आ जाएगा जो अपने वो मां-बाप जो अपने जवानों को जो अपने जवान बेटों को और अपने वो पुलिस के कांस्टेबल्स या ऑफिसर्स को वो देखते हैं जिनकी सारी जिंदगी उस मजदूरी में गुजरती है उसको उसका कोई जवाब नहीं है उनके जरूर इंटरव्यू कीजिएगा उनसे पूछिएगा कि इस पुरमन एहतेजाजों में आपकी जिंदगी कैसी गुजर रही है आपकी जिंदगी किस तरह चेंज हुई है ये कह देना आसान है कि ये पुरमन एतजाज है ये कह देना आसान है कि पुलिस वाले जख्मी हो गए 334 जख्मी हो गए 40 जख्मी हो गए फला टाइम में 26 जख्मी हो गए फला में 15 जख्मी हो गए इन जख्मियों की हालत जरूर चेक कीजिएगा ये आसान काम नहीं है इस तरह के जत्थों से निपटना और पंजाब पुलिस ने हमेशा इनसे इनके आगे बिल्कुल फ्रंट लाइन वॉरियर के तौर पे इनको इनका मुकाबला किया है हमेशा किया है आगे भी इस तरह की कोई चीज का मुकाबला हम करने के लिए तैयार हैं लेकिन इस तरह की चीजों पे आप ही के इदारे द न्यूज़ के आर्टिकल्स मेरे पास मौजूद हैं ये आप ही ने 2023 के अगस्त में यह आपकी तरफ से आर्टिकल्स हैं इस पे भी इस साइड पे भी जहां पे आपके एडिटोरियल्स के अंदर कहा गया स्टेमिंग द स्पायरल द राइज़ ऑफ़ एन इनटोलरेंट सोसाइटी सोसाइटी इस तरह की बहुत सारी चीजें हमारे जो इंटेलेक्चुअल्स हैं जो पढ़े लिखे लोग हैं जो समझदार लोग हैं उन्होंने हमेशा इस चीज की जरूरत के ऊपर बात की है कि ये ये मैनेस खत्म होना चाहिए ये जत्थे जो पुर ततशद्दुद कारवाइयों वाले जत्थे हैं जो हमेशा स्टेट को ब्लैकमेल करते रहे हैं और ये तशद्दुद के ज़ोर पे अपनी बातें मनवाते रहे हैं हमेशा पैक्ट और एग्रीमेंट्स कराते रहें ये खत्म होने चाहिए आपके इदारे के भी और बहुत सारे और इदारों के भी और हमारी सोसाइटी के जो इंटेलेक्चुअल्स हैं जो समझदार लोग हैं दानिशवर हैं वो हमेशा इस चीज पे जोर देते रहे और इस दफा पंजाब पुलिस ने बिल्कुल इनको बाय फोर्स जहां पे वो महदूद कारवाई करके इनका धरना बिल्कुल वहां से खत्म किया है और इंशा्लाह उसके बाद जो इन्होंने जो कारवाई है उस पर आने से पहले मैं अपने नाजरीन को बताता चलूं कि जो डीआईजी साहब ने टीएलपी के कारकुनों की तरफ से अगर कोई ट्रक है जो कि ईंटें लेके जा रहा है उसे रोक कर उससे ईंटें लूटने की या फिर दीगर अमलाक को जलाने की क्योंकि ईंटों से पत्थर बनाना और ये सारी बातें जो डीआईजी साहब कर रहे हैं जो हमारे साथ वीडियो शेयर की है वो आप अपने सामने स्क्रीन पर देख रहे हैं बट डीआई साहब आपने जो 60 पुलिस अहलकार के मुझे पहले ये बताइएगा कि जो इस तरह जख्मी हुए कि बहुत सारे तो डिसेबल्ड हो गए और ये आप पिछले 2017 से अब तक के इनके एतेजाज की बात कर रहे हैं जी बिल्कुल जी बिल्कुल ये जितने पुराने एतजाज हैं जिस तरह आज मैंने बताया कि लाहौर में सिर्फ 112 लोग जख्मी हुए जो कीलों वाले डंडे जब सर में लगते हैं तो उसके बाद उसका सिटी स्कैन करा के उसके दिमाग का भी चेक कराना होता है कि उसका कोई कितना डैमेज हुआ है बहुत सारे लोग इस तरह के हैं ये तब से लेके अब तक वो जख्मी हैं जो आपके लिए कह देना बहुत सारे लोगों के लिए कि वो जख्मी हो गए थे मामूली जख्मी हो गए थे ये 60 वो लोग मिसाल है उसकी कि ये उनकी जिंदगियां पूरी बिल्कुल चेंज हो चुकी हैं वो उस वक्त तो जख्मी थे आज वो एक डिफरेंट जिंदगी गुजार रहे हैं जिसका निचला दर्द नहीं काम कर रहा जिसकी टांग कटी हुई है जिसकी आंखें जाया हो चुकी है आप उसकी जिंदगी सोचे वो जख्मी नहीं है उनकी वो जो शहीद हुए जी ये ये बहुत अहम बात है जाहिर है और ना सिर्फ ये रियासत के भी सोचने की बात है कि अगर 2017 से बार-बार पुलिस को आगे किया गया उसके बाद रियासत ने टीएलपी से मुयदे किए फिर बाहर आते हैं फिर पुलिस आगे आती है बता रहे हैं डीआईजी साहब के 60 और उनका अपना एक्सपीरियंस है कि मुख्तलिफ पोजीशंस में उन्होंने टीएलपी के मुख्तलिफ एतजाज डील किए हैं बट नाउ डीआई साहब जो बात है वो ये है कि हफ्ते के दिन क्या ऐसा हुआ क्योंकि जो टीएलपी का वर्जन है वो ये है कि हम पूरा थे हमने मार्च शुरू तक नहीं किया था अचानक पुलिस ने हमारे ऊपर धावा बोला आपका वर्जन है कि आपके 112 पुलिस अहलकार उसमें जख्मी हो गए जब वो कुछ कर ही नहीं रहे थे वो कह रहे हैं हम वायलेंस भी नहीं कर रहे थे उस वक्त तो ये क्या हुआ आपके पुलिस को उनके मुताबिक कि पुलिस ने दावा बोला और फिर आप कहते हैं कि 112 पुलिस अहलकार उसमें जख्मी हो गए सर पुलिस ने दावा बोला जो बात यह कहते हैं बहुत बहुत यह कहने के लिए यह एक रिलीजियस जमात है लेकिन झूठ का इस्तेमाल बेहतरीन करते हैं सोशल मीडिया का इस्तेमाल बहुत अच्छा जानते हैं लॉजिस्टिक्स छीनना उनको ऑर्गेनाइज करना बहुत अच्छी तरह जानते हैं मुझे नहीं पता कि इनको ऑपरेट कौन करता है कहां से ये ट्रेनिंग लेते हैं इस तरह की कि उसके अंदर जैसे ही यहां पे इनके खिलाफ लाहौर में जिस वक्त इनको मना किया गया इनसे नेगोशिएशंस हुई मेरी हुई जाती तौर पे हमने एडमिनिस्ट्रेशन ने इनसे बात की कि आप किस चीज का एतजाज कर रहे हैं कौन से फस्तीन के लोग तो खुशियां मना रहे हैं बहुत सारे लोगों में तो वो सेलिब्रेशनंस हो रही है कि ये 2 साल का मामला अब जाके सेटल होने की तरफ जा रहा है वहां पे तो लोग खुश हैं अब इसका पॉइंट क्या है इस एजेंडा बता दें कि इस एतजाज से हासिल क्या करेंगे आप 2 साल पहले आप कहां सोए हुए थे 2 साल से आपने कोई एतजाज क्यों नहीं किए इन चीजों के ऊपर इनसे बात होती रही इन्हें मना किया गया कि मत करें इस तरह तो इसकी जरूरत नहीं है इसको आप महदूद कर लें आप लाहौर में हैं यहां पे आपने कोई चीज़ टोकन अगर वह जिस तरह रैलियां निकलती हैं फ़स्तीन के हक में आप आप वो करना चाहते हैं कर लें लेकिन उन्होंने कहा नहीं हम तो इस्लामाबाद जाएंगे हम अमेरिकन कंसुलेट जाएंगे हमने तो ये बना लिया एजेंडा और जो हम कह देते हैं वो हम कर लेते हैं क्योंकि आदत पड़ी हुई थी कि हमेशा से स्टेट चुकती थी आगे इनके तो वही चीज इन्होंने जब ये एतेजाज शुरू कर दिया यहां से चल पड़े तो उसके बाद वो तशद्दुद शुरू हुआ वो ईंटों की ट्रॉली वो पीएसओ का जो साथ वो टैंकर चल रहा था ताकि उससे फ्यूल लेते रह वो जो एंबुलेंसेस इन्होंने रेस्क्यू 1122 की व्हीकल चोरी की थी वो साथ चल रही थी पुलिस की गाड़ियां दीगर महकों की गाड़ियां वो अपने साथ इस तरह चला रहे थे कि जैसे कोई मुल्क फतह करके आ रहे हैं ये हमेशा इस तरह की बात करते हैं और झूठ बोलते हैं आवाम को गुमराह करते हैं बहुत ज्यादा लोग हैं इनके जो फॉलोअर्स हैं बड़े मजे से इनकी बातों में आ जाते हैं और सुनते हैं कि ये शायद पता नहीं बहुत इस्लाम की खिदमत कर रहे हैं ये इस्लाम की खिदमत है कि नहीं मगर मगर इसमें मसला ये है ना कि आपने कहा मुजाकरात हो रहे आप यह कह रहे हैं कि उनको यह भी कहा कि अगर आपने रैली निकालनी है तो आप लाहौर में निकाल लें क्योंकि जो उनका वर्जन है वो यह है कि मुजाकरात हो रहे थे और मुजाकरात में पेशरफ भी हो रही थी अचानक हुकूमत की तरफ से गायब हो गए मुरीद के में हमारे ऊपर क्रैक डाउन किया लाहौर से मुरीद के तक हम बिल्कुल पुर अमन अंदाज में आगे बढ़ रहे थे और फिर मुरीद के में हर तरफ से ब्लॉक करके हमारे ऊपर क्रैक डाउन किया गया वरना मुजाकरात भी हो रहे थे और मुजाकरात आगे बढ़ रहे थे सर लाहौर में जो यह पुरमन थे और लाहौर से निकले थे तो 112 लोगों की जख्मी होने की प्रेस कॉन्फ्रेंस मैंने ही की थी जहां मेरे 112 लोग अस्पतालों में गए सरों में कीलों वाले डंडे लगे हुए थे पत्थर पड़े हुए थे मेरे अपने जिस्म पे बहुत सारे इनके पथराव के निशान हैं मेरे एसपीस जख्मी हुए हैं इसके अंदर मेरे डीएसपीस एएसपी जख्मी हुए हैं ये 112 लोगों की जो मेरे पास लिस्ट है जो अस्पताल में गए और आए मैं तो एविडेंस से बात करूंगा इनके ये तो जिस तरह हवा में एक बात कर देते हैं कि इतनी लाशें हैं और इतनी लाशें हैं वो कोई एविडेंस दे ना मेरे पास तो हर एक की मेओ हॉस्पिटल में जाने की एंट्री है मेरे पास उनके हॉस्पिटल्स के आने और जाने का रिकॉर्ड है मैंने तो ये तब बात की जब ये लाहौर में थे उसके बाद शादरा के ऊपर इन्होंने बेशुमार तशद्दुद किया और शादरा के ब्रिज के ऊपर मेरे पुलिस वालों ने बिल्कुल एक्सपीरियंस किया वहां पे डायरेक्ट फायर किए इन्होंने उसकी मिसाल है एक हमारे एक ऑफिशियल के गले के अंदर से करीब से बिल्कुल फायर गया है दूसरी तरफ से निकला है एक की टोपी के अंदर से गया है हमें पता लग गया कि अब ये हवाई ये पूरी स्ट्रेट फायरिंग के ऊपर आ गए हैं हमें स्टेट की तरफ से ऑर्डर्स ये होते हैं जब भी लॉ एंड ऑर्डर होता है हम एंटीरॉइड की किट पहन के जाते हैं हाथ में एक बैटन होता है सर पे हेलमेट होता है ठीक और उसके लिए शिनगार्ड्स और जो हमारा जवान तैयार होता है वो गोली के लिए तैयार हो के नहीं जाता वो गोली खाने के लिए उसको नहीं भेजा जाता लॉ एंड ऑर्डर के लिए जाता है यहां पे स्ट्रेट फायर आगे से आ रहे थे शादरा के ऊपर भी आ रहे थे उसके बाद आप यह चलते रहे कि कौन सा पुरमन एतेजाज था ये जब बाय फोर्स और जोर से फायरिंग करते हुए जब ये यहां से निकले हैं उसके बाद स्पीड तेज की निकलते गए मुरीद के में जिस जगह पे ये बैठे वो इनका हब है ये बड़ी स्ट्रेटेजिक जगह देखते हैं जहां पे लोकल सपोर्ट इनको होती है जहां पे आसपास के एरियाज के अंदर ऐसी पॉपुलेशन होती है जो इनके सपोर्टर्स होते हैं शेखूपुरा के इस एरिया के अंदर इर्द-गिर्द के लोगों ने इनको लाके खाने भी दिए इनको लाके लंगर भी तकसीम किया यहां पे ये सारी चीजें इनको आईडिया होता है कि किस जगह पे ये मैक्सिमम लोग इकट्ठे करते हैं यह यहां से भी पुरतशद्दुद निकले थे यह उधर जाके तो यह बिल्कुल अपने सेंटर में बैठ गए तो उसके बाद इनका कॉन्फिडेंस लेवल और था फायरिंग की हमारे पास तो वीडियोस हैं हमारे पास तो मेरे 17 लोगों को फायर आर्म इंजरीज हैं मेरे पास सबूत हैं इस चीज के हॉस्पिटल की एंट्री है फायर आर्म ये जो 48 लोग हम आपको जख्मी बता रहे हैं उसमें से 17 को गन शॉट इंजरीज हैं तो हम तो सबूत के साथ बात कर रहे हैं यह सबूत लेके आए यह 282 या 300 या जितने नंबर बता रहे हैं लाशों के यह आम बात है कि आप कह रहे हैं कि तहरीकलबक भी हर चीज़ की वीडियो होती है उनके पास वो तो वो भी वीडियो सबूत पेश करें अगर वो ये दावा कर रहे हैं बट एक सवाल ये पैदा हो रहा है क्योंकि रियासत पर या तो ये तनकीद होती रहती है कि जी आप जो है रोकते नहीं है चाहे नफरत अंगेजी होती रहे कुछ भी होती रहे और जब फोर्स का इस्तेमाल होता है तो वो डिस्रोपोशननेट होता है क्या जो मुरीद के में फोर्स का इस्तेमाल हुआ वो प्रोपोशननेट था या डिस्रोपोशननेट था सर वो बहुत महदूद तरीके से वो किया गया मुझे आप यह बताएं ना इस बंदे का क्या कसूर है यह तो एंटी राइट किट पहन के बैठा ना गाड़ी में इसको निकाल के गाड़ी से खींच के इसके जो सीने में फायर मारे हैं इसका क्या कसूर था शहजाद का क्या कसूर है उसके बच्चों को जवाब देना चाहिए ना हमें ना हमें तो आप कह रहे हैं कि ये इसके अंदर डिस्रोपोशननेट था जब आगे से फायर आएगा तो फोर्स आगे क्या करेगी और मैं अपने जवानों को खड़ा कर दूं कि आप जाएं हम गए हैं लड़ने के लिए और हम गोलियां खाएंगे सिर्फ और इनको कुछ नहीं कह सकते ये फनेटिक्स है ये बिल्कुल एक्सट्रीमिस्ट माइंडसेट है इससे लड़ने के लिए हमें बिल्कुल करना पड़ा महदूद पैमाने पे हमने यहां पे कारवाई करनी पड़ी जितनी जरूरी थी उतनी की गई और बहुत सोच समझ के की क्योंकि हमें पता था यह पॉपुलेटेड एरिया है इसके आसपास बहुत सारे घर बहुत सारे मकान प्लाज़े और रेजिडेंशियल एरियाज थे तो बहुत सोच समझ के इस पे कारवाई की गई और ये जो डेथ टोल बताते हैं ये एकजुरेशन है कोई सबूत लेके आएंगे तो इसके ऊपर बात हो सकती है हाई कोर्ट में जाते हैं फैक्ट्स हम सामने रखेंगे हम सारी चीजें अपनी सामने रखेंगे और बताएंगे कि पुलिस ने क्या किया इनकी तरफ से क्या हुआ हमारे पास तो सारे एविडेंसेस मौजूद हैं और पुलिस के पास भी इनका जो दावा है उसके मुताब कोई पुलिस के पास इनकी कोई डेड बॉडीज नहीं है इनके लोगों की सर हमारे पास कोई डेड बॉडीज नहीं है जो अगर किसी अस्पताल में कहीं डेड बॉडी है तो किसी अस्पताल से इतला आ जाती है बहुत सारी जगहों पे हॉस्पिटल्स हमें पहले मुत्तला करते हैं 1122 वाले हमें बताते हैं कि जी यहां से हम कोई डेड बॉडी पहुंच गई है पुलिस आके कारवाई करें को हमने इन डेड बॉडीज भी अगर आती तो हमारे मुल्क के लोग हैं हमने कोई उसके ऊपर कारवाई करनी थी ना ऐसी कोई चीज नहीं है एग्जैजरेट करें जितनी डेड बॉडीज वसूल हुई या जो डेथ्स हुई जिसमें कोई राहगीर था या जो हमारे पास डेड बॉडीज आई उसका हम रिकॉर्ड पे भी लेके आए उसके ऊपर कारवाई भी होगी लेकिन सिर्फ लोगों को गुमराह करने के लिए इंतशार फैलाने के लिए ये कह देना और मुल्क में एक अनसर्टेनिटी पैदा कर देना ये बिल्कुल झूठ है इसके बाद पूरी दुनिया के अंदर ये चीज लोग मुझसे पूछ रहे थे लाहौर में हालात बड़े खराब हैं लाहौर में क्या हो गया लाहौर में आग लगी हुई है वो वीडियोस लगा के पूरी दुनिया में ये मैसेज दे रहे हैं हर जगह YouTube पे और मुख्तलिफ चैनल्स पे ऐसे चल रहा था लाहौर में आग लगी हुई है उसी दिन जिस दिन ये मुरीद के वाला ऑपरेशन सुबह में हुआ है उसके बाद हर तरफ ये फैला दिया गया कि जैसे लाहौर में कोई कयामत आ गई है हालांकि थिंग्स एज यूजुअल थी चंद जगह पे कुछ गुमराह टोले निकले रास्ता बंद करने की कोशिश की हमने खुलवा दिया इसी तरह पंजाब के दीगर जगहों पे भी ऐसे हुआ फरी तौर पे रोड्स क्लियर कर दी आज का दिन बिल्कुल थिंग्स एज यूजुअल चली स्कूल कॉलेजेस यूनिवर्सिटीज हर चीज़ बिल्कुल ठीक थी ये सिर्फ इंतजार फैला रहे हैं ये सिर्फ लोगों को ये बताना चाहते हैं कि पता नहीं मुल्क में तबाही है और ये एजेंडा दुश्मन का हो सकता है ये मुल्क में रहने वाली किसी करने वाली किसी जमात का नहीं जब आप कह रहे हैं कि आगे भी कारवाई होगी अदालत में भी सबूत रखे जाएंगे अब जाहिर है आपके आप क्योंकि 2017 से डील कर रहे हैं आप कहते हैं कि 60 पुलिस वाले हैं जो मुस्तकिल तौर पर डिसेबल हो गए हैं अब भी आप कह रहे हैं कि जो आपके मातेहत 112 पुलिस वाले थे वो जख्मी हुए मगर हुआ यह है माजी में भी कि यह सब हुआ पुलिस वाले जख्मी हुए फिर रियासत ने सरेंडर किया और मुहदा कर लिया क्या इस दफा आप लोगों को ये कम से कम यकीन दिानी कराई है हुकूमत ने रियासत ने कि कानूनी कारवाई आगे बढ़ाई जाएगी और उसके लिए इनफ एविडेंस मौजूद है जब आप ये सारी बातें कर रहे हैं बिल्कुल इसमें बिल्कुल कारवाई होनी चाहिए ये जितने लोग हैं इस दफा तो एक नुकसान जितना हुआ जानी भी और इसके अंदर माली भी उसकी तो कोई हद नहीं है ना मेट्रो के स्टेशंस हिला देना ऑरेंज लाइन के स्टेशन तबाह कर देना उनके ऊपर फिर के वीडियोस बनाना ये सारी चीजें उसके बाद जो जानी नुकसान है उसका नेमल बदल कोई नहीं है हर दफा ये होता रहा है हर दफा हमने ये देखा है और आपने देखा होगा कई जगह ये पीछे पीछे फिर रहे हैं और पुलिस आगे भाग रही होती थी वो क्या वजह थी वो यही वजह थी कि शायद उनके ज़हन में ये होता था कि हम इनसे लड़ेंगे भी और ये हमें मार देंगे ये टॉर्चर करेंगे ये अगवा करेंगे मैं 2020 वाले नवंबर में हमारा डीएसपी अगवा हो गया था था उसे बाद में वहां से लेके आए थे टॉर्चरर्ड उसके बाद बड़ा अरसा वो अब वो रिटायर हो चुके हैं काजमी साहब अब वो उसके बाद भी ये इन्होंने टेरर किया हुआ था उस पे पुलिस को लगता है कि शायद अगर इनके हाथ आ गए ये इतना टॉर्चर करके मार देंगे और और उसके बाद एंड क्या होगा कि शायद इनको एक आम माफी मिल जाएगी जिस तरह हमेशा मिलती रही बिल्कुल हमें ये यकीन है कि इस दफा ऐसा नहीं होगा ये वंस एंड फॉर ऑल अगर स्टेट का रिॉल्व है कि ये मैनेज खत्म होना है ये बिल्कुल इंशा्लाह इस दफा खत्म होगा बहुत शुक्रिया डीआईडी साहब हमारे साथ मौजूद थे वो कह रहे हैं अगर स्टेट का रिॉल्व है कि वो खत्म होगा तो फिर खत्म होगा हमारे साथ मौजूद हैं वज़र मुमकत बरा दाखला सेटर तलाल चौधरी साहब तलाज साहब बहुत शुक्रिया हमें शो में ज्वाइन करने के लिए ताज साहब हमारे साथ डीआईजी ऑपरेशंस लाहौर फैसल कामरान साहब मौजूद थे और उन्होंने बताया कि वह पहले भी 2017 से लेकर टीएलपी के मुख्तलिफ जो एतजाज हैं उसमें जिम्मेदारियां निभा चुके हैं 60 ऐसे पुलिस अफसरान हैं जो मुकम्मल तौर पर उन्होंने बताया कि डिसेबल हो चुके हैं इन एतजाजों में और रियासत जाहिर है बार-बार सरेंडर कर देती है रियासत ने इस दफा फैसला क्या किया है क्योंकि बार-बार यह सवाल उठता है कि आखिर में दावे बड़े-बड़े होते हैं शुरू में और आखिर में मुहदा हो जाता है और फिर बात खत्म हो जाती है किस तरह आगे बढ़ना है बिस्मिल्लाह रहमान रहीम शाहजब जब से ये हुकूमत बनी है और इंटीरियर मिनिस्टर जो है वो मोहसन रजा नकवी साहब और ये प्राइम मिनिस्टर शबाज साहब आए हैं तो उसके बाद दो अटेमप्ट्स हुई है इनकी इस तरह के मार्च की और हमेशा जब भी इन्होंने कोई मार्च किया है तो उस पे इनको एग्रीमेंट हुकूमत ने इनसे किया और कई दफा एग्रीमेंट की जो बहुत सारी टर्म्स थी वो वाकई डीआईजी साहब की बात ठीक थी कि वो बिल्कुल रियासत के लिए कोई अच्छा अच्छा बात नहीं थी उसमें इस तरह की चीजें शामिल की गई थी इस दफा दो दफा कोशिश की पहली दफा भी इनकी टाइमिंग इंडिया पाकिस्तान के जंग के दौरान यकम मई की थी उस वक्त भी इन्हें कोई एग्रीमेंट नहीं बल्कि एक अनाउंसमेंट की गई जिसमें कोई ऐसी बात शामिल नहीं थी जो कोई रियासत करते हुए रियासत का तासर ना आए और उसके बाद ये दूसरा टाइम है इसकी टाइमिंग भी कमाल थी कि एक साइड पे अफगानिस्तान और गजा अमन हो चुका था सलाब आ चुका था लेकिन उसके बावजूद एनीवे इसमें भी इस तरह की इनकी कोई डिमांड जो है उसको मीट नहीं किया गया और यह फर्म फैसला है पाकिस्तान की रियासत का कि हमने आगे बढ़ना है पिछली कमी कुताइयों से सीखना है रेड लाइन है जत्थों की ब्लैकमेल नहीं होना इंतहा पसंदाना सोच रखने वाले और सियासत में तशद्दुद लेके आने वाले वो 9 मई 26 नवंबर हो या वो फिर इनके धरने हो टीएलपी के वो अब नाकाबिल बर्दाश्त हैं उनको बिल्कुल भी टोलरेट नहीं किया जाएगा और इस दफा इनकी जो ये हुआ है इस पे कारवाई उसी तरह होगी जैसे 9 मई पे हुई थी इनके भी आपको केसेस के फैसले होते हुए और रिजल्ट निकलते हुए आपको इंशाल्लाह ताला नजर आएंगे 9 मई की जब आप मिसाल दे रहे हैं तो फिर खतशात पैदा हो जाते हैं कि क्या इस मामले के ऊपर रियासत संजीदगी से कानूनी तरीके से आगे बढ़ना चाहती है क्योंकि 9 मई के बाद तो मैंने आपसे पिछले प्रोग्राम में भी कहा था कि 9 मई के बाद हुआ ये कि जो कारकुन मुलविस नहीं भी थे उनके खिलाफ भी मुकदमात बन गए फिर जो इस्तेमाल होता है ताकत का और कानून का वो डिस्रोपोशननेट हो जाता है फिर वो कारकुन जो मासूम थे वो भी पिसे तो क्या ये करने जा रहे हैं क्योंकि फिर इस तरीके से हो ना कि जिसने जुर्म किया हो उसी को सजा दी जाए उसी के खिलाफ मुकदमा हो ताकि नजर भी आए कि इंसाफ हो रहा है बिल्कुल इसी तरह होगा इसमें कोई कमीताई नहीं होगी जिन्होंने किया है और जिन्होंने करवाया है जिन्होंने लीड किया है इन सबको यह भुगतना पड़ेगा हमारे लोग जो हैं उनके निकाल के गोलियां मारी गई हैं हमारे दर्जनों लोग जो हैं वो गोलियों से जख्मी हैं एक अफसर जो शहीद हुआ है उसे कई दर्जन गोलियां लगी हैं और उसके बाद कई इमलाक को नुकसान हुआ है राहगीर हलाक हुए हैं और इससे पहले हर ऑप्शन जो है इन्हें दी गई यह कहते हैं कि इनसे मजाकरात नहीं किए गए इनसे बैक डोर चैनल से इनको पूरा मौका दिया गया पाकिस्तान के बहुत बड़े सियासी और मजहबी रहनुमा को इनवॉल्व रहे और उसके बाद उनको भी इन्होंने डिच किया उनको भी इन्होंने शर्मिंदा करवाया उनकी जो उनसे कहा वो पूरा नहीं किया गया दो दिन के लिए जब ये रुके रहे इन्हें वापसी का रास्ता दिया गया उसके अलावा इनके बच्चे खवातीन जो गिरफ्तार थे वो छोड़े गए जो इनकी डिमांड इनडायरेक्ट आई अगर आपको वो पता चले शाहजेब तो आप हैरान हो जाए कि उसमें फस्तीन के बारे में कोई डिमांड नहीं थी उसमें थे जो हमारे पैसे आपने जब्त किए हैं वो वापस कर दें हमारे सरकारी जगहों पर हमारे मौलवी हजरात जो है इनके वो रखे जाए फिर इनके बहुत सारे कुछ लोग जो है उनको सजा हुई है क्रिमिनल केसेस में कत्ल और बाकी मामलात में उनको वो छोड़ा जाए ऐसे सारे मुतालबात थे और कोई दूसरा मुतालबा नहीं था मुजाकरात से और ये खुद आगे पीछे हुए लोगों को टाइम देते रहे कि आज जब हम करते हैं अभी करते हैं ठहर के करते हैं वापसी का रास्ता दिया गया हर वो कोशिश की गई कि ये खून खराबा ना हो लेकिन जब एजेंडा ही यह हो कि आप कफ़न बांध लें और कफ़न किसके खिलाफ बांध रहे हैं जिन्होंने गजा पे अमन करवाया है जिनके गजा में अमन करवाने में रोल प्ले किया है जिन्होंने जो पाकिस्तान की जंग इस वक्त दोनों बॉर्डर्स पे लड़ रही है वो हुकूमत वो मशरक भी और मगरब भी यानी अफगानिस्तान ने हमला किया तो इन्होंने अपना धरना कॉल ऑफ नहीं किया और इसी तरह ये वो वो जो ये कफ़न बांधने वाली बात लोगों को इमोशनल कहना कि जी हमारे लोग मारे दिए गए हैं हमारा फला कर दिया गया है और दूसरी साइड का नैरेटिव क्योंकि नहीं आ रहा था मैं आप समेत बहुत सारे लोगों का शुक्रिया अदा करता हूं जिन्होंने बड़ी हिम्मत करके ये काम किया है और इंशाल्लाह ताला ये जो बात बार-बार दोहराई जा रही है इसमें हम बड़े क्लियर हैं रियासत क्लियर है अगर रियासत क्लियर है किस्म की साहब अगर रियासत क्लियर है तो मसला यह है कि रियासत जब भी तहरीकलबैक एतजाज के लिए निकले तोड़फोड़ करे अमलाक जलाए उसी के लिए रियासत संजीदा है क्योंकि उससे पहले जिस तरीके से तहरीकलबैक या दीगर लोगों की तरफ से लाउड स्पीकर का इस्तेमाल किया जाता है लोगों के खिलाफ फतवे दिए जाते हैं उनको तौहीन का इल्जाम लगाकर किसी को जिंदा जला दिया जाए किसी को मारा जाए थाने तक में घुस जाते हैं इसके अलावा जो अकलियतें हैं उनकी इबादतगाहों पर ये हमले करते हैं तो जब ये नफरतंगेजी हो रही होती है मोबाइल्स पर धमकियां दी जाती है जिसमें मैं आपके ऊपर को जो धमकियां दी गई है उनके ऊपर भी आऊंगा तो रियासत ने अगर फैसला किया है तो फिर उसी वक्त के लिए किया है कि जब सड़कों पर आएंगे तो निपट लेंगे या रियासत ने इस मुआशरे को ठीक भी करने का फैसला किया है जिसमें इतना एक्सट्रीमिज्म आ गया है जिसकी रियासत खुद भी जिम्मेदार है देखिए अफसोस की बात यह है कि जो हमारा नेशनल इलेक्शन प्लान था पहले 20 नुकात पे उसके बाद यह 14 नुकात पे जिस पे तमाम पार्टियां मुतफिक हैं और ये पीटीआई के दौर में ये 20 से 14 पॉइंट किए गए उनमें जो आप बात कह रहे हैं उस पे अमल होना था और उस पे अमल हो सकता है जब सियासी फोर्सेस और तमाम सुबाई हुकूमतें एक बयानिए के साथ पूरे मुल्क की हुकूमतें खड़ी हो सियासी कयादत खड़ी हो लेकिन अफसोस की बात यह है कि आप देख लें कल से पीटीआई के जितने अकाउंट्स हैं अह वो इस वक्त सिंपैथाइजर हैं बड़ा नरम गोशा बल्कि इसको उभार रहे हैं इस सारी चीज को जो टीएलपी ने किया और जिस तरह के हमला कर दो मार दो इनको तो सो बात यह है कि जब तक हमारी कौमी कयादत जो के दावा करती है कि वह पाकिस्तान को रिप्रेजेंट करते हैं और इसी तरह बाकी हुकूमतें मिलके नहीं करेंगी तो इस तरह की नफरत और जो वाक्यात आप कह रहे हैं उनको रोकना मुश्किल होगा मगर इसको रोके बगैर पाकिस्तान आगे नहीं बढ़ सकता पाकिस्तान एक इस्लामी जमूरी मुल्क है जिसमें पाकिस्तान में इस्लाम से हटकर कोई कवानीन नहीं है इस्लामी हुकूमत है अदालतें हैं जिन्होंने इस्लाम पाकिस्तान के आइन का हलफ लिया है तो ऐसे में ऐसा नहीं हो सकता कि कोई लोग अपनी अदालत लगाएं या अपने फैसले करें अपने फतवे दें और अपनी जिहाद के ऐलान करें साहब अगर जब जाहिर है एक वफाकी वज़र ये हिम्मत यहां तक पहुंचती है ना क्योंकि पहले साथियों के साथ हो चुका सेनेटर के साथ हो चुका प्रोफेसरारी साहब के साथ अब आपको आपने मौका दिया क्योंकि हुकूमत में और कोई मौक दे नहीं रहा था और जाहिर है इससे भी पता चलता है कि जत्थों को कितना मजबूत कर दिया गया है साल साल से कि कोई हुकूमती वजीर पंजाब की तरफ से कोई मौकफ उस तरीके से सामने नहीं आ रहा था कि आखिर हो क्या रहा है और जब आपने दिया तो आपको धमकियों का सामना करना पड़ा कल हमने रिपोर्ट किया आपने जो हमारे साथ एविडेंस शेयर की थी 1700 लोगों ने आपको सरत से जुदा और क्या-क्या धमकियां नहीं दी तो क्या करेगी रियासत के इतनी हिम्मत ना आए जत्थों में कि इस तरीके से वफाकी वज़र को धमकियां दे रहे हो और फिर नीचे तक किसी सहाफी को या किसी भी आम शख्स को धमकियां दे रहे हो और उस पर तौहीन के इल्जामात लगा रहे हो उसे सर तन से जुदा करने की धमकियां दे रहे हो देखिए बिल्कुल आप ठीक कहते हैं वफाकी वजीर या मेरी जात से पहले हमारे लिए तो वो सिपाही जो इसमें जख्मी हुए जो शहीद हुए जिन पर हमलावर हुए वो रियासत जिस पे ये हमलावर हुए उसको कानून के मुताबिक इनको डील करेंगे और इसके लिए साइबर क्राइम एफआईए पुलिस सारे अदारे एक्टिव हैं और इसमें तकरीबन कोई 2800 के लोगों को सफर से रोकने के लिए रिकमेंडेशन आई है इसी तरह बहुत सारी जो फेक न्यूज़ फैलाई जा रही हैं और थ्रेट दिए जा रहे हैं और फतवे दिए जा रहे हैं फेक न्यूज़ देखें ये उसी तरह फैलाई जा रही है जैसे 26 नवंबर में था कि 1000 कितने हलाक हो गए फिर 200 कितने हो गए फिर 300 150 और उसके बाद निकला कुछ और इसी तरह अब भी किया जा रहा है तो इन तमाम पर सेल इस वक्त कारवाई जो है तमाम अदारे अपने-अपनी डोमेन में कर रहे हैं और ये कारवाई इसलिए नहीं की जा रही कि ये वक्त है इसमें जो बरून मुल्क जो मुल्क से बाहर बैठे हैं उनके पासपोर्ट्स और उन मुल्कों के वीज़ों उनको भी लिखा जाएगा कि और पहले भी टीएलपी के सबसे ज्यादा लोग जो है वो डीपोट किए गए हैं सऊदी अरब से तो ये अपने मुल्क में नहीं दूसरे मुालिक में भी जाके मुल्क का नाम और दीन का नाम खराब करते हैं यानी आप देखिए सऊदी अरब को भी जैसे मुल्क इस्लामी मुल्क को भी ऐतराज रहा इनके वहां सोशल मीडिया और इस तरह की चीजों की इन्वॉल्वमेंट में तो इस वक्त हुकूमत के तमाम इदारे वो कोई सहाफी के अगेंस्ट हो किसी पॉलिटिशियन के हुकूमत के अगेंस्ट और सबसे ज्यादा जिन्होंने रिट ऑफ द गवर्नमेंट कायम करनी है वो पुलिस वाले जो सबसे फ्रंट लाइन है उन तमाम जो कुछ हुआ है कानून के मुताबिक कारवाई हो रही है अकाउंट्स ब्लॉक होंगे इनके सफर पे पाबंदियां हो इन पे मुकदमे हो इनके गिरफ्तारियां हो आपको आने हर आने वाले दिन में एविडेंस के साथ ये आपके सामने पेश किए जाएंगे और जो आपको जो धमकियां दी गई उस हवाले से कोई ट्रेस हो सका जी बिल्कुल उस पे भी कारवाई इनिशिएट की गई है और उस पे बहुत सारी अकाउंट्स जो है वो पाकिस्तान के मुख्तलिफ इलाकों से ऑपरेट किए जा रहे हैं और अब हम सबसे पहले तो इन्हें वर्न किया है और उसके बाद ये पूरी एक कंपेन है मुनजब कंपेन है आप ये देखें कि भ नंबर देना फिर वहां उसको आगे जज्बात अपने कारकुनों को करना और क्योंकि ये माजी में करते रहे हैं और माजी में होता ये रहा है कि इनके नरम रवय की वजह से रियासत के ये यहां तक आए हैं और वो बड़ा अनफॉर्चूनेट हुआ है लेकिन इस दफा मैं आपको कहूं कि मेरे से ज़्यादा वह सिपाही और वह फ्रंट लाइन जिन्होंने इस रिट को कायम करना है वह इदारे वह सहाफ़ी वो राय रखने वाले लोग सबके लिए आपको नजर आएगा कि अब ये कोई किसी को ब्लैकमेल या किसी को ये थ्रेट नहीं कर सकेंगे साहब एक तरफ से जाहिर है आपकी तरफ से आप एक बड़े एतमाद से बात कर रहे हैं मगर आपका भी अपना भी माजी का एक्सपीरियंस कोई अच्छा है नहीं एसन इकबाल साहब थे वज़र दाखला उन्होंने पोजीशन ली गोली लगी रियासत ने मुयदे कर लिए और जब इमरान खान साहब खुद हुकूमत में थे तो इमरान खान साहब ने इनके जत्थों के खिलाफ बड़ी स्ट्रांग पोजीशन ली थी और बहुत सख्त तनकीद किया करते थे वो भी मगर फिर मुयदा हो गया तो आप जब ये कह रहे हैं तो यकीनी तौर पर कह रहे हैं तजुर्बा आपको आपका भी पता है क्या देखिए इसमें कोई शक नहीं है कि मियां नवाज शरीफ में एक मदरसे में जब वो बात कर रहे थे तकरीर कर रहे थे उन पे जूता फेंका गया स्याही उंडेली गई ख्वाजा आसफ पे उस वक्त के वज़र दाखला पर गोली चलाई गई और इसी तरह मैंने कहा यह होता रहा है क्योंकि रियासत झुकती रही है मगर इस हुकूमत में इस दफा दो दफा इन्होंने कोशिश की है कोई एग्रीमेंट इनसे नहीं हुआ और कोई हुकूमत और रियासत ने फैसला किया है कि वो झुकेंगे नहीं रियासत रियासत होगी और कोई आप मजहबी गलत तौर पे लोगों को जज्बात बढ़ा के और अपने जाती मकासद या किसी खास मकासद के लिए इस्तेमाल नहीं कर सकेंगे आप यह अंदाजा करें कि सिर्फ एक सर्च में 12 करोड़ कैश और 16 छ 7 करोड़ आप के सोने जेवरात और घड़ियां कितनी 70 के करीब घड़ियां ब्रांडेड घड़ियां आप ये अंदाजा लगाएं इतने ये सब कुछ ये कर रहे हैं इसका मतलब इनकी जात को उसका फायदा था और दीन हम देखिए अल्हम्दुलिल्लाह मुसलमान पाकिस्तान में कोई भी ऐसा नहीं कि जिसकी अपने नबी करीम सल्ला वसल्लम से मोहब्बत में कोई कमी हो और लोग कहते थे कि मैंने कफ़न बांधा है और कफ़न बांधने वाले उसके बाद मुजायरे में नजर ही नहीं आए अपने कारकुनों को भी छोड़ के चले गए कहां गए अभी तक नहीं मिल रहे तो बात ये है कि इस तरह की कोई चीज जो है इसने हमारे मुल्क को भी नुकसान दिया है दीन को नुकसान दिया है और ये दोनों चीजें हमें कबूल नहीं है हमारा दीन हमारा मुल्क और रियासत जो है ये सबसे पहले है और रियासत ने अब फैसला कर लिया है कि वो पिछली जो भी कमी कुताइयां थी उसको रेक्टिफाई करेगी रियासत रियासत नजर आएगी ताश साहब मुजाकरात कामयाब क्यों ना हो सके क्या ऐसी डिमांड थी उनकी जिनको हुकूमत मानने को तैयार नहीं थी देखिए उन्होंने अपने पैसे और अपने घर से जो कैश और जो अपना मिला है सोना मिला है जो घड़ियां जो वो उस पे बड़ा जोर था और उनका जोर था कि उन्होंने जो वायलेंस की है जो उन्होंने कुछ वहां किया है उस पे कोई कारवाई ना की जाए और इसी तरह कुछ लोग जो इनके सजा याफ्ता हैं किसी मुकदमात में जिसमें 302 के मुकदमे भी हैं उनसे रिहाई मांग रहे थे और इसी तरह क्या कहते हैं एक गैर मुबम सा यह भी कोशिश करते थे कहने की कि हमारा जो खर्चा आया है इस मार्च पे वो भी हमें दे दिया जाए तो ये मुतालबात थे और इसमें फस्तीन दूर-दूर तक नहीं था गजा के बारे में कि कोई कहा हो कि कोई वहां कोई गजा भेज दें वहां कोई दवाइयां भेज दें वहां कोई और कोई ऐलान कर दें ऐसी कोई बात मुतद डिफरेंट बैक डोर चैनल्स पे इन पे बात और आखिरी बात इनसे रात 3:00 बजे तक होती रही अह लेकिन ऐसी कोई मुतालबा फलस्तीन गजा के बारे में दीन के बारे में पाकिस्तान के बारे में पाकिस्तान पे होने वाले हमला अफगानिस्तान या सैलाब के बारे में कोई चीज नहीं थी अपने सेल्फ सेंटर्ड कयादत की चीजें थी और इनकी जो टीम आती थी बातचीत के लिए वो कई दफा वापस इसलिए नहीं जाती वो कहते थे कि वो हमारे पास इधर आपके पास करने को जवाब नहीं है और उधर जाते हैं तो वो बात करने नहीं देते और वो भी काफी खफ थे अपनी इस कयादत से और वो कहते थे मजबूरी बताते थे तो ये जो मुतालबात हैं ये तो आप बहुत बड़े मैंने आपको बताया बहुत बड़ी मजहबी सियासी पाकिस्तान की एक बड़ी शख्सियत को भी इन्होंने टिच किया उन्हें भी शर्मिंदा किया क्योंकि उनसे जो मुयदा बात की उन्हें उस उस पर अमल करने की बजाय उससे मुकर गए बहुत शुक्रिया से जोई साहब हमारे साथ थे प्रोग्राम में आगे बढ़ते हैं अमकी सदर ट्रंप समेत कई आलमी रहनुमा गजा में अमन कायम होने का जश्न मना रहे हैं इसी सिलसिले में कल मिस्र में एक अहम बेल अकवामी अम कॉन्फ्रेंस भी मुनकद हुई जिसमें पाकिस्तान समेत 20 मुलिक के सरबराहान ने शिरकत की यह बात काबिल गौर है कि फिलहाल जगबंदी के पहले मरहले पर ही अमल दरामद शुरू हुआ है और गमालियों की रिहाई समेत इसरली फर्सेस एक मुकररा हद तक गजा के इलाकों से पीछे हट गई हैं ताम वो अब भी गजा के एक बड़े हिस्से का कंट्रोल रखती हैं जबकि अगले मराहिल पर मुजाकरात अभी बाकी हैं ऐसे में अब यह तफसीलात भी सामने आई है कि किस तरह अमेरिका ने आखिरी लम्हात में हमास को जंगबंदी के पहले मरहले पर इत्तेफाक करने के लिए राजी किया मौजूदा सुरते हाल के तहत जंगबंदी के पहले मरहले में अहमास ने तमाम जिंदा इसराइली अमालियों को रिहा कर दिया है जबकि इसके बदले में इसराइल ने तकरीबन 2000 फिलस्तीनी कैदियों को आजाद कर दिया है ताम इसराइल ने तकरीबन 154 सियासी कैदियों को गजा वापस भेजने के बजाय एक तीसरे मुल्क में मुल्क बदर कर दिया कल पहले हमास ने 20 जिंदा यगमालियों को दो मराहिल में रिहा कर दिया और 28 मुर्दा यगमालियों में से चार की लाशें भी इसराइल के हवाले कर दी जबकि बाकी लाशों को आइंदा दिनों में वापस किया जाएगा इसके बदले में इसराइल ने भी 7 अक्टूबर 2023 के बाद गजा से बगैर किसी इल्जाम के हिरासत में लिए गए 1700 के करीब फस्तीनी कैदियों और तवील अरसे से जेल काट रहे तकरीबन 250 सियासी कैदियों को छोड़ दिया लेकिन इन सियासी कैदियों में से तकरीबन 154 को मिस्र डिपोर्ट कर दिया गया है इस सारी सुरते हाल में कल गदा से फस्तीनी कैदियों की रिहाई के बाद जज्बाती मनाजिर सामने आए प्रोग्राम में एक ब्रेक शामिल करते हैं अहम सियासी डेवलपमेंट हुई है उसकी तफीलात आपके सामने रखेंगे नौ मुंतखब वज़रआला सुहेल अफरीदी के हलफ के मामले पर चीफ जस्टिस पेशावर हाईकोर्ट ने महफूज़ फैसला सुना दिया गवर्नर खैबर पख्तून खान नौ मुंतखब वज़रआला से बुध के दिन 4:00 बजे तक हलफ लें अगर गवर्नर ने ह्फ ना लिया तो उसी दिन स्पीकर खैबर पख्तून खान असेंबली नौ मुंतखब वज़रआला से ह्फ लें वज़र आला खबर पख्तून खान ने पहले 8 अक्टूबर और फिर 11 अक्टूबर को गवर्नर खबर पख्तून खान को इस्तीफा भिजवाया और फिर 13 अक्टूबर को असेंबली में खिताब करते हुए भी इस्तीफे का ऐलान किया था वज़र आला खबर पख्तून खान के इस्तीफे के बाद खैबर पख्तून खान असेंबली में नए वज़रआला का इंतखाब हुआ और सोेल अफरीदी नए वज़रआला मुंतखब हो गए नौवे अराकीन असेंबली ने इमरान खान के नामजद करदा सोहेल अफरीदी को वोट देकर खैबर पख्तून खान का नया वज़रआला मुंतखब किया सोब अफरीदी वज़रआला तो मुंतखब हो गए मगर गवर्नर खैबर पख्तून खान ने अब तक हलफ नहीं लिया है तहरीक इंसाफ ने पेशावर हाईकोर्ट में वज़र आला के हलफ से मुतालिक दरख्वास्त दी थी जिस पर कल समात हुई और चीफ जस्टिस एसएम अतीक शाह ने रिमा्स दिए थे कि गवर्नर की राय है गवर्नर की राय आ जाए तो फिर इस पर हम कुछ कर सकते हैं और समात मुल्तबी कर दी थी नुमा Jio न्यूज़ दानियाल अजीज के मुताबिक आज समात के दौरान एडिशनल अटॉर्नी जनरल ने कहा कि गवर्नर सरकारी दौरे पर गए हैं कल 2:00 बजे वापस आएंगे चीफ जस्टिस पेशावर हाईकोर्ट ने सवाल किया कि गवर्नर ने हलफ के बारे में क्या कहा एडिशनल अटॉर्नी जनरल ने कहा कि गवर्नर ने इस्तीफे की मंजूरी के लिए अली अमीन गंडापुर को बुलाया है चीफ जस्टिस एसएम अतीक शाह ने पूछा आप यह बताएं कि गवर्नर ने रजामंदी जाहिर की है हलफदारी के लिए या नहीं एडिशनल अटॉर्नी जनरल ने कहा कि गवर्नर को आने दें वो फैसला करेंगे और गवर्नर ने आमिर जावेद को दलाई के लिए नामजद किया है आमिर जावेद एडवोकेट ने कहा कि गवर्नर के लिए इंतजार कर लें कल तक वो आ जाए तो सब हो जाएगा नए वज़रआला के आने तक पुराना वज़रआला दफ्तर चलाएगा चीफ जस्टिस पेशावर हाईकोर्ट ने रिमा्सक दिए वो तो तब होता जब इलेक्शन ना हुआ होता यहां तो इलेक्शन हो गया है दीगर जमातों ने भी वज़र आला के ओदे के लिए कागजात नामजदगी जमा कराए हैं आमिर जावेद ने कहा कि कल गवर्नर जब आएंगे तो हो सकता है वो इस्तीफा मंजूर कर लें और ह्फ ले लें हुकूमत के पास जहाज भी है अगर जल्दी है तो जहाज भेज दें वो रात को आ जाएंगे चीफ जस्टिस पेशावर हाई कोर्ट ने सवाल किया कि क्या गवर्नर पब्लिक फ्लाइट से आता है है आमिर जावेद एडवोकेट ने जवाब दिया कि जी गवर्नर पब्लिक फ्लाइट से सफर करते हैं समात के दौरान सलमान अकरम राजा ने मौक इख्तियार किया कि अली अमीन गंडापुर ने कल असेंबली फ्लोर पर इस्तीफे का एतराफ किया अली अमीन गंडापुर ने सबसे पहले सुहेल अफरीदी को वोट दिया और गवर्नर ने दस्तखत पर ऐतराज किया सलमान अकरम राजा ने कहा कि जब अली अमीन गंडापुर ने खुद तस्लीम कर लिया तो दस्तखत की बात ही नहीं रही चीफ जस्टिस अपने अख्तियारात का इस्तेमाल करें अब वक्त की जरूरत है कि वज़रआला ह्फ ले और सुबा चलाए सलमान अकम राजा ने मज़द कहा कि जब नया वज़रआला मुंतखिब नहीं हुआ हो तब तक पुराना वज़रआला दफ्तर चला सकता है अब तो वज़र आला मुंतखब हो गया एक-ए मिनट अब कीमती है सलमान अकरम राजा ने कहा कि चीफ जस्टिस अहकामात जारी करें किसी को हलफ लेने के लिए गवर्नर ने अपना इरादा जाहिर किया है कि वो हलफ नहीं लेंगे हम आपके फैसले का यहां पर इंतजार करेंगे ” चीफ जस्टिस पेशावर हाईकोर्ट ने कहा कि कल हमने आपको सुना लेकिन गवर्नर का मौकफ नहीं था सलमान अकम राजा ने कहा कि आज गवर्नर का मौकफ भी सामने आ गया है आइन में कहीं पर यह नहीं लिखा कि वज़रआला का इस्तीफा मंजूर होगा अदालत ने दलाइल मुकम्मल होने पर फैसला महफूज़ कर लिया जबकि चेयरमैन पीपल्स पार्टी बिलावल बट्टू जदारी ने कहा कि गवर्नर को खैबर पख्तून खान पहुंचना चाहिए चीफ मिनिस्टर साहब से गुजारिश करता हूं कि अपना जहाज गवर्नर साहब को दे दें और गवर्नर साहब खैबर पख्तून खान पहुंचकर अपनी आईनी और कानूनी जिम्मेदारी पूरी करें गवर्नर साहब आपको मेरे ख्याल में पख्तून ख्वाब पहुंचना चाहिए मैं चीफ मिनिस्टर सिंध साहब से रिक्वेस्ट करता हूं कि आप अपना जहाज गवर्नर साहब को दे दें ताकि गवर्नर साहब जो है वो पुख्तून ख्वाह पहुंच के आइन और कानून के मुताबिक अपना जिम्मेदारी पूरा करेगा और जो भी अदालत का हुक्म होगा उस पे अमल दरामद जरूर करेगा और गवर्नर खैबर पाख्तून खान फैसल करीम कुंडी ने कहा है कि मैंने कभी नहीं कहा कि हलफ नहीं लूंगा आइन और कानून पर अमल करूंगा आज खबर पख्तून खान पहुंच जाऊंगा और मेरा जो आईनी फर्ज है वो अदा करूंगा चेयरमैन साहब की हिदायत पर अब क्या अमल करेंगे आप देखिए मैंने पहले भी कहा है कि हम हमेशा कॉन्सिट्यूशन को फॉलो करेंगे और मैंने कभी भी ये नहीं कहा कि हम वोट नहीं लेंगे आज मेरा जवाब हाई कोर्ट में जमा हुआ है मैं ऑफिशियलमेंट पे यहां पे आया था आज रानी साहब ने जो के बच्चों पे किताब लिखी हुई थी ये भी थी और आज खत्म हो गई स्पेशल प्ले नहीं हुआ था गवर्नर के पास उन्होंने रिक्वेस्ट की है सीएम सिंह को दे और हम जाएंगे और जो भी आईन हमें इजाजत देंगे आप आज ही खैबर बख्तू खान पहुंचेंगे सीएम साहब के जहाज पर इंशा्लाह मैं आज रात को किसी भी टाइम पहुंचूंगा और कल जो भी ऑफिशियल इसके अलावा जमीयत उलमा इस्लाम फे के पार्लीमानी लीडर लुत्फुर रहमान ने भी वज़रआला की तायनाती को पेशावर हाईकोर्ट में चैलेंज कर दिया है दरख्वास्त में मौकफ अपनाया गया है कैरेन गड्डापुर का इस्तीफा मंजूर नहीं हुआ और दूसरे वज़रआला का इंतखाब हो गया नौ मुंतखब वज़रआला सोेल अफरीदी के इंतखाब का अमल गैर कानूनी और गैर आईनी है सोहेल अफरीदी के बतौर वज़र आला के इंतखाब के अमल को कलदम करार दिया जाए मगर अब नजर आ रहा है कि कल सोहेल अफरीदी बकायदा तौर पर हल्फ लेकर वजीर आला का चार्ज संभाल लेंगे मामलात कहां जाएंगे सबकी नजर इस बात पर है आज इजाजत अल्लाह हाफिज

  • 3D Printed Science Projects by Joan Horvath, Rich Cameron – Study Notes

    3D Printed Science Projects by Joan Horvath, Rich Cameron – Study Notes

    3D Printed Science Projects FAQ

    1. What is OpenSCAD and how can I use it to create 3D printable models of mathematical functions?

    OpenSCAD is a free, open-source software for creating solid 3D CAD models. It uses a scripting language to define objects, making it ideal for creating models based on mathematical equations.

    To create a 3D printable model of a surface, you define a function f(x,y) that represents the surface’s height (z) at each point (x,y). OpenSCAD then generates a mesh of points based on this function, which can be exported as an STL file for 3D printing.

    For instance, the code snippet below defines a saddle point surface:

    function f(x, y) = ((x – 50) * (y – 50)) / 100 + 30;

    2. How do I adjust the scale and resolution of my 3D printed surface model in OpenSCAD?

    You can control the scale and resolution of your model by modifying parameters within your OpenSCAD script.

    • Scale: You can scale the entire model by multiplying your function f(x,y) by a constant. For example, to scale down by half, multiply the function by 0.5.
    • Resolution: The number of points in the x and y directions determines the resolution of the model. These are defined by the xmax and ymax variables. Increasing these values results in a smoother surface but increases rendering time.

    3. What are some considerations for 3D printing the surface models generated by OpenSCAD?

    • Overhangs: Ensure your function doesn’t create steep overhangs that are difficult to print without support structures.
    • Minimum Thickness: Ensure the model is thick enough to be printed. Scaling down the model may require increasing the initial thickness parameter.
    • Surface Texture: You can achieve different surface textures by setting the blocky parameter. blocky = true creates a rough surface, while blocky = false results in a smooth surface.

    4. How can I 3D print a model representing the interaction of light waves?

    You can represent light wave phenomena like diffraction and interference using trigonometric functions in OpenSCAD.

    For example, to model the intensity pattern of a double-slit experiment, you could use a function that combines the sinc function (for single-slit diffraction) and a cosine function (for interference between the two slits).

    The z value of the function represents the intensity of the light at that point, resulting in a 3D model where the height visually represents the intensity pattern.

    5. How can I create a 3D printed model of a gravity well?

    A gravity well can be modeled by representing the gravitational potential as a function of position.

    For example, for a two-body system like the Earth and Moon, the gravitational potential at any point is the sum of the potentials due to each body.

    This can be represented in OpenSCAD using the formula for gravitational potential, with the z value representing the potential and the x and y values representing the position in the 2D plane.

    6. What parameters can I modify to design different airfoil shapes in OpenSCAD?

    You can design various airfoils by modifying parameters in the NACA four-digit airfoil equation used in the OpenSCAD model. These parameters include:

    • Maximum Camber: Controls the curvature of the airfoil.
    • Camber Location: Determines where the maximum camber occurs along the chord.
    • Maximum Thickness: Sets the thickness of the airfoil as a percentage of the chord.
    • Sweep Angle: Defines the angle at which the wing is swept back.
    • Taper Ratio: Controls the change in chord length from the wing root to the tip.

    7. How can I model molecular structures using OpenSCAD?

    Molecular structures can be created by modeling individual atoms and then assembling them into molecules.

    For example, a carbon atom model could consist of a sphere representing the nucleus and lobes representing the orbitals. You can create separate 3D models for different atoms and then use OpenSCAD’s transformation functions to position and connect them into molecules.

    8. How can I use OpenSCAD to design and print models of simple machines like screws and pulleys?

    OpenSCAD is well-suited for creating models of simple machines due to its ability to create precise geometric shapes and combine them.

    • Screws: Use the rotate_extrude() function to create helical threads by extruding a 2D profile along a spiral path.
    • Pulleys: Combine basic shapes like cylinders and circles to create pulley wheels and frames. Use the difference() function to create the groove for the rope or cable.

    OpenSCAD’s parameterization capabilities make it easy to adjust dimensions and features to design a variety of simple machine models.

    3D Printed Science Projects: A Study Guide

    Short Answer Questions

    Instructions: Answer the following questions in 2-3 sentences each.

    1. What is the purpose of the OpenSCAD code provided in Listing 1-1?
    2. How can you scale the size of the 3D print generated by the OpenSCAD code in Listing 1-1?
    3. Explain the difference between setting the blocky parameter to true or false in the OpenSCAD code.
    4. What is the advantage of using a Python program to generate data for a 3D printed surface?
    5. Describe the mathematical function sinc(x) and its significance in the context of 3D printing wave patterns.
    6. How is the concept of a “gravity well” helpful in understanding the gravitational interactions between celestial bodies?
    7. Explain the significance of the vis-viva equation in modeling orbital velocity.
    8. What are the four digits in a NACA four-digit airfoil code and what do they represent?
    9. Explain the concepts of taper and sweep in the context of wing design.
    10. What is Reynolds number and why is it an important consideration in aerodynamics?

    Short Answer Key

    1. The OpenSCAD code in Listing 1-1 generates a 3D printable model of a surface defined by a mathematical function z = f(x, y). It allows you to create a 3D representation of a mathematical surface.
    2. You can scale the size of the 3D print by adjusting the xmax and ymax parameters in the OpenSCAD code, which control the number of points plotted in the x and y directions. Additionally, you can scale the entire piece in your 3D printing software after generating the STL file.
    3. Setting blocky to true creates a rough surface composed of discrete cuboids, while setting it to false generates a smooth surface using triangular faces for interpolation. The blocky setting results in a more tactile print but requires more rendering time in OpenSCAD.
    4. A Python program can generate complex data sets and save them to a file that can be imported into OpenSCAD. This allows for the creation of intricate surface designs based on mathematical algorithms or experimental data that would be difficult to define directly in OpenSCAD.
    5. The sinc(x) function is defined as sin(x)/x. In 3D printing wave patterns, it is used to model the intensity distribution of light or other waves diffracted through a single slit. It is significant because it describes the characteristic pattern of a single-slit diffraction experiment.
    6. A “gravity well” is a visual metaphor representing the gravitational potential field around a celestial body. The deeper the well, the stronger the gravitational pull. It helps to visualize the relative forces of several planets and their tendency to move towards regions of lower gravitational potential.
    7. The vis-viva equation relates the orbital velocity of a celestial body to its distance from the central gravitating body and the semi-major axis of its elliptical orbit. It is significant because it allows us to calculate the instantaneous velocity of a planet or moon at any point in its orbit.
    8. The four digits in a NACA four-digit airfoil code represent:
    • First digit (a): Maximum camber as a percentage of the chord.
    • Second digit (b): Location of maximum camber along the chord, in tenths of the chord.
    • Third and fourth digits (cd): Maximum thickness as a percentage of the chord.
    1. Taper refers to the change in chord length along the wingspan. A tapered wing has a narrower chord at the tip than at the root. Sweep refers to the angle at which the wing is angled backward or forward relative to the fuselage.
    2. Reynolds number (Re) is a dimensionless quantity that describes the ratio of inertial forces to viscous forces in a fluid flow. It is important in aerodynamics because it determines the flow regime (laminar or turbulent) around an object. Different flow regimes have significantly different effects on lift, drag, and other aerodynamic properties.

    Essay Questions

    Instructions: Answer the following questions in essay format, providing detailed explanations and examples.

    1. Discuss the process of 3D printing a surface defined by a mathematical function using OpenSCAD. Include explanations of key parameters, coordinate systems, and potential challenges.
    2. Explain how trigonometric functions are used to model wave phenomena in OpenSCAD. Provide examples of different wave patterns and their corresponding mathematical representations.
    3. Describe how the concepts of gravitational potential and orbital velocity are used to create 3D printed models of celestial systems. Discuss the limitations of these models and potential areas for further exploration.
    4. Explain the design principles and mathematical equations used to generate 3D printable models of NACA four-digit airfoils. Discuss the aerodynamic parameters that affect wing performance and how they can be incorporated into the models.
    5. Explore the applications of 3D printing in designing and building scientific models. Discuss the advantages, limitations, and ethical considerations of using 3D printing in scientific research and education.

    Glossary

    • 3D Printing: A manufacturing process that creates three-dimensional objects by depositing materials layer by layer based on a digital design.
    • Airfoil: The cross-sectional shape of a wing, propeller blade, or other aerodynamic surface.
    • Camber: The curvature of an airfoil’s upper and lower surfaces.
    • Chord: The straight line distance from the leading edge to the trailing edge of an airfoil.
    • Gravity Well: A visual metaphor representing the gravitational potential field around a celestial body.
    • Hybridization: The process of combining atomic orbitals to form new hybrid orbitals with different shapes and energies.
    • NACA Airfoil: A series of standardized airfoil shapes developed by the National Advisory Committee for Aeronautics (NACA).
    • OpenSCAD: A free and open-source software for creating solid 3D CAD models.
    • Orbital Velocity: The speed at which a celestial body orbits around another body.
    • Reynolds Number (Re): A dimensionless quantity that describes the ratio of inertial forces to viscous forces in a fluid flow.
    • STL File: A file format commonly used for 3D printing, representing the surface geometry of a 3D object as a mesh of triangles.
    • Sweep: The angle at which a wing is angled backward or forward relative to the fuselage.
    • Taper: The change in chord length along the wingspan of an airfoil.
    • Trigonometric Functions: Mathematical functions that relate the angles and sides of a right triangle, including sine, cosine, and tangent.
    • Truss: A structural framework composed of interconnected members that are typically arranged in triangles.
    • Vis-viva Equation: An equation that relates the orbital velocity of a celestial body to its distance from the central gravitating body and the semi-major axis of its elliptical orbit.

    3D Printed Science Projects: A Table of Contents

    Chapter 1: 3D Math Functions

    • Introduction: Introduces the concept of using 3D printing to visualize mathematical functions and sets the stage for the chapter.
    • Making a Smooth Surface with a Flat Bottom: Explains how to create a 3D printable model of a mathematical surface with a flat bottom using OpenSCAD. Discusses scaling and provides an example of a “saddle point” structure.
    • Printing Considerations: Covers practical aspects like scaling, thickness, and potential issues with the height of the printed model.
    • Very Simple Model to Make a “Blocky” One-Sided Surface: Presents a simpler OpenSCAD model for creating a rough-textured surface. Briefly discusses rendering time considerations.
    • OpenSCAD Math Functions: Explains the use of mathematical functions in OpenSCAD, highlighting differences from conventional mathematical notation and providing resources for further exploration.
    • Example: Using a Python Program to Generate Data for a Thin Surface: Demonstrates how to generate data for a complex surface using a Python program and import it into OpenSCAD for printing.
    • Trigonometric Functions: Briefly reviews essential trigonometric functions and the sinc function, emphasizing the definition used in this context.

    Chapter 2: Light and Other Waves

    • Introduction: Sets the context for visualizing wave phenomena using 3D printing, connecting to concepts from physics and astronomy.
    • Point Sources and Plane Waves: Introduces the principle of superposition and demonstrates how to model the interaction of point sources and plane waves using OpenSCAD.
    • Two Interacting Sources: Expands on the concept of superposition by modeling the intensity pattern resulting from two interacting point sources.
    • Diffraction: Introduces the phenomenon of diffraction and explains how to model single-slit and double-slit diffraction patterns in OpenSCAD.
    • One-Slit Intensity Function: Focuses on modeling the intensity distribution for a single-slit diffraction pattern, discussing the use of the sinc function.
    • The “Empty Space” Inverse of the One Slit Case: Explores a negative-space representation of the single-slit intensity function and its relationship to the double-slit pattern.
    • Limitations and Caution: Addresses limitations of the models and points out the need to avoid undefined mathematical expressions like sinc(0).

    Chapter 3: Gravity

    • Introduction: Transitions to the topic of gravity and its visualization through 3D printed models of gravitational potential fields and orbits.
    • Gravity Wells: Explains the concept of gravitational potential and how it relates to the forces between celestial bodies.
    • Earth-Moon System Model: Provides an OpenSCAD model for visualizing the gravitational potential field around the Earth and Moon, discussing scaling and parameters.
    • Orbits: Introduces the concept of orbits and how planets and stars move within a gravitational potential field.
    • Modeling Orbital Velocity: Presents an OpenSCAD model for representing the orbital velocity of planets and moons along their elliptical paths, utilizing the vis-viva equation.
    • Limitations and Considerations: Discusses the limitations of the orbital velocity model and the need to consider the complexities of multi-body systems.
    • Summary: Summarizes the key concepts covered in the chapter and suggests further exploration of gravitational phenomena and orbital dynamics.

    Chapter 4: Airfoils

    • Introduction: Introduces the concept of airfoils and their importance in aeronautics, setting the stage for 3D printing airfoil models.
    • NACA Airfoils: Explains the NACA airfoil numbering system, detailing how the digits correspond to camber, thickness, and location of maximum camber.
    • The Camber Line: Delves into the mathematical equations used to define the camber line of a NACA four-digit airfoil, using two parabolas.
    • The Thickness Equation: Presents the equation for determining the thickness of the airfoil at any point along the camber line, considering perpendicularity.
    • Coordinate Transformation and OpenSCAD Implementation: Explains how to transform the thickness equation into x and y coordinates and how OpenSCAD’s rotate() function simplifies the modeling process.
    • Rhomboids and Convex Hulls: Describes the use of rhomboids and the hull() function in OpenSCAD to create the airfoil profile.
    • Other Aerodynamic Parameters: Introduces additional factors like sweep and taper that influence wing performance and provides modifications for the OpenSCAD model.
    • 3D-Printed Airfoil Models: Measuring Lift: Discusses practical aspects of 3D printing airfoil models, including adding a sting for mounting and calculating lift.
    • Building a Student Wind Tunnel: Provides resources and suggestions for building a simple wind tunnel to test 3D printed airfoils.
    • Reynolds Number: Introduces the concept of Reynolds number and its significance in fluid dynamics, discussing its implications for scaling and testing models.

    Chapter 5: Simple Machines

    • Introduction: Sets the context for exploring simple machines and their visualization using 3D printing.
    • Screws: Focuses on the screw as a simple machine, demonstrating the creation of a 3D printed vise model using OpenSCAD.
    • Detailed Screw Thread Creation: Explains the process of creating the screw thread using OpenSCAD, employing mathematical functions and geometric transformations.
    • Wheels and Pulleys: Explores wheels and pulleys as simple machines and presents an OpenSCAD model for creating a system with multiple pulleys of varying sizes.
    • Model Customization and Assembly: Discusses the various parameters that can be adjusted in the pulley model, such as the number of pulleys, diameters, and spacing.

    Chapter 6: Plants and Their Ecosystems

    • Introduction: Transitions to the topic of plants and ecosystems, emphasizing the use of 3D printing for visualization and modeling.
    • The Golden Ratio: Introduces the concept of the golden ratio and its significance in plant morphology, highlighting its mathematical properties and aesthetic appeal.
    • Modeling Flowers: Presents an OpenSCAD model for creating stylized flower petals using the golden ratio and customizable parameters for shape and arrangement.
    • Parameter Variations and Examples: Explains the various parameters that can be modified in the flower model, showcasing different flower designs achieved by adjusting these values.
    • Jungle Plant Leaves: Provides an OpenSCAD model for generating leaves with drip tips, characteristic of plants found in tropical rainforests.
    • Model Customization and Assembly: Discusses the parameters that can be adjusted in the leaf model, including size, hole size, and waviness.

    Chapter 7: Molecules

    • Introduction: Introduces the topic of molecules and their representation using 3D printed models, providing a brief chemistry background.
    • Chemistry Background: Explains the basics of atoms, electrons, chemical bonds, and the octet rule, setting the stage for understanding molecular structures.
    • Basic Orbital Shapes: Delves into the concept of electron clouds and orbitals, describing their shapes and how they determine the bonding behavior of atoms.
    • Carbon Atom Model: Presents a 3D printable OpenSCAD model of a carbon atom, highlighting its nucleus, s orbitals, and p orbitals.
    • Hybridization: Introduces the concept of hybridization and explains how it leads to the formation of different types of covalent bonds.
    • Water Molecules: Focuses on the structure and unique properties of water molecules, emphasizing their hydrogen bonding behavior.
    • Water Molecule Model: Provides a 3D printable OpenSCAD model of a water molecule with connectors for assembling an ice lattice.
    • The Carbon vs. Water Molecule Model: Compares the carbon atom model and the water molecule model, highlighting their differences in terms of representation and functionality.

    Chapter 8: Trusses

    • Introduction: Introduces the concept of trusses as structural elements and sets the stage for creating 3D printed truss models.
    • 2D Trusses: Explains the principles behind 2D trusses and presents an OpenSCAD model for creating a simple planar truss with customizable parameters.
    • 3D Trusses: Introduces the concept of 3D trusses and their applications in various structures.
    • Tensegrity Structures: Expands on the concept of trusses by discussing tensegrity structures, where tension and compression forces work together to provide stability.
    • Tensegrity Structure Model: Provides an OpenSCAD model for creating a basic tensegrity structure, highlighting the interplay between tension and compression elements.
    • Icosahedron Model: Presents a more complex 3D printed truss model in the form of an icosahedron, a regular polyhedron with 20 triangular faces.

    Timeline of Events

    This text focuses on explaining concepts and providing instructions for 3D printing various scientific models rather than narrating a sequence of events. Therefore, a traditional timeline is not applicable.

    However, we can outline a conceptual timeline based on the progression of topics:

    1. Introduction to 3D Math Functions & Printing: The text starts by introducing basic mathematical functions in OpenSCAD and how they can be used to create 3D printable models of surfaces.
    2. Exploring Light & Other Waves: It then moves on to applying these principles to model light wave phenomena like diffraction and interference, using examples like single and double-slit experiments.
    3. Understanding Gravity & Orbits: Next, the concept of gravity wells and orbital mechanics are introduced, with models demonstrating the Earth-Moon system and elliptical orbits.
    4. Designing Airfoils: The focus shifts to aerodynamics, explaining the structure and properties of airfoils, including camber, thickness, and concepts like taper and sweep. Instructions are provided for 3D printing airfoil models with varying parameters.
    5. Building Simple Machines: The text then explores simple machines, focusing on screws and pulley systems. 3D printable models are presented to illustrate these concepts.
    6. Modeling Plants & Ecosystems: The application of 3D printing extends to biological models, showcasing the creation of plant structures like flowers and leaves, incorporating concepts like the golden ratio and Fibonacci sequences.
    7. Visualizing Molecules: Finally, the text delves into the microscopic world, providing instructions for creating models of atoms and molecules, with a focus on carbon and water. Concepts like hybridization and orbital shapes are explained.

    Cast of Characters

    The source text primarily focuses on scientific concepts and 3D printing techniques. Therefore, it does not feature a traditional “cast of characters” in a narrative sense. However, we can identify key figures whose work is referenced in the text:

    1. Joan:

    • Bio: A contributor to the text, specifically mentioned for creating a Python program to generate data for a 3D printable surface model (Listing 1-3).
    • Role: Demonstrates the use of external data and programming in 3D modeling.

    2. Johannes Kepler:

    • Bio: (1571-1630) German astronomer known for his laws of planetary motion, which describe the elliptical orbits of planets around the Sun.
    • Role: His work is referenced in the section on orbits, highlighting his contribution to understanding celestial mechanics.

    3. Isaac Newton:

    • Bio: (1643-1727) English physicist and mathematician who developed calculus, the laws of motion, and the law of universal gravitation.
    • Role: His work is essential to understanding gravity and orbital mechanics discussed in the text. The development of calculus is mentioned as crucial for analyzing these phenomena.

    4. Niels Bohr:

    • Bio: (1885-1962) Danish physicist who made significant contributions to understanding atomic structure and quantum mechanics. He proposed the Bohr model of the atom, which depicts electrons orbiting the nucleus in specific energy levels.
    • Role: His model of the atom is mentioned as a helpful visualization tool, though the text acknowledges its limitations in representing the complexities of electron behavior.

    5. Erwin Schrödinger:

    • Bio: (1887-1961) Austrian physicist known for his contributions to quantum mechanics. He formulated the Schrödinger equation, which describes the wave function of a quantum-mechanical system.
    • Role: His work is referenced in explaining the shapes of electron orbitals, highlighting the role of quantum mechanics in understanding atomic structure.

    6. NACA (National Advisory Committee for Aeronautics):

    • Bio: The predecessor to NASA, NACA was a US federal agency founded in 1915 to undertake, promote, and institutionalize aeronautical research.
    • Role: The text focuses on NACA airfoils, a series of standardized airfoil shapes developed by NACA, demonstrating their importance in aerodynamic design.

    3D Printed Science Projects: A Briefing Document

    This document reviews key themes and information from excerpts of “3D Printed Science Projects” focusing on utilizing 3D printing and OpenSCAD software to model scientific concepts.

    I. 3D Math Functions:

    • Visualizing Mathematical Surfaces: The book explores creating tangible 3D models of mathematical surfaces using OpenSCAD. It begins with a basic model for printing a flat-bottomed “slice” of a surface defined by the equation z = f(x,y).
    • “The function in this example is z = f (x, y) = 0.01 (x – 50) (y – 50) + 30, and the 3D print will go from x = 0 to 99 and y = 0 to 99. This creates a “saddle point” structure.”
    • Controlling Surface Texture: The “blocky” parameter in the code allows for creating smooth or rough-textured surfaces. While rough surfaces offer tactile benefits, they require longer rendering times in OpenSCAD.
    • Scaling and Thickness Considerations: The book emphasizes scaling considerations to ensure printability. For instance, maintaining a minimum thickness of 2mm is crucial when scaling down models.
    • “If you scale the surface, you have to be sure that the piece remains at least 2 mm or so thick after scaling.”
    • External Data Integration: The authors demonstrate utilizing external data files generated by Python code to create complex surfaces, showcasing the versatility of OpenSCAD.
    • “Listing 1-3 is a file Joan created in the Apple Python 2.7.8 Integrated Development Environment (IDE) that creates a 100 by 100 point matrix of two superposed radial cosine waves and stores it in the file sinusoids.dat.”
    • Importance of Trigonometric Functions: Familiarity with trigonometric functions is highlighted, particularly for applications involving waves and oscillations.
    • “This chapter assumes you are pretty comfortable with trigonometric functions like sine, cosine, and tangent and their inverses (asin, acos, atan).”

    II. Light and Other Waves:

    • Visualizing Wave Phenomena: This section focuses on visualizing complex wave phenomena like interference and diffraction using OpenSCAD models.
    • Superposition Principle: The book utilizes OpenSCAD to demonstrate the principle of superposition, showing how multiple waves combine to form a resultant wave.
    • “Two Interacting Sources What happens if we have two interacting point sources at one edge of the plane we are modeling? The model for that is given in Listing 2-2, and the model we printed is in Figure 2-4.”
    • Double-Slit Experiment: OpenSCAD models are used to simulate the classic double-slit experiment, visualizing the resulting interference patterns.
    • “In Listing 2-3 we have a function sintheta(x,y). This function computes the sine of the angle theta (θ) from the geometry.”
    • Diffraction and Intensity: The book dives into modeling single-slit diffraction, representing the intensity pattern as the square of the amplitude.
    • “In this case, we are printing a model in which z represents the square of the amplitude of the sum of the waves generated by these two sources. As we will see in the next section, this is also an equivalent of the time average of the intensity pattern”

    III. Gravity:

    • Gravity Wells: The book delves into modeling gravity wells using OpenSCAD, representing the gravitational potential field around celestial bodies.
    • “The gravitational potential, though, adds up all the forces and gets a single number (a scalar) for any particular point in space and time. This addition uses the calculus function of “integrating” the forces.”
    • Earth-Moon System: A practical example showcases an Earth-Moon gravity well model, illustrating the concept of gravitational potential.
    • Orbital Mechanics: The authors explore modeling orbital velocity of planets and stars, utilizing the vis-viva equation to represent instantaneous velocity.
    • “Use the vis-viva equation to calculte the height to represent instantaneous velocity.”
    • Limitations of Orbital Models: The book acknowledges limitations of simplified orbital models, particularly in multi-body systems where interactions are complex.

    IV. Airfoils:

    • Understanding NACA Airfoils: The book explains the NACA four-digit airfoil classification system, outlining the meaning of each digit and its relation to airfoil geometry.
    • “First digit (a): the maximum distance the camber profile goes above the chord (in what we are calling the y direction), as a percentage of the chord.”
    • Camber Line and Thickness: OpenSCAD models are used to illustrate the camber line and thickness distribution of NACA airfoils, highlighting key geometric features.
    • Modeling Airfoil Geometry: The authors provide detailed OpenSCAD code for generating accurate airfoil profiles, incorporating camber line, thickness equation, and coordinate transformations.
    • “To get it in terms of x and y, we want to figure out what direction is perpendicular to the line. An easy way to do this (if you have had calculus) is to take the derivative (the slope) of the tangent line.”
    • Additional Aerodynamic Parameters: Concepts like wing sweep, taper, and aspect ratio are introduced, demonstrating how these factors influence wing performance.
    • Practical Experiments: The book suggests building a student wind tunnel for testing 3D-printed airfoil models and measuring lift and drag.
    • Reynolds Number: The importance of Reynolds number in aerodynamic modeling is discussed, emphasizing its role in scaling and comparing model results to real-world scenarios.

    V. Simple Machines:

    • Modeling Mechanical Systems: This section focuses on creating 3D-printed models of simple machines, illustrating their principles of operation.
    • Screw and Vise Model: The book provides a detailed OpenSCAD model of a vise, highlighting the screw mechanism and demonstrating thread generation in OpenSCAD.
    • Pulley Systems: A model for creating pulley systems is presented, allowing for customization of pulley size, count, and spacing.
    • Importance of Mechanical Advantage: The concept of mechanical advantage is introduced through pulley systems, showing how they amplify force.

    VI. Plants and their Ecosystems:

    • Modeling Plant Structures: This chapter explores modeling intricate plant structures using OpenSCAD, focusing on replicating petal and leaf shapes.
    • Flower Model: A customizable OpenSCAD model for generating various flower shapes is presented, allowing control over parameters like petal length, width, thickness, and pointiness.
    • “The variables that you need to enter are the following:”
    • Jungle Plant Leaves: A model for creating leaves with drip tips is presented, showcasing the use of OpenSCAD to generate organic shapes.
    • Golden Ratio: The book introduces the golden ratio and its application in plant structures, demonstrating its presence in the arrangement of petals and leaves.

    VII. Molecules:

    • Atomic Structure and Bonding: The book provides a basic overview of atomic structure, chemical bonding, and the role of electrons in molecule formation.
    • “Atoms form chemical bonds with one another through an interaction between their electrons.”
    • Orbital Shapes: The concept of electron orbitals is introduced, explaining how electrons occupy specific regions around the nucleus.
    • Carbon Atom Model: A 3D-printable model of a carbon atom is presented, showcasing its nucleus, s orbitals, and p orbitals.
    • Hybridization: The book explains different types of orbital hybridization (sp, sp2, sp3), demonstrating how they influence molecular geometry.
    • Water Molecule and Ice Lattices: A detailed model of a water molecule with connectors is provided, allowing for the assembly of ice lattices, illustrating hydrogen bonding and crystal structures.
    • “A water molecule consists of two hydrogen atoms bonded to one oxygen atom. Hydrogen bonds tend to be dynamic, and the hydrogen atom bonds to one oxygen atom covalently, but also wants to bond with nearby other oxygen atoms too.”

    VIII. Trusses:

    • Principles of Truss Design: This section introduces the concept of trusses, explaining their structural advantages and highlighting common configurations.
    • “A truss is defined as an assembly of members such as beams, connected by nodes, that creates a rigid structure.”
    • 2D and 3D Truss Models: OpenSCAD models are presented for creating both 2D and 3D trusses, demonstrating how to build basic triangular units and assemble them into larger structures.
    • Tensegrity Structures: The book explores tensegrity structures, a unique type of truss where tension and compression forces are balanced, providing models for printing simple tensegrity prisms and icosahedrons.

    IX. 3D Printing:

    • Introduction to 3D Printing: The book provides an overview of 3D printing technology, explaining filament-based printing and highlighting relevant file formats (STL, OBJ).
    • Using MatterControl Software: Step-by-step instructions for utilizing MatterControl software are provided, covering download, installation, basic navigation, and key settings for 3D printing.
    • OpenSCAD Basics: The book introduces OpenSCAD software, a powerful tool for creating 3D models using code. It highlights OpenSCAD’s unique features, potential challenges, and the basics of scripting geometry.
    • Printing Considerations: General advice and tips for 3D printing are included, covering topics like supports, rafts, infill, and troubleshooting common printing issues.

    This briefing document summarizes the key themes explored in the excerpts of “3D Printed Science Projects.” The book utilizes OpenSCAD software and 3D printing technology to bring complex scientific concepts to life, providing readers with a hands-on approach to understanding various scientific principles across different disciplines.

    This response describes the different types of 3D-printed models presented in the book “3D Printed Science Projects,” and how they are intended to be used for educational purposes.

    3D-Printable Models For Science Education

    • 3D Math Functions: The book begins with a chapter on 3D printing mathematical functions, which are used as an underlying tool in other chapters [1]. This chapter provides instructions on how to create models of:
    • Polynomial surfaces with a flat base [2].
    • Double-sided surfaces [3].
    • “Blocky” one-sided surfaces with a rough texture [4].
    • Surfaces generated from an external data file using Python code [5, 6].
    • The book emphasizes that creating and handling these models can provide mathematical insights beyond traditional 2D representations [7, 8].
    • Light and Other Waves: This chapter uses sinusoidal waves to model phenomena like light, magnetism, and wave interactions [9]. The models represent wave amplitude as height in the z-direction, and can be used to visualize concepts like:
    • Wave geometries and overlaps [10].
    • Constructive and destructive interference [10].
    • Young’s double-slit experiment [11].
    • The chapter also provides tips for printing thin objects with detail on their side [12].
    • Gravity: This chapter presents models exploring the concept of gravity, including:
    • Gravity wells representing the gravitational potential around planets [13].
    • Models of the Earth-Moon system [13].
    • Models of planetary and cometary orbits, including a model of Halley’s Comet [14, 15].
    • A model demonstrating the relationship between orbital velocity and distance from a central body [15].
    • Airfoils: This chapter focuses on historic airfoils, particularly the NACA four-digit profiles [16, 17]. The models allow users to:
    • 3D print and study wings with classic airfoil shapes [16].
    • Experiment with changing airfoil parameters like camber and thickness [18].
    • Build a simple test stand (sting) for measuring lift [19].
    • Simple Machines: This chapter covers six simple machines: the pulley, screw, wheel and axle, inclined plane, wedge, and lever [20]. The models are intended to:
    • Provide hands-on demonstrations of each machine [21].
    • Allow users to vary critical dimensions and observe the resulting effects [21].
    • Encourage the creation of compound machines using multiple simple machines [21].
    • Plants and Their Ecosystems: This chapter explores how plants grow and adapt to their environment [22]. The models simulate:
    • Plant growth patterns based on mathematical principles [23].
    • Desert and jungle plant structures [23, 24].
    • Flower structures with spiral arrangements of petals [25, 26].
    • The models aim to demonstrate how plant form evolves in response to ecosystem conditions and pollinator interactions [24, 25].
    • Molecules: This chapter focuses on visualizing chemical bonding and crystal structures [27]. The models provide minimalist representations of:
    • Carbon atoms with their electron orbitals [28].
    • Water molecules with their bonding capabilities [29].
    • Crystal lattices for two types of ice (ice 1c and ice 1h) [29].
    • Trusses: This chapter examines trusses, structures that use triangular arrangements to carry loads efficiently [30]. The models feature:
    • A 2D truss with simulated pin joints [31, 32].
    • Elements for building a 3D tensegrity structure [33, 34].

    Educational Applications

    The sources describe how these 3D-printed models can be used for educational purposes:

    • Hands-on Learning: The models provide tactile experiences that help students visualize abstract concepts in mathematics, physics, chemistry, botany, and engineering [27, 35-40].
    • Experimentation: The models can be used to conduct experiments and test hypotheses, such as measuring lift on different airfoil designs or observing the behavior of trusses under load [41-44].
    • Curriculum Integration: The sources suggest aligning the models with specific science standards at various grade levels, providing teachers with resources for integrating 3D printing into their curriculum [37, 38, 40, 45, 46].
    • Science Fair Projects: The book encourages the use of 3D printing in science fair projects, suggesting ideas for further exploration based on the presented models [42, 44, 47-49].
    • Promoting Maker Education: The sources advocate for a “learning by making” approach, where students design, build, and experiment with physical models to deepen their understanding of scientific principles [1, 50-55].

    Overall, the book aims to provide a valuable resource for educators and students seeking to incorporate 3D printing into science education, fostering creativity, problem-solving, and a deeper understanding of scientific concepts through hands-on exploration.

    Here are some ways the examples of 3D printed models in the source reflect the evolution of scientific understanding in different fields:

    • The authors provide a history of scientific inquiry in several places, noting how more recent discoveries or technologies have changed how people think about a problem. For example, the chapter on airfoils starts with how people designed wings in the 1930s and contrasts that with modern approaches [1].
    • 3D printing allows people to model more sophisticated problems with a lot less mathematical overhead. For example, in the 1930s, people used wind tunnels to study how wings work, but now anyone can create a 3D printed model of a wing and study it with a simple fan [2].
    • 3D printing can be used to create models that are difficult or impossible to create with traditional manufacturing techniques. For example, the vise model in Chapter 5 includes a knob that is printed in place, which would be difficult to create with traditional manufacturing techniques [3].
    • 3D printing is also a powerful tool for education. Students can use 3D printed models to visualize complex scientific concepts [4].
    • 3D printing can also be used to create models for scientific research. Researchers can use 3D printed models to test hypotheses and gather data [5].
    • The source emphasizes the importance of building intuition through hands-on experimentation. The authors encourage readers to use 3D printing as a way to explore scientific concepts and develop a deeper understanding of the world around them [6].

    The source also notes some of the limitations of 3D printing:

    • 3D printing is not a perfect substitute for real-world experiments. For example, the authors note that 3D printed truss models should not be stressed to failure because the plastic is brittle and the layer lines may introduce unexpected stresses [7].
    • 3D printing can be time-consuming and expensive. The authors note that some of the models in the book can take many hours to print [8].

    Overall, the source presents 3D printing as a powerful tool for scientific exploration and education. The authors believe that 3D printing can help people of all ages to learn about science and develop a deeper understanding of the world around them. The authors also acknowledge the limitations of 3D printing, and they encourage readers to use 3D printing as a complement to other forms of scientific inquiry.

    Limitations of 3D Printed Models for Scientific Concepts

    While 3D printed models offer a valuable tool for visualizing and understanding scientific concepts, they have limitations that should be considered and addressed. These limitations stem from the nature of 3D printing technology, the inherent complexities of scientific phenomena, and the challenges of representing abstract concepts in physical form.

    Technical Limitations of 3D Printing

    • Overhangs and Support Structures: 3D printers build objects layer by layer, typically from the bottom up. When a model features overhanging sections, support structures are often required to prevent these sections from collapsing during printing [1]. Support structures can be difficult to remove cleanly and may leave imperfections on the final model.
    • Mitigation: Designing models with minimal overhangs or orienting the model during printing to reduce the need for supports can help [2].
    • Scaling and Tolerances: Scaling down models can lead to issues with tolerances, where small features become too thin or delicate to print reliably [3]. Conversely, scaling up can increase printing time and material costs.
    • Mitigation: The scaling parameters within the OpenSCAD model should be adjusted instead of relying solely on scaling functions in 3D printing software [4].
    • Material Properties: The materials used in 3D printing, like PLA, have limitations in strength, flexibility, and heat resistance. These limitations may restrict the types of scientific concepts that can be accurately represented.
    • Mitigation: Selecting appropriate materials based on the specific application, like flexible filaments for models requiring bending, can improve accuracy.
    • Surface Finish and Detail: 3D printed models often have a layered surface finish, which may obscure fine details. The resolution of most consumer-grade printers is limited, making it challenging to depict intricate structures accurately.
    • Mitigation: Post-processing techniques, such as sanding and painting, can improve the surface finish. Higher-resolution printers can enhance detail, but they may be more expensive.

    Representational Challenges of Scientific Concepts

    • Dynamic Phenomena: Many scientific concepts involve dynamic processes that unfold over time. Static 3D models can only capture a snapshot of these processes, potentially oversimplifying or misrepresenting the underlying dynamics.
    • Mitigation: Designing models that highlight key stages or features of the process, or creating a series of models to illustrate different stages, can enhance understanding.
    • Abstract Concepts: Certain scientific concepts, like electron orbitals or magnetic fields, are inherently abstract and difficult to visualize in three dimensions. Trying to represent these concepts with physical models can lead to oversimplifications or inaccuracies.
    • Mitigation: Focusing on models that represent the overall behavior or relationships rather than literal depictions can improve conceptual understanding. Incorporating visual aids like arrows or color-coding can represent directional properties, as in magnetic fields [5, 6].
    • Simplification for Accessibility: To make 3D models accessible for educational purposes, complex scientific concepts often need to be simplified. These simplifications, while helpful for initial understanding, may omit crucial details or nuances.
    • Mitigation: Emphasizing the model’s limitations and highlighting areas where simplification was necessary can promote a deeper understanding. Using the models as a starting point for further exploration and discussion can encourage students to seek out more detailed information.

    Key Takeaways

    3D printed models are powerful tools for engaging with scientific concepts, but their limitations require thoughtful consideration. Acknowledging these limitations and employing strategies to mitigate them can enhance the effectiveness of these models in education and research. Choosing appropriate models, carefully considering scale and materials, and emphasizing conceptual understanding over literal representation are crucial for maximizing the benefits of 3D printing in science.

    3D Printing in Science Education and Research

    3D printing has emerged as a transformative technology with broad applications in various fields, including science education and research. The sources, primarily excerpts from the book 3D Printed Science Projects: Ideas for Your Classroom, Science Fair, or Home, provide a comprehensive overview of how 3D printing can be leveraged to enhance learning and facilitate scientific exploration.

    The sources emphasize the use of 3D printing to create tangible models that help visualize abstract scientific concepts. These models enable hands-on learning experiences, allowing students to interact directly with complex structures and phenomena. For instance, the book details how to print models of mathematical functions, wave interactions, gravity wells, airfoils, simple machines, plant structures, molecules, and trusses. Each model serves as a physical representation of a scientific principle, fostering deeper understanding and engagement compared to traditional 2D illustrations or textbook descriptions.

    Beyond visualization, the sources advocate for using 3D printing to promote experimentation and inquiry-based learning. The book encourages users to modify existing models and design their own, enabling them to test hypotheses, observe outcomes, and draw conclusions. This approach aligns with the “learning by making” philosophy, empowering students to actively participate in the scientific process. For example, the chapter on airfoils guides readers through creating a simple wind tunnel setup using a 3D printed wing and sting, allowing for practical exploration of aerodynamic principles.

    The sources also highlight the historical context of scientific progress and how 3D printing allows for a more accessible and nuanced understanding of these advancements. By comparing historical design methods with modern approaches, students gain insights into the evolution of scientific thinking. For instance, the book contrasts the design process of airfoils in the 1930s with contemporary methods, showcasing how technology has influenced scientific practice.

    While recognizing the numerous advantages of 3D printing in science, the sources acknowledge its limitations. Factors such as overhangs, support structures, scaling issues, material properties, and surface finish can impact the accuracy and fidelity of 3D printed models. The book provides practical tips for mitigating these limitations, encouraging users to carefully consider design choices, printing orientation, and post-processing techniques.

    Importantly, the sources emphasize that 3D printed models should not be considered a replacement for real-world experiments or in-depth theoretical understanding. Instead, they serve as valuable tools for supplementing traditional teaching methods, fostering curiosity, and enhancing conceptual understanding. By incorporating 3D printing into science education, educators can create more engaging and interactive learning environments, empowering students to explore the wonders of science in a hands-on and meaningful way.

    Engaging with Scientific Concepts Through 3D Printed Science Projects

    The sources, excerpts from 3D Printed Science Projects: Ideas for Your Classroom, Science Fair, or Home, provide a framework for using 3D printing technology to create engaging science projects. The book emphasizes the hands-on aspect of learning, encouraging readers to design, print, and experiment with 3D models to better understand a variety of scientific concepts.

    Project Ideas Highlighted in the Sources

    The book offers numerous project ideas across different scientific disciplines:

    • Mathematics: Visualizing complex mathematical functions in three dimensions provides a tangible representation of abstract concepts. The models can be used to explore the relationships between variables and observe how changes in parameters affect the shape of the surface [1-4].
    • Physics:Light and Waves: Creating models of wave interactions, like diffraction patterns and interference, helps visualize phenomena that are often difficult to grasp conceptually [5, 6].
    • Gravity: Building models of gravitational potential wells and planetary orbits provides insights into the forces governing celestial bodies [7-9].
    • Airfoils: Designing and printing airfoils, coupled with simple wind tunnel experiments, allows for exploration of aerodynamic principles and the factors influencing lift and drag [8, 10].
    • Engineering:Simple Machines: Printing and assembling models of simple machines, like levers, pulleys, and screws, demonstrates mechanical advantage and how forces can be manipulated [8, 11].
    • Trusses: Building 2D and 3D truss models, including tensegrity structures, illustrates how these structures distribute loads and maintain stability [12-14].
    • Biology:Plants: Creating models of plants based on mathematical principles like the Fibonacci sequence helps understand how plant structures optimize sunlight absorption and resource management [8, 15].
    • Chemistry: Building models of atoms, molecules, and crystal lattices provides a visual and tactile understanding of chemical bonding, molecular geometry, and the arrangement of atoms in solids [12, 16].

    Using 3D Printing to Enhance Science Fair Projects

    While the book primarily focuses on classroom and home projects, the concepts and models presented can be easily adapted for science fair projects. The key is to extend the basic ideas and incorporate elements of inquiry and experimentation:

    • Data Collection and Analysis: Encourage students to collect data from their 3D printed models. For instance, they could measure lift and drag on different airfoil designs, or analyze the load-bearing capacity of various truss configurations.
    • Hypothesis Testing: Frame science fair projects around testable hypotheses. Students could investigate the effect of different parameters on the performance of a 3D printed model, comparing their results to theoretical predictions.
    • Real-World Applications: Connect the science fair project to real-world applications. For example, students could research how trusses are used in bridge design or explore the role of airfoils in aircraft performance.

    Key Considerations for 3D Printed Science Projects

    When embarking on 3D printed science projects, it’s important to consider:

    • Safety: Ensure safe handling of 3D printing materials and equipment. Some materials may require ventilation during printing.
    • Design Complexity: Start with simpler models and gradually increase complexity as skills develop.
    • Model Accuracy: Be mindful of the limitations of 3D printing, such as overhangs and scaling issues.
    • Conceptual Understanding: Emphasize the scientific principles being illustrated by the model, going beyond just the physical representation.

    By incorporating these considerations, 3D printed science projects can be a powerful tool for sparking curiosity, fostering creativity, and deepening understanding of scientific concepts.

    Exploring Simple Machines Through 3D Printing

    The sources, specifically Chapter 5 of the book 3D Printed Science Projects, provide a hands-on approach to understanding simple machines using 3D printing technology. The chapter begins by defining simple machines as devices that modify the magnitude or direction of a force, making work easier. The six classic simple machines are the pulley, screw, wheel and axle, inclined plane, wedge, and lever.

    The sources emphasize that most complex machines we encounter daily are essentially combinations of these simple machines, called compound machines. For example, a wheelbarrow combines the wheel and axle for movement with a lever for lifting.

    Understanding Mechanical Advantage

    A key concept in the study of simple machines is mechanical advantage, which refers to the factor by which a machine multiplies the input force. The sources explain that simple machines often achieve mechanical advantage by trading force for distance. This means applying a smaller force over a longer distance to achieve the same work as applying a larger force over a shorter distance.

    3D Printed Models for Each Simple Machine

    The chapter provides detailed instructions and OpenSCAD code for creating 3D printed models of each simple machine. These models allow for hands-on exploration of how each machine functions and how different parameters affect its mechanical advantage.

    • Inclined Plane and Wedge: The source provides a single model that prints both an inclined plane and a wedge. The mechanical advantage of an inclined plane is determined by the ratio of its length to its height—a longer, shallower ramp provides a greater mechanical advantage. A wedge, closely related to the inclined plane, is used to separate objects or hold them in place. [1-3]
    • Lever: The lever model allows for experimentation with all three classes of levers by adjusting the position of the fulcrum. The source explains that Class 1 levers have the fulcrum between the effort and the load, Class 2 levers have the load between the fulcrum and the effort, and Class 3 levers have the effort between the fulcrum and the load. The mechanical advantage of a lever is determined by the ratio of the distances from the fulcrum to the effort and the load. [4-6]
    • Screw: The screw model demonstrates how rotational motion is converted into linear motion. The sources point out that the mechanical advantage of a screw is related to the distance between its threads (pitch). A screw with a smaller pitch has a higher mechanical advantage. [7]
    • Wheel and Axle: The wheel and axle model, combined with the pulley option, highlights how a larger force at the axle translates to a smaller motion at the rim of the wheel, providing mechanical advantage. [8]
    • Pulley: The source explains that a single pulley primarily changes the direction of force. However, using multiple pulleys in systems like a block and tackle creates a mechanical advantage by distributing the load over multiple sections of rope. [9]

    Printing and Using the Models

    The chapter provides printing suggestions for each model, emphasizing the importance of proper orientation, support structures (if needed), and material selection. The models are designed to be assembled and manipulated, encouraging users to experiment with different configurations and observe how changes in parameters affect their function.

    Beyond the Models

    The chapter encourages readers to go beyond the basic models, suggesting ideas for further exploration and experimentation:

    • Compound Machines: Explore how simple machines can be combined to create complex mechanisms.
    • Real-World Applications: Identify simple machines in everyday objects and analyze how they are used.
    • Efficiency and Friction: Investigate the impact of friction on the efficiency of simple machines and explore methods to minimize frictional losses.

    By combining 3D printing technology with the principles of simple machines, the sources provide an engaging and interactive approach to understanding fundamental concepts in physics and engineering.

    Visualizing Math Functions in Three Dimensions with 3D Printing

    Chapter 1 of the sources, from the book 3D Printed Science Projects: Ideas for Your Classroom, Science Fair, or Home, focuses on using 3D printing to create physical models of mathematical functions. This approach allows for a tangible and interactive exploration of mathematical concepts that are often difficult to visualize in two dimensions.

    Challenges in 3D Printing Math Functions

    The sources acknowledge that directly printing an equation using a 3D printer is not as straightforward as it might seem. Simply tracing the path of a function would lead to collisions with previously deposited material. Instead, the chapter outlines a method for creating a 3D printable model by representing the function as a surface.

    OpenSCAD: A Tool for 3D Modeling

    The sources advocate for using OpenSCAD, a free and open-source 3D modeling software, to create the printable models. OpenSCAD utilizes a scripting language to define shapes and structures, making it particularly well-suited for generating models based on mathematical equations.

    Creating Printable Surfaces

    The chapter provides detailed instructions and OpenSCAD code for generating 3D printable surfaces from mathematical functions of the form z = f(x, y), where:

    • x and y represent coordinates on the printer’s build platform.
    • z represents the height of the surface at a given (x, y) coordinate.

    Types of Printable Surfaces

    The chapter outlines two main methods for creating printable surfaces:

    1. Smooth Surface with a Flat Bottom: This method creates a solid model with a flat base, suitable for printing directly on the build platform. The model is generated using OpenSCAD’s polyhedron module, which constructs a 3D shape from a set of points and faces.
    2. Two-Sided Smoothed Surface: This method creates a thin, two-sided surface that is typically printed on its side to avoid the need for excessive support structures. This approach is particularly useful for visualizing functions with intricate details on both sides.

    Scaling and Limitations

    The sources emphasize the importance of scaling the function appropriately to ensure that the resulting model fits within the printer’s build volume. The chapter also cautions that the provided code does not include error checking for mathematical anomalies like functions that approach infinity or have discontinuities. Users are advised to independently verify the behavior of the function before printing.

    Printing from External Data

    The sources also discuss a method for generating 3D printable surfaces from data created in external programs like Python. This approach allows for the visualization of complex data sets and simulations that might be difficult to represent directly in OpenSCAD. The external data is saved in a specific text file format that OpenSCAD can then read and interpret using its surface module.

    Educational Benefits

    The chapter highlights the pedagogical value of 3D printed math models:

    • Tangibility: Physical models make abstract concepts more concrete and accessible.
    • Interactivity: Students can manipulate the models, observing how changes in parameters affect the shape of the surface.
    • Customization: Students can modify the provided code or create their own models based on their own mathematical explorations.

    Beyond Visualization

    The chapter emphasizes that 3D printed models should not be seen as a replacement for a deep understanding of the underlying mathematics. Rather, they serve as valuable tools for enhancing conceptual understanding, fostering curiosity, and inspiring further exploration of mathematical concepts.

    3D Printed Plant Models for Exploring Ecosystems

    Chapter 6 of the sources, titled “Plants and Their Ecosystems,” explores how 3D printing can be used to create plant models that highlight the relationship between plant structure and environmental adaptation. The chapter begins by emphasizing the unique challenges plants face in adapting to changing environments, given their inability to relocate like animals. It then introduces the concept of ecological niche function, which refers to the role a species plays in its ecosystem.

    Key Factors for Plant Survival

    The sources identify six essential factors that influence plant growth and survival:

    • Light: Plants require sunlight for photosynthesis, the process by which they convert light energy into chemical energy. However, different plants have varying tolerance levels for sunlight intensity. Some thrive in full sun, while others are adapted to shady conditions.
    • Water: Water is crucial for plant structure and physiological processes. Plants in arid environments have evolved water conservation mechanisms, while those in water-rich areas have developed ways to shed excess water.
    • Gases: Plants exchange gases like carbon dioxide and oxygen with the atmosphere for photosynthesis and respiration.
    • Temperature: Plants have specific temperature ranges for optimal growth and development.
    • Mineral Nutrients: Plants absorb essential minerals from the soil, and different species have varying nutrient requirements.
    • Mechanical Support: Plants need structural support to grow upright and compete for resources like sunlight.

    The chapter focuses primarily on the interplay between light and water availability, illustrating how plant structures reflect adaptations to these key environmental factors.

    Mathematical Principles of Plant Growth

    The sources introduce mathematical principles that govern plant growth patterns, particularly the arrangement of leaves and flower petals. These principles optimize resource utilization and minimize self-shading.

    • Meristem: Plant growth typically occurs at the meristem, a region of specialized cells that produce new plant material.
    • Phyllotaxis: This term refers to the arrangement of leaves on a stem. The sources explain that efficient leaf placement maximizes sunlight exposure while minimizing overlap.
    • Golden Angle: The golden angle (approximately 137.5 degrees) plays a crucial role in phyllotaxis. By placing subsequent leaves at the golden angle relative to the previous leaf, plants achieve a spiral arrangement that avoids direct overlap and ensures even distribution around the stem.
    • Fibonacci Sequence: The sources highlight the connection between the golden angle and the Fibonacci sequence (1, 1, 2, 3, 5, 8, 13…), where each number is the sum of the two preceding numbers. Many plants exhibit a number of leaves or flower petals that corresponds to a Fibonacci number.

    3D Printed Models of Plants

    The chapter provides two distinct OpenSCAD models for creating 3D printed plants:

    1. Desert Plants and Flowers: This model generates plants with leaves or petals radiating from a central base, mimicking the growth patterns of desert plants like aloes and agaves, as well as the structure of many flowers. The sources emphasize that desert plants often have structures that minimize overhangs, making them relatively easier to print.
    2. Tropical Jungle Plants: This model separates the leaves from the stem and base, allowing for the creation of large, flat leaves with “drip tips” characteristic of plants in wet environments. The sources note that these leaves are challenging to print directly on stems due to their orientation and the need for extensive support structures.

    Exploring Ecosystems Through 3D Models

    The sources encourage readers to use the 3D printed models as a starting point for exploring broader ecological concepts:

    • Plant Communities: Design and print models representing different plant species within a community, considering their light, water, and nutrient requirements.
    • Invasive Species: Introduce an “invasive species” model into a balanced community and observe the potential impacts on other plants.
    • Climate Change Impacts: Modify environmental parameters (light, water availability) and observe how the plant models might adapt or struggle to survive.

    Considerations for Printing and Using the Models

    The chapter provides detailed instructions for printing the models, including:

    • Support Structures: Some models, particularly those with overhanging features like the tropical jungle leaves, may require support structures during printing. The sources recommend using slicing software like MatterControl that can automatically generate support.
    • Variable Settings: The OpenSCAD models include various parameters that can be adjusted to create plants with different characteristics (leaf size, curvature, petal spacing, etc.). The sources caution that some combinations of settings may lead to printing difficulties or even crash the OpenSCAD software.

    Learning Like a Maker

    The chapter emphasizes the iterative process involved in designing and refining the 3D printed plant models. The authors highlight the importance of:

    • Observing Real Plants: Carefully studying the structure and adaptations of real plants provides valuable insights for creating realistic models.
    • Experimentation: Adjusting model parameters and observing the resulting printed structures leads to a deeper understanding of how plant forms relate to function.
    • Connecting Math to Nature: The models demonstrate how mathematical principles like the Fibonacci sequence and the golden angle manifest in the natural world.

    By combining 3D printing technology with botanical concepts and mathematical principles, the sources provide a hands-on and engaging approach to understanding plant adaptations and the dynamics of ecosystems.

    By Amjad Izhar
    Contact: amjad.izhar@gmail.com
    https://amjadizhar.blog

  • Jane Austen’s Character Psychology: Conflict and Motivation in Her Novels

    Jane Austen’s Character Psychology: Conflict and Motivation in Her Novels

    The provided text presents a psychological analysis of Jane Austen’s novels, focusing on character motivations and the author’s underlying values. It examines mimetic characterization, particularly in Mansfield Park, suggesting that Fanny Price embodies a self-effacing solution to basic anxiety, which the novel seems to glorify. The analysis contrasts this with Emma, where the protagonist’s narcissism and perfectionism are explored as defensive mechanisms, ultimately leading to a flawed “education.” Finally, the text considers Pride and Prejudice as a wish-fulfillment fantasy of an “expansive solution” and Persuasion as a nuanced exploration of duty and romance, while also categorizing Austen’s works through the lens of Horneyan psychology and her own potential personality trends.

    A Study Guide to Bernard J. Paris’s Character and Conflict in Jane Austen’s Novels: A Psychological Approach

    Quiz

    1. According to Bernard Paris, what are the two main schools of thought concerning characterization in literature, and how do they differ in their approach to literary characters?
    2. How does Paris utilize Karen Horney’s psychological theories in his analysis of Jane Austen’s characters? Briefly describe one of Horney’s “solutions” to basic anxiety and how Paris applies it to a specific Austen character.
    3. In his analysis of Mansfield Park, how does Paris explain the contrasting moral development of Tom Bertram and Henry Crawford, despite their initial similarities in privilege?
    4. According to Paris, what are the primary motivations and characteristics of the “narcissistic” personality type, and how does he apply this framework to the character of Emma Woodhouse?
    5. Describe Fanny Price’s opposition to the play Lovers’ Vows in Mansfield Park, according to Paris’s psychological interpretation. What underlying fears and motivations drive her resistance?
    6. How does Paris explain Henry Crawford’s initial and evolving interest in Fanny Price? What does he suggest motivates Henry’s desire to win her affection?
    7. According to Paris, what is the central psychological conflict that prevents Emma Woodhouse from readily embracing marriage, even with someone she comes to care for like Mr. Knightley?
    8. Explain Elizabeth Bennet’s initial negative reaction to Mr. Darcy’s proposal in Pride and Prejudice, according to Paris’s analysis. What aspects of Darcy’s behavior and her own character contribute to this rejection?
    9. How does Paris interpret Elizabeth Bennet’s eventual acceptance of Darcy’s second proposal? Does he believe it signifies a fundamental change in her personality, and what factors contribute to her change of heart?
    10. In his discussion of Persuasion, how does Paris frame the central conflict regarding Anne Elliot’s decision to break off her engagement with Captain Wentworth? What are the key questions he poses about this situation?

    Answer Key for Quiz

    1. Paris identifies two main schools: the “purists” and the “realists.” Purists argue that literary characters are purely constructs of the author’s design, existing solely within the fictional world for formal and thematic purposes. Realists, however, believe that characters acquire a degree of independence during the narrative and can be analyzed as if they were real human beings with psychological depth.
    2. Paris employs Horney’s theories, particularly the concepts of basic anxiety and neurotic needs and solutions (moving toward, against, and away from people). For example, he might apply the “self-effacing solution” (moving toward) to Fanny Price, explaining her behavior as driven by a need for affection and approval to combat feelings of helplessness and worthlessness in her embedded position.
    3. Paris argues that Edmund’s goodness is partly due to his being a younger son, which necessitates struggle and discipline. In contrast, Tom’s privileged position and poor influences lead to “thoughtlessness and selfishness.” Similarly, Henry’s “early independence” and the bad example of the Admiral result in his lack of responsibility and self-indulgence.
    4. The narcissistic personality, according to Paris (drawing on Horney), seeks mastery through self-admiration and charm, possessing an unquestioned belief in their greatness. Paris applies this to Emma, highlighting her pride in her social position and abilities, her need for admiration, and her overestimation of her own judgment and capacity to control situations.
    5. Paris interprets Fanny’s opposition to the play as stemming from her deep respect for Sir Thomas’s authority and her fear of challenging it. The choice of Lovers’ Vows compounds this as she perceives it as “improper.” Her refusal to participate and her censoriousness serve as defenses to reassure herself of her own goodness and avoid Sir Thomas’s potential disapproval.
    6. Paris suggests Henry is initially drawn to Fanny by her moral rectitude, as a self-condemning aspect of his personality seeks her approval. His initial plan is to hurt her pride, but he becomes genuinely attracted to her. His desire to marry her is partly due to his lack of success in flirting and his wish to possess the qualities he sees in her, such as her affection and gratitude.
    7. According to Paris, Emma’s reluctance to marry is primarily rooted in her complex relationship with her father. She feels that accepting a husband would be a betrayal of her father, as if she would be “killing” him and ceasing to be the devoted daughter. This conflict creates a strong tendency toward detachment in her.
    8. Paris explains Elizabeth’s rejection as a result of wounded pride at Darcy’s condescending proposal, where he emphasizes her family’s inferiority and his own sense of degradation. Her own expansive nature and her perception of Darcy’s mistreatment of Wickham and interference with Jane and Bingley fuel her indignation and lead her to denounce his character.
    9. Paris argues that Elizabeth’s eventual acceptance is less about a fundamental personality change and more about a restoration and inflation of her pride due to Darcy’s continued affection and the honor of his proposal, especially after the events involving Lydia. While she gains some self-knowledge, her core expansive tendencies remain.
    10. Paris frames the central questions around whether Lady Russell’s advice to Anne was good or bad, whether Anne was right or wrong to follow it, and whether Wentworth’s response was justified. He suggests that the answers to these questions determine the reconciliation of the lovers, the vindication of Anne’s character, and the understanding of Austen’s proposed attitude toward life.

    Essay Format Questions

    1. Explore Bernard Paris’s argument that understanding Jane Austen’s characters through the lens of psychological theories, such as Karen Horney’s, offers a richer and more nuanced interpretation of their motivations and conflicts than purely formal or thematic approaches. Use specific examples from at least two of Austen’s novels discussed in the source material.
    2. Analyze Bernard Paris’s concept of “dominating fantasies” in Jane Austen’s novels. How does he suggest these fantasies manifest in the plots and character interactions of Mansfield Park, Emma, and Pride and Prejudice?
    3. Discuss Bernard Paris’s assertion that Jane Austen’s “code” involves a tension between sensibility and worldliness. How do various characters in Sense and Sensibility, Pride and Prejudice, and Persuasion embody or deviate from this code, and what are the consequences of their adherence or transgression?
    4. Compare and contrast Bernard Paris’s psychological analyses of two of Jane Austen’s heroines, such as Fanny Price and Emma Woodhouse, or Elizabeth Bennet and Anne Elliot. What are the key psychological needs, defenses, and conflicts that Paris identifies in each character, and how do these shape their actions and relationships?
    5. Evaluate Bernard Paris’s claim that the romantic resolutions in Jane Austen’s novels, particularly in Pride and Prejudice and Persuasion, are often less about profound personal transformation and more about the restoration of pride and the fulfillment of certain psychological needs.

    Glossary of Key Terms

    • Basic Anxiety: (Drawing from Karen Horney) A fundamental feeling of insecurity, isolation, and helplessness in a potentially hostile world, which arises in childhood and can drive neurotic behavior.
    • Neurotic Needs: (Drawing from Karen Horney) Irrational and compulsive desires developed as attempts to cope with basic anxiety. These needs are often exaggerated, indiscriminate, and lead to internal conflict.
    • Neurotic Solutions: (Drawing from Karen Horney) Three primary strategies individuals employ to deal with basic anxiety and fulfill their neurotic needs:
    • Moving Toward (Self-Effacing Solution): Seeking affection, approval, and dependence on others.
    • Moving Against (Expansive/Aggressive Solution): Seeking power, control, superiority, and recognition through achievement or dominance (can manifest as narcissistic, perfectionistic, or arrogant-vindictive types).
    • Moving Away (Detached Solution): Seeking independence, self-sufficiency, and emotional distance to avoid being hurt or controlled.
    • Idealized Image: (Drawing from Karen Horney) An inflated and unrealistic self-perception that neurotic individuals create to compensate for feelings of inadequacy and self-hatred. They strive to live up to this impossible image.
    • Search for Glory: (Drawing from Karen Horney) The neurotic drive to actualize the idealized image, leading to relentless pursuit of external validation and a distorted sense of self-worth.
    • Self-Alienation: (Drawing from Karen Horney) The process by which individuals lose touch with their real selves as they invest their energies in maintaining their idealized image and living according to neurotic needs and solutions.
    • Mimesis: In literary theory, the imitation or representation of reality. Paris discusses how Austen’s characters relate to real psychological types.
    • Form: In literary analysis, the structure and organization of a literary work, including plot, narrative techniques, and genre conventions. Paris examines how Austen’s characterization interacts with comic form.
    • Theme: The underlying ideas or messages explored in a literary work. Paris analyzes how psychological characterization contributes to and sometimes conflicts with Austen’s thematic concerns.
    • Expansive Types: (Paris’s term, drawing from Horney’s “moving against”) Characters who adopt aggressive strategies to master life and overcome anxiety, often characterized by pride, ambition, and a need for superiority.
    • Self-Effacing Types: (Paris’s term, aligning with Horney’s “moving toward”) Characters who seek security and validation through compliance, dependence, and suppressing their own needs.
    • Detached Types: (Paris’s term, aligning with Horney’s “moving away”) Characters who cope with anxiety by withdrawing emotionally and seeking independence and self-sufficiency.
    • Perfectionistic Types: (A sub-type of expansive, according to Paris) Characters driven by exceptionally high standards, both for themselves and others, using these standards as a basis for superiority and a means of controlling fate.
    • Narcissistic Types: (A sub-type of expansive, according to Paris) Characters who seek mastery through self-admiration and charm, possessing an inflated sense of self-importance and a need for constant admiration.
    • Arrogant-Vindictive Types: (A sub-type of expansive, according to Paris) Characters motivated by a need for triumph over rivals, seeking to exploit and outsmart others to enhance their own position.
    • Worldliness: (In the context of Austen’s novels, as interpreted by Paris) A focus on social status, wealth, and superficial appearances, often leading to manipulative and self-serving behavior.
    • Sensibility (Cult of): An 18th-century movement emphasizing feeling and emotional responsiveness. Paris discusses Austen’s nuanced view of sensibility in relation to her moral code.

    Briefing Document: Character and Conflict in Jane Austen’s Novels: A Psychological Approach

    Source: Excerpts from “Character and Conflict in Jane Austen’s Novels A PSYCHOLOGICAL APPROACH” by Bernard J. Paris (1978)

    Overview:

    Bernard J. Paris’s “Character and Conflict in Jane Austen’s Novels: A Psychological Approach” offers a distinct perspective on Austen’s works by analyzing her characters through the lens of Karen Horney’s psychoanalytic theories. Paris argues against purely formalist interpretations of literary characters, suggesting that they possess a psychological reality and can be understood as individuals with their own motivations, defenses, and inner conflicts. The book examines four of Austen’s major novels – Mansfield Park, Emma, Pride and Prejudice, and Persuasion – and concludes with a discussion of Jane Austen’s own “authorial personality” as reflected in her creations.

    Main Themes and Important Ideas:

    1. The Psychological Reality of Literary Characters:
    • Paris positions himself against the “purist” school of thought, which views literary characters solely as elements of authorial design for formal and thematic purposes. He cites Martin Mudrick’s description of this view, where “any effort to extract them from their context and to discuss them as if they were real human beings is a sentimental misunderstanding of the nature of literature.”
    • Instead, Paris aligns with the “realists,” who believe that characters develop a degree of independence within the narrative and can be analyzed as if they were real people with psychological complexities.
    • He acknowledges the inherent tension between the author’s design and the characters’ perceived autonomy, stating, “They ‘run away,’ they ‘get out of hand’: they are creations inside a creation, and often inharmonious towards it; if they are given complete freedom they kick the book to pieces, and if they are kept too sternly in check, they revenge themselves by dying, and destroy it by intestinal decay.”
    1. Karen Horney’s Psychoanalytic Theories as a Framework:
    • Paris explicitly utilizes Horney’s concepts of basic anxiety, neurotic needs, and “solutions” (moving toward, against, and away from people) to understand the underlying motivations and behaviors of Austen’s characters.
    • He introduces Horney’s three “aggressive types”: the narcissistic, the perfectionistic, and the arrogant-vindictive, explaining their core drives and manifestations. The narcissistic person seeks mastery through “self-admiration and the exercise of charm,” the perfectionistic through “high standards, moral and intellectual,” and the arrogant-vindictive through “vindictive triumphs.”
    • He also describes the “basically detached person” who “worships freedom and strives to be independent of both outer and inner demands,” handling a threatening world by removing themselves emotionally.
    • The concept of the “idealized image” is crucial, where individuals compensate for feelings of weakness and worthlessness by creating an exaggeratedly positive self-perception, leading to a “search for glory.”
    1. Psychological Analysis of Individual Novels and Characters:
    • Mansfield Park: Paris analyzes Fanny Price as a character employing “self-effacing” strategies to cope with her feelings of weakness and worthlessness in the Bertram household. Her opposition to the play is linked to her fear of disobeying Sir Thomas’s authority. Henry Crawford is depicted as someone who became “thoughtless and selfish from prosperity and bad example,” exhibiting narcissistic traits. Edmund’s goodness is partly attributed to his status as a younger son requiring him to strive for his place.
    • Emma: Emma Woodhouse is examined as having both “narcissistic and perfectionistic trends” induced by her environment. Her matchmaking attempts stem from her pride and need for control. Her relationship with her father and her fear of disrupting it contribute to her detachment from romantic love. The Box Hill incident is analyzed as a result of her repressed contempt for her father being displaced onto Miss Bates. Her eventual submission to Knightley is seen not as maturation but as a shift in defensive strategies.
    • “With insufferable vanity had she believed herself in the secret of everybody’s destiny. She was proved to have been universally mistaken.”
    • ” ‘Were I to fall in love,’ ” she tells Harriet, ” ‘indeed, it would be a different thing! But I have never been in love: it is not my way or nature; and I do not think I ever shall.’ “
    • Pride and Prejudice: Elizabeth Bennet, while possessing many admirable qualities, is analyzed for her “expansive” tendencies and her father’s influence on her detached and critical perspective. Her initial dislike of Darcy is attributed to her wounded pride. Darcy’s proud and self-indulgent manners are shown to stem from his upbringing. His transformation is driven by Elizabeth’s rejection, which forces him into self-examination and a painful dependency. Elizabeth’s eventual acceptance is partly linked to the restoration and inflation of her pride.
    • ” ‘She is tolerable; but not handsome enough to tempt me; and I am in no humour at present to give consequence to young ladies who are slighted by other men.’ ” (Darcy’s initial remark about Elizabeth)
    • ” ‘I was spoiled by my parents, who … allowed, encouraged, almost taught me to be selfish and over-bearing, to care for none beyond my own family circle, to think meanly of all the rest of the world.’ ” (Darcy’s self-assessment)
    • Persuasion: Anne Elliot is portrayed as employing “self-effacing” strategies due to her past rejection and her family’s coldness. Her adherence to Lady Russell’s advice is explored in terms of its consequences for her happiness. Captain Wentworth is depicted as a “strong, masterful, self-assertive male” whose confidence is ultimately validated. Anne’s moral objections to Mr. Elliot highlight her internal values.
    • Anne feels the application of Wentworth’s conversation about firmness to herself “in a nervous thrill all over”; and Wentworth gives her a “quick, conscious look.”
    1. Jane Austen’s Authorial Personality:
    • The final chapter delves into Austen’s own psychological makeup as inferred from her novels. Paris suggests that her works reflect a tension between “expansive” and “self-effacing” tendencies within her.
    • He argues that Austen critiques characters who embody the extremes of the “cult of sensibility” (infantile self-indulgence) and “worldliness” (callous pursuit of self-interest).
    • Her “code heroes and heroines” often possess strong egos and navigate the complexities of feeling and morality with prudence and principle.
    • Paris identifies dominating fantasies in Austen’s novels, often involving the triumph of a deserving protagonist and the correction of pride and folly.

    Quotes Highlighting Key Arguments:

    • On the nature of literary characters: “For they have these numerous parallels with people like ourselves, they try to live their own lives and are con-sequently often engaged in treason against the main scheme of the book.”
    • On the “purist” view of characterization: “any effort to extract them from their context and to discuss them as if they were real human beings is a sentimental misunderstanding of the nature of literature.”
    • On the aggressive neurotic types: “They all ‘aim at mas-tering life. This is their way of conquering fears and anxieties: this gives meaning to their lives and gives them a certain zest for living.’”
    • On the idealized image: “In this process he endows himself with unlimited powers and with exalted faculties; he becomes a hero, a genius, a supreme lover, a saint, a god.”
    • On Emma’s narcissistic tendencies: “Narcissism means ‘being “in love with one’s idealized image.” ‘”
    • On Darcy’s transformation: “Your reproof, so well applied, I shall never forget: ‘had you behaved in a more gentleman-like manner.’ Those were your words. You know not, you can scarcely conceive, how they have tortured me;-though it was some time, I confess, before I was reasonable enough to allow their justice.”
    • On the limitations of purely aesthetic interpretation: “It does not do justice to a whole range of human qualities which make people with similar defenses very different from each other and quite variable in their attractiveness and humanity.”

    Conclusion:

    Paris’s psychological approach offers a rich and nuanced understanding of Jane Austen’s characters, moving beyond surface descriptions and plot functions to explore their underlying motivations and inner lives. By applying Horney’s theories, he illuminates the defensive strategies and neurotic trends that shape their behaviors and drive the conflicts within the novels. While acknowledging the author’s design, Paris emphasizes the psychological coherence and complexity of Austen’s creations, inviting readers to engage with them as individuals grappling with universal human anxieties and needs.

    FAQ on Character and Conflict in Jane Austen’s Novels (Based on Bernard J. Paris’s “A Psychological Approach”)

    1. What are the two main schools of thought regarding literary characterization, according to Martin Mudrick, and how does Bernard Paris position Jane Austen’s work in relation to them? The two main schools of thought are the “purists” and the “realists.” Purists argue that literary characters are creations entirely within the author’s design, determined by formal and thematic considerations, and should not be analyzed as if they were real people with independent psychological histories. Realists, conversely, insist that characters in the course of a narrative acquire a degree of independence and can be understood in ways analogous to real individuals. Bernard Paris, advocating for a psychological approach, aligns more with the realist perspective, arguing that understanding Austen’s characters as individuals with psychological motivations enhances our appreciation of her work. He believes that their internal lives and conflicts often operate with a logic that extends beyond mere thematic or formal requirements.

    2. How does Bernard Paris utilize Karen Horney’s psychological theories to analyze Jane Austen’s characters and their conflicts? Paris employs Horney’s framework, particularly her concepts of neurotic needs, the three interpersonal trends (moving toward, against, and away from people), and the idealized self-image, to provide in-depth analyses of Austen’s characters. He examines how characters like Fanny Price, Emma Woodhouse, and Elizabeth Bennet develop defensive strategies to cope with basic anxiety and feelings of inadequacy. For instance, he identifies Emma’s narcissistic and perfectionistic trends as ways she attempts to master life through self-admiration and high standards. Similarly, he analyzes Fanny’s self-effacing tendencies as a means of navigating a threatening world by seeking love and approval. By applying these psychological lenses, Paris aims to uncover the underlying motivations and intrapsychic conflicts that drive the characters’ actions and relationships.

    3. In his analysis of Mansfield Park, how does Paris explain the contrasting character development of Edmund Bertram and Henry Crawford through a psychological lens? Paris attributes the differences between Edmund and Henry to their early life circumstances and the development of their character structures. Edmund, as a younger son facing hardship and the need to earn his place, develops a stronger moral compass. Henry Crawford, on the other hand, is presented as someone “ruined by early independence,” whose prosperity and the bad example of the Admiral lead him to become “thoughtless and selfish.” Paris suggests that Henry’s lack of responsibility and developed moral sense stems from not having faced the same pressures and disciplines as Edmund. Even Henry’s attraction to Fanny is analyzed through this lens, as a fleeting admiration for her moral rectitude that ultimately cannot overcome his ingrained self-indulgence.

    4. According to Paris, what are Emma Woodhouse’s primary psychological flaws, and how do they manifest in her behavior and relationships? Paris identifies Emma’s primary psychological flaws as narcissistic and perfectionistic trends stemming from her early environment as a favored and admired child. Her narcissism leads to an overinflated ego, a belief in her superior judgment, and a need for self-aggrandizement, manifesting in her matchmaking attempts and her conviction that she can control others’ destinies. Her perfectionism drives her to maintain high moral and intellectual standards, leading her to look down on others and experience intense self-hate when she recognizes her own errors. These flaws result in her misjudgments of character, her interference in Harriet Smith’s life, her insulting behavior towards Miss Bates, and her initial blindness to Mr. Knightley’s merits.

    5. How does Paris interpret Elizabeth Bennet’s character, particularly her wit and charm, in relation to her underlying defensive strategies? While acknowledging Elizabeth’s positive qualities, Paris argues that her wit, charm, vitality, and intelligence also serve as defensive strategies. Drawing parallels with her father, Mr. Bennet, he suggests that Elizabeth employs detachment and a focus on the absurdities of others as a way to cope with her family’s social awkwardness and her mother’s lack of approval. Her pride and quick retorts, especially in her interactions with Darcy, are seen as ways to protect herself from feeling inferior and to assert her own worth. Despite these defenses, Paris emphasizes that Elizabeth is not fundamentally detached but rather expansive, with high self-esteem and expectations.

    6. What is the significance of Darcy’s initial rejection of Elizabeth and her subsequent reactions from a psychological perspective, as analyzed by Paris? Darcy’s initial dismissive remark deeply wounds Elizabeth’s pride, particularly because she is an expansive person with a high opinion of herself and because the rejection comes from someone of his social standing. Elizabeth’s angry and defensive reactions, including her determination not to like him, are interpreted by Paris as a natural response to this mortification. Her later misperceptions of Darcy’s behavior at Netherfield and Rosings are also viewed through the lens of her wounded pride and her tendency to project her own feelings of superiority onto him. The proposal scene becomes a moment of triumph for Elizabeth, where she retaliates for past injuries and gratifies her pride by rejecting such a significant man.

    7. In his chapter on Persuasion, how does Paris analyze Anne Elliot’s character in terms of self-effacement and her journey toward vindication? Paris portrays Anne Elliot as a basically self-effacing character who has internalized the negative judgments of her family and Lady Russell regarding her past engagement with Captain Wentworth. Her decision to break off the engagement, though seemingly prudent at the time, has led to years of regret and a diminished sense of self-worth. Paris highlights Anne’s tendency to prioritize the needs and opinions of others over her own, a hallmark of the self-effacing trend. The novel’s plot becomes her journey toward vindication, as Wentworth eventually recognizes her worth and the error of his own initial judgment. Her quiet strength and genuine sensibility are contrasted with the coldness and superficiality of her family, ultimately leading to her triumph and the validation of her character and her feelings.

    8. What does Paris suggest about Jane Austen’s own “authorial personality” in relation to the characters and themes she portrays in her novels? Paris posits that Jane Austen’s authorial personality is complex and can be understood through the psychological dynamics reflected in her works. He identifies elements of detachment, irony, and a critical perspective in her narrative voice, suggesting that Austen herself may have employed similar defenses to navigate the social world. Her creation of a range of character types, from the expansive to the self-effacing, and her exploration of the conflicts arising from different psychological needs and defenses, reflect a keen understanding of human nature. Furthermore, Paris argues that Austen’s thematic concerns often revolve around the tension between societal expectations and individual desires, and the process by which characters learn self-knowledge and achieve a more balanced and realistic self-perception, potentially mirroring aspects of her own psychological development and understanding of the world.

    Mimetic Characterization: Realism, Form, and Theme in Literature

    Mimetic characterization is a type of character portrayal in literature that aims at verisimilitude and the realistic representation of human beings. According to Robert Scholes and Robert Kellogg, behind realistic fiction, there is a strong “psychological impulse” that “tends toward the presentation of highly individualized figures who resist abstraction and generalization”. When we encounter a fully drawn mimetic character, “we are justified in asking questions about his motivation based on our knowledge of the ways in which real people are motivated”.

    The sources contrast mimetic characterization with other types:

    • Aesthetic characters primarily serve technical functions or create formal patterns and dramatic impact.
    • Illustrative characters are most important in works with a strong allegorical or thematic interest. They are “concepts in anthropoid shape or fragments of the human psyche parading as whole human beings”. We understand them through the principle they illustrate.

    Jane Austen’s mature novels are noted for their mimetic characterization. Her protagonists, such as Elizabeth Bennet, Fanny Price, Emma Woodhouse, and Anne Elliot, are realistically portrayed women, each fascinating and comprehensible in terms of her own motivational system. The author takes over “the life by values as well as the life in time,” creating characters with “numerous parallels with people like ourselves”. Because of this lifelikeness and complexity, readers have always responded to these characters.

    However, the source argues that mimetic characterization in realistic novels, including Austen’s, often creates tensions with form and theme.

    • Conflict with Form: Comic structure, for example, follows the logic of desire and can involve manipulation and improbable resolutions. Realistic characterization, on the other hand, follows the logic of motivation, probability, and cause and effect. This can lead to a “disturbing sense of disjunction” for the reader when the world is manipulated for comic effect, as the reader expects a consistently realistic world for realistic characters.
    • Conflict with Theme: Mimetic characters tend to escape the categories by which the author tries to understand them and can undermine the author’s evaluation of their life styles and solutions. The author’s understanding of a mimetic character is often oversimple, and seeing the character solely through the author’s eyes sacrifices their complexity. Furthermore, a reader’s judgment of a mimetic character, understood psychologically, may differ from the author’s.

    To fully appreciate Austen’s genius in characterization, the source advocates approaching her major figures “as creations inside a creation” and trying to understand them as though they were real people. This involves employing the “realist’s” approach to characterization, which recognizes that fully realized characters can have a life of their own and should be understood in motivational terms.

    The source proposes using psychological theory, particularly that of Karen Horney and other Third Force psychologists, to analyze Austen’s characters and understand their motivations, defense mechanisms, and inner conflicts. This approach allows for a detailed explication of the text by focusing on the psychological processes dramatized by the author, without relying on speculation beyond the text. Understanding Austen’s characters psychologically can reveal that the combination of mimetic characterization, comic action, and moral theme poses artistic problems, as the conventions of comedy and the logic of realistic motivation can be incompatible.

    Austen’s Comic Structure and Mimetic Characterization

    Comic structure in literature, as discussed in the source, follows a basic movement “from threatening complications to a happy ending”. According to Northrop Frye, whose theories are used to analyze comic structures, the happy ending in Jane Austen’s novels typically involves the heroine gaining the love of a good man, the security and prestige of a desirable marriage, and the recognition of personal worth she deserves. The obstacles to the heroine’s desire form the action of the comedy, and the overcoming of them constitutes the comic resolution.

    Key elements of comic structure include:

    • Manipulation: There is often a degree of manipulation involved in both creating and removing the blocking forces and in achieving the final resolution. Frye notes that “Happy endings do not impress us as true, but as desirable, and they are brought about by manipulation”. This can include unlikely conversions, miraculous transformations, and providential assistance, which are considered inseparable from comedy. Jane Austen, writing in a low mimetic mode (where the hero is “one of us”), disguises some of these irrationalities through displacement but also signals early on that the story operates within the conventions of comedy.
    • Moralization of Comic Action: Jane Austen harmonizes form and theme by moralizing the comic action. Her satire targets personality traits, failures of judgment, and social distortions that hinder the happiness of good and sensitive people. Her moral norms are derived from the existing society at its best, and her conservative value system is reinforced by the comic apparatus of rewards and punishments.
    • Liberalism vs. Conservatism: While comedy is generally liberal, celebrating the triumph of wish over reality, Austen’s comedy displays a displacement not only towards the plausible but also towards the moral. The wishes fulfilled in her novels are highly socialized, and primitive or selfish desires are rarely indulged. This can sometimes lead to the reader feeling less elation at the outcome, as sobriety and societal norms seem to triumph over youth and freedom.
    • Role of Protagonist: The wish fulfillment aspect of comedy often works best when the protagonist has a certain neutrality, allowing them to represent desire. However, Jane Austen’s protagonists are highly individualized human beings, with whom readers may not readily identify, making it harder to fully embrace the comic resolution.

    Tensions with Mimetic Characterization: As we discussed previously, Jane Austen is also a creator of brilliant mimetic characterizations, where characters are realistically portrayed with their own motivational systems. This creates a tension with the demands of comic structure.

    • Conflicting Expectations: Readers who are sensitive to both comic form and realistic characterization may experience conflicting sets of expectations: one for the emotional satisfactions of overcoming obstacles and the triumph of desire (from the comic structure) and another for the pleasures of recognition derived from verisimilitude (from mimetic characterization).
    • Manipulation vs. Motivation: While comic plots might be manipulated for a happy ending, Austen’s fully realized mimetic characters tend to remain true to their own natures. When the world of these realistic characters is manipulated for the sake of comic action, it can create a sense of disjunction for the reader. This problem would be less pronounced if the protagonists were simply neutral figures or stock types within the plot.

    In summary, comic structure provides the framework for a journey from complications to a happy resolution in Jane Austen’s novels. However, her commitment to mimetic characterization and serious moral themes introduces complexities and potential tensions, as the demands of a conventional comic plot can sometimes clash with the realistic motivations and inherent natures of her deeply developed characters. The reader’s engagement with these realistic characters can lead to expectations that are not always fully satisfied by the often somewhat contrived nature of comic resolutions.

    Jane Austen: Morality, Comedy, and Character

    Moral theme is a central and pervasive aspect of Jane Austen’s novels, deeply intertwined with her comic structure and her creation of mimetic characters. Austen employs her narratives to explore and reinforce a strict and narrow notion of goodness, often using the comic apparatus of rewards and punishments to underscore her essentially conservative value system.

    Here are key aspects of moral theme in Austen’s work, drawing from the sources:

    • Moralization of Comic Action: Austen harmonizes form and theme by moralizing the comic action. The obstacles her heroines face and the journey towards a happy ending are often tied to failures of education and judgment or distortions of social customs that create pain and uncertainty for good individuals. The resolution of the comedy frequently involves characters learning moral lessons and adhering to societal norms.
    • Conservative Value System: Austen’s moral framework is presented as conservative, where no happiness is possible outside of societal institutions and no deviation from its values is ultimately successful. She places a high value on individual fulfillment, but this is contingent upon first being good, according to her defined standards. The happy endings often reinforce this system through rewards for virtue and implicit or explicit punishments for vice.
    • Satire of Moral Failings: Austen’s satire is directed at those traits of personality that lead to moral errors and social disharmony. This includes selfishness, stupidity, ill-nature, self-indulgence, pride, ambition, materialism, and vanity. Characters who embody these failings often serve as cautionary examples within the narrative.
    • Education and Moral Growth: Several novels, particularly Mansfield Park and Emma, explore the theme of education as a process of moral development. Austen emphasizes the importance of nurture in shaping character, highlighting the contrast between spoiled and unspoiled children and the consequences of privilege versus hardship. While some characters seem inherently sensible, others need to learn and grow morally through experience, suffering, and good example.
    • The Ideal of Goodness: Austen presents a specific ideal of goodness, often embodied in characters like Fanny Price and Elinor Dashwood. This ideal typically includes traits such as prudence, judgment, good sense, self-knowledge, sensitivity, perceptiveness, propriety, civility, self-control, sincerity, integrity, respect for authority, dutifulness, responsibility, unselfishness, consideration of others, self-denial, humility, and gratitude.
    • Tensions with Comic Liberalism: While comedy is generally “on the side of desire” and celebrates the “triumph of wish over reality,” Austen’s moral conservatism introduces a displacement in the direction of the moral. The wishes that are fulfilled are often highly socialized, and the reader may sometimes find it difficult to feel elation at outcomes that prioritize sobriety and social propriety over youthful exuberance.
    • Interaction with Mimetic Characterization: The source argues that Austen’s commitment to mimetic characterization can create tension with her moral themes. Her realistic characters, with their own complex motivations, may not always align neatly with the author’s moral framework or the demands of the comic plot. Readers who engage with these characters as “real people” may have different judgments about their actions and outcomes than the author intends. For instance, the source critiques the celebration of Fanny Price’s goodness, suggesting it stems from fear rather than genuine benevolence. Similarly, the analysis of Emma questions the completeness and healthiness of her moral growth.
    • Austen’s Code of Values: The source identifies a consistent code of values and conduct that serves as the norm in Austen’s fiction. Characters are judged based on their adherence to this code, which encompasses various aspects of life, from family relations to social intercourse. Those who embrace or come to embrace this code generally gain Austen’s sympathy and approval.

    In conclusion, moral theme is a foundational element of Jane Austen’s novels, shaping her comic structures and influencing the reader’s perception of her mimetic characters. While her works aim to reward virtue and uphold a conservative moral order, the depth and realism of her characterizations can sometimes lead to complex interpretations and potential tensions between the author’s intended moral message and the reader’s psychological understanding of her creations.

    Fanny Price: Character Analysis in Mansfield Park

    Fanny Price is the central protagonist of Jane Austen’s novel Mansfield Park, and her character is a complex subject of analysis when considering the novel’s comic structure, moral themes, and mimetic characterization.

    • Fanny’s Role in the Comic Structure: Fanny functions as the heroine of the comic plot in Mansfield Park. The central action revolves around the creation and removal of obstacles to her desire for Edmund Bertram. Her primary obstacle is Edmund’s affection for Mary Crawford, which is resolved when Mary’s flawed character is revealed, allowing Edmund to transfer his affections to Fanny. From Fanny’s perspective, the story has a “miraculously happy ending” as she is united with the man she loves. Furthermore, the novel follows a “Cinderella story” archetype, where Fanny, initially treated as socially and personally inferior, eventually gains the esteem of Sir Thomas and Lady Bertram, the love of desirable men, and recognition for her virtue and perceptiveness. The happy ending brings her the “full acceptance for which she has yearned and the recognition and respect which she deserves”.
    • Fanny as an Illustrative Character and Moral Theme: Thematically, Mansfield Park can be seen as a “novel of education,” although the source argues that it is not Fanny who is primarily educated, but rather the people around her who learn to appreciate her worth and share her values. Fanny largely remains the same, serving as a standard of goodness against which other characters are measured. The novel seems to glorify “early hardship and discipline” as formative influences, which Fanny embodies. Her “goodness” is consistently emphasized, and she is portrayed as having “some touches of the angel”. However, the source questions Austen’s “celebration of hardship, struggle, and suffering” and its supposed positive effects.
    • Fanny as a Mimetic Character and Psychological Analysis: The source argues that Fanny is a “highly realized mimetic character” whose human qualities are “not compatible with her aesthetic and thematic roles”. Psychologically, Fanny is depicted as a product of a “pathogenic environment” at home, leading to insecurity, low self-esteem, and a lack of selfhood and spontaneity. She develops “socially sanctioned but personally crippling defensive strategies” in response. Key psychological traits of Fanny include:
    • Self-effacing tendencies: She is “exceedingly timid and shy, and shrinking from notice”. She seeks to be “lowest and last” and avoids attention, competition, and triumph.
    • Basic anxiety: She feels weak, worthless, inconsequential, and inadequate, living in constant fear and searching for a protector.
    • Need for reassurance and protection: She seeks this by being useful and compliant, attaching herself to stronger figures like Edmund and eventually Sir Thomas.
    • Suppressed emotions: She represses feelings like resentment and envy, often experiencing feelings she believes she should have rather than her genuine emotions.
    • Embeddedness: She craves stability, peace, and order, clinging to familiar people and the environment of Mansfield Park.
    • Tension Between Mimesis and Theme/Aesthetics: The source highlights a significant conflict between Austen’s portrayal of Fanny as a psychologically damaged individual and the novel’s rhetoric, which aims at her glorification. Many readers find it difficult to identify with or admire Fanny in the way the author intends, perceiving her as “insipid” or a “prig”. This difficulty arises because when Fanny is understood psychologically, her “goodness” appears to be the product of fear and a desperate need for acceptance rather than genuine benevolence. Austen seems to “glorify suffering” and believe in its positive formative effects, but her own portrayal of Fanny reveals the “crippling effects of Fanny’s childhood upon her personality”.
    • Fanny’s Relationships:
    • Edmund: He is Fanny’s “most consistent champion” from the beginning, recognizing her true worth and offering her kindness and support. She views him as her mentor, moral superior, friend, champion, and protector.
    • Sir Thomas: Initially unsympathetic, Sir Thomas eventually becomes Fanny’s protector and comes to value her virtue. His approval is of paramount importance to Fanny.
    • Mrs. Norris: Fanny’s “chief persecutor,” who constantly demeans and tries to subordinate her. Fanny is terrified of Mrs. Norris and tries to conform to her expectations.
    • Henry Crawford: He is initially attracted to Fanny as a challenge and later appreciates her virtues, though he does not fully understand them. Fanny, however, is wary of his “corrupted mind” and cannot reconcile his moral character with her own values, ultimately refusing his proposal.
    • Key Episodes:
    • The Play: Fanny opposes the play due to her respect for Sir Thomas’s authority and her dread of exposing herself to attention.
    • Refusal of Henry Crawford: This act, while morally consistent for Fanny, leads to Sir Thomas’s displeasure and intense distress for Fanny, highlighting her need for his approval.
    • Visit to Portsmouth: This episode reveals Fanny’s “snobbish attitudes and unattractive behavior” toward her own family, stemming from her longing for the order and propriety of Mansfield Park and her resentment of her neglectful upbringing.
    • Return to Mansfield Park: Fanny experiences “exquisite happiness” at her return, even amidst the disgrace of her cousins, highlighting her self-centeredness resulting from her past deprivations.
    • Mansfield Park as Wish Fulfillment: The source suggests that Mansfield Park can be interpreted as a “wish fulfillment fantasy of embeddedness” for Fanny. She does not psychologically mature but finds security and acceptance in the familiar world of Mansfield Park, where her goodness is recognized, her persecutors are removed, and she achieves a desirable marriage.

    In conclusion, Fanny Price is a complex character whose portrayal reveals a tension between the author’s thematic intentions and her insightful mimetic characterization. While Austen aims to present Fanny as a moral exemplar deserving of her happy ending, the psychological analysis suggests a deeply insecure individual whose “goodness” is a defense mechanism. This discrepancy can lead to a divergence between the author’s and the reader’s response to Fanny and the moral landscape of Mansfield Park.

    Jane Austen: Tensions, Themes, and Character Psychology

    Based on the sources and our conversation history, a discussion of Jane Austen reveals her as a highly skilled novelist whose works are rich with complex characterizations and explorations of social and moral themes, although they are not without internal tensions.

    Here are some key aspects of Jane Austen as presented in the source:

    • A Master of Multiple Dimensions: Jane Austen is recognized as a “great comic artist, a serious interpreter of life, and a creator of brilliant mimetic characterizations”. Some critics believe she achieves a unique balance among these aspects of her art.
    • Tensions in Her Novels: The central thesis of the source is that Austen’s mature novels are “beset by tensions between form, theme, and mimesis”. This arises partly from the fact that her protagonists often serve aesthetic, illustrative, and mimetic functions simultaneously. As “creations inside a creation,” these characters can act in ways that are “often engaged in treason against the main scheme of the book”. Because they have “numerous parallels with people like ourselves,” they require understanding in terms of their motivations, similar to real individuals.
    • Psychological Depth: The source emphasizes Austen’s “brilliant but least recognized achievement” in mimetic characterization. Characters like Elizabeth Bennet, Fanny Price, Emma Woodhouse, and Anne Elliot are portrayed as “realistically” and “fascinating” women, comprehensible through their own “motivational system”. To fully appreciate Austen’s genius, her major figures need to be understood as “creations inside a creation” and analyzed as if they were real people. The book utilizes Horneyan psychology to analyze these characters, focusing on their “strategies of defense and the structure of inner conflicts”.
    • Moral and Social Themes: Austen’s novels are deeply concerned with moral themes and the relationship between the individual and society. She moralizes the comic action, directing her satire at “traits of personality, at those failures of education and judgment, and at those distortions of social customs and institutions which make daily life painful”. Her works often reinforce a conservative value system, where happiness is generally found within societal norms and individual fulfillment is linked to being “good” according to her defined standards.
    • Comedy with Moral Underpinnings: While writing comedy, Austen’s moral conservatism can sometimes “diminish some of her comic effects”. Unlike typical comedy that celebrates the triumph of desire, Austen’s fulfilled wishes are often “highly socialized,” and primitive or selfish desires are rarely indulged. This can lead to situations where readers may not fully identify with the heroines’ desires or feel complete elation at the outcomes.
    • The Authorial Personality: The source aims to reconstruct the “personality which can be inferred from all of Jane Austen’s writings,” referring to this as her “authorial personality”. This involves considering her “recurring preoccupations, the personal element in his fantasies, the kinds of characters he creates, and his rhetorical stance”. Critics hold diverse views of Austen, some emphasizing her “aggressive, satirical component,” others her “gentleness and conservatism,” and still others her “detached, ironic quality”. The source attempts to show how these diverse components are related within a structure of inner conflicts.
    • Austen’s Code of Values: A “code of values and conduct” serves as the “norm by which all deviations are satirized and judged” in Austen’s fiction. Characters who align with or come to embrace this code generally receive Austen’s sympathy and approval. This code contrasts with the “cult of sensibility” and “worldliness,” both of which Austen critiques.
    • Psychological Solutions: The source analyzes Austen’s characters through the lens of different Horneyan psychological “solutions”: expansive (aggressive), self-effacing (compliant), and detached. Austen displays a mixed attitude towards the expansive and detached solutions, while the self-effacing solution is often supported, though sometimes with irony towards simpler characters embodying it. The authorial personality is also described as having perfectionistic trends.
    • Development and Dominating Fantasies: By examining Austen’s novels in chronological order of composition, the source identifies “striking shifts of direction” and suggests that each novel embodies a predominantly different fantasy related to these psychological solutions. For example, Pride and Prejudice embodies a predominantly expansive fantasy, while Mansfield Park glorifies the self-effacing solution.
    • Reader Interpretation vs. Authorial Intention: The source acknowledges that readers may have interpretations of characters and outcomes that differ from Jane Austen’s explicit rhetoric. This is attributed to the mimetic depth of her characters, who can evoke responses based on psychological realism that may not align with the author’s formal or thematic goals. Our previous discussion of Fanny Price exemplifies this, where the source argues that Austen glorifies her self-effacing nature while a psychological analysis reveals a more complex and potentially unhealthy motivation.

    In summary, Jane Austen is presented as a multifaceted author whose comedic novels delve into serious moral and social issues through richly developed, psychologically complex characters. The source highlights the inherent tensions within her works arising from the interplay between comic form, thematic intentions, and the mimetic realism of her characterizations. Furthermore, it explores the inferred complexities of Austen’s own personality as reflected in her diverse characters and narrative choices.

    By Amjad Izhar
    Contact: amjad.izhar@gmail.com
    https://amjadizhar.blog

  • A Jane Austen Education Love, Friendship, Intellectual Arrogance, Self-Centeredness, Observing and Understanding Others

    A Jane Austen Education Love, Friendship, Intellectual Arrogance, Self-Centeredness, Observing and Understanding Others

    This excerpt from “Jane Austen Education” recounts the author’s unexpected journey of encountering Jane Austen’s novels and how they profoundly impacted his understanding of love, friendship, and life’s significant aspects. Initially resistant to nineteenth-century British fiction, the author describes how Austen’s work, particularly Emma, challenged his intellectual arrogance and self-centeredness, leading to significant personal growth. He reflects on how reading Austen’s stories taught him about character, conduct, and the importance of observing and understanding others. Through his engagement with Austen’s world and characters, the author illustrates a transformative educational experience that extended far beyond the realm of literature.

    A Study Guide to “A Jane Austen Education”

    Review Questions

    1. According to Deresiewicz, what was his initial impression of Jane Austen and why did he hold this view?
    2. What is the significance of “minute particulars” in Austen’s writing, as Deresiewicz comes to understand it through reading Emma?
    3. Explain the concept of the “Janeite” as described in the text. What does becoming a “Janeite” signify?
    4. How did Austen’s personal life and family relationships influence the subject matter of her novels, according to the author? Provide specific examples.
    5. What does Deresiewicz mean when he states that Austen taught him a “new kind of moral seriousness”? How does this differ from his previous understanding?
    6. In the chapter on Pride and Prejudice, what aspects of Elizabeth Bennet’s character resonated most with Deresiewicz?
    7. How does Deresiewicz interpret Austen’s portrayal of maturity in her heroines? What role does suffering play in their development?
    8. Explain Deresiewicz’s argument against the “Brontëan” critique of Austen’s novels. Did Austen ignore passion and feeling?
    9. According to the text, what is Austen’s perspective on the importance of friendship? How does she portray friendship in relation to family?
    10. What was the “big, huge thing” that Deresiewicz felt was missing in his life before delving into Sense and Sensibility? How did Austen’s exploration of love influence his understanding?

    Short Answer Quiz

    1. Initially, Deresiewicz viewed Jane Austen as a writer of “silly romantic fairy tales” due to his preoccupation with modernist literature, which he perceived as complex, difficult, and rebellious. He associated Austen with conventionality and a lack of intellectual depth, fitting his self-image as an alienated young man.
    2. “Minute particulars,” as Deresiewicz learns from Emma, refer to the small, seemingly insignificant details of daily life and conversation that Austen meticulously portrays. She demonstrates that these everyday matters—gossip, arrangements, and minor occurrences—are the very fabric of human experience and hold significant meaning.
    3. A “Janeite” is a devoted and enthusiastic admirer of Jane Austen and her novels, forming a kind of literary “club” with shared appreciation. Becoming a “Janeite,” according to the text, signifies a deep understanding and valuing of Austen’s subtle artistry and profound insights into human nature.
    4. Austen’s personal life, though seemingly uneventful, provided rich material for her novels. Her close relationship with her sister Cassandra, her brothers’ naval careers, and her knowledge of her extended family’s experiences in India and society informed her understanding of social dynamics and human relationships.
    5. Deresiewicz explains that Austen’s “new kind of moral seriousness” involves taking responsibility for one’s immediate surroundings and personal conduct, rather than focusing solely on grand, abstract issues. It emphasizes the ethical significance of everyday interactions and self-awareness.
    6. Deresiewicz was drawn to Elizabeth Bennet’s brilliance, wit, fun-loving nature, and her spirited independence, including her willingness to defy social expectations and protect her loved ones. He admired her resilience in the face of a difficult family and her initial disinterest in marriage.
    7. Deresiewicz argues that Austen’s heroines achieve maturity not through easy lessons but through experiencing genuine suffering, particularly humiliation for their unjust actions witnessed by those whose opinions they value. This painful self-recognition forces them to confront their flaws and grow.
    8. Deresiewicz counters the “Brontëan” critique by asserting that Austen did not ignore feelings but rather valued them without advocating for their uncritical worship. He points to characters like Lydia and Elizabeth themselves as evidence of passion within Austen’s world, arguing that Austen simply believed in the importance of reason and self-control alongside emotion.
    9. Austen, according to the text, considered friendship a vital and chosen form of family, sometimes even more meaningful than biological ties. Her novels depict intricate networks of friends and family, where genuine connection, mutual understanding, and support form the bedrock of a fulfilling life.
    10. The “big, huge thing” missing in Deresiewicz’s life was a meaningful romantic relationship. Austen’s exploration of love in Sense and Sensibility and her other novels helped him understand the complexities of romantic connection, the importance of genuine feeling over societal pressures, and the possibility of finding true intimacy.

    Essay Format Questions

    1. Explore William Deresiewicz’s initial biases against Jane Austen and analyze how his reading of Emma led to a significant shift in his perception. What specific elements of the novel and Austen’s writing style contributed to this change?
    2. Discuss Deresiewicz’s interpretation of Austen’s social world. How does she portray issues of class, gender, and social expectations, and what insights did Deresiewicz gain about his own social milieu through her novels?
    3. Analyze Deresiewicz’s claim that Austen taught him about “growing up.” In what specific ways did reading Austen’s novels challenge his youthful arrogance and contribute to his emotional and intellectual maturation?
    4. Examine the significance of friendship in Austen’s novels as presented by Deresiewicz. How does Austen portray the complexities and importance of platonic relationships, and what did Deresiewicz learn about the nature of true friendship from her work?
    5. Deresiewicz argues that Austen’s novels offer profound insights into “the things that really matter.” Based on the excerpts, discuss what these essential values are and how Austen’s narratives illuminate their importance in navigating life and relationships.

    Glossary of Key Terms

    • Minute Particulars: This term, highlighted in the context of Emma, refers to the small, seemingly insignificant details of daily life, conversation, and social interactions that Austen meticulously observes and portrays in her novels, revealing their underlying significance.
    • Janeite: A term used to describe a devoted and enthusiastic admirer of Jane Austen and her works, often indicating a deep appreciation for her subtle artistry, wit, and insightful commentary on human nature and society.
    • Valetudinarian: A person who is in poor health or constantly concerned with their health; often used in the text to describe Mr. Woodhouse in Emma and his tendency to use his perceived weakness to control others.
    • Picturesque: A contemporary aesthetic vogue during Austen’s time that emphasized landscapes and scenes that conformed to specific artistic principles of visual beauty, often involving elements like ruins, gnarled trees, and dramatic lighting.
    • Dilettante: A person who cultivates an interest in an art or other field without real commitment or knowledge; used in the text to describe characters like Henry Crawford in Mansfield Park who dabble in various pursuits without genuine purpose.
    • Worldliness: Having or showing much experience and knowledge of the world and of fashionable life; in the context of Mansfield Park, it often carries a negative connotation, associated with the superficiality and moral ambiguity of the Crawford siblings.
    • Usefulness: A key concept discussed in relation to Mansfield Park, representing the value of having a purpose and contributing meaningfully to the lives of others, in contrast to a life of mere self-indulgence.
    • Constancy (in love): The quality of being faithful and unwavering in one’s affections or loyalties, a theme explored in the discussion of Persuasion and the debate between Anne Elliot and Captain Harville.
    • Self-Consequence: A sense of one’s own importance or status; in the excerpt from Northanger Abbey, it is used negatively to describe the pretentious attitudes of those who look down on novels.
    • Crossidentify: The act of identifying with a character of a different gender than oneself, a point raised in the text regarding the common experience of female readers engaging with male literary protagonists.

    Briefing Document: “A Jane Austen Education” by William Deresiewicz

    Source: Excerpts from “0031-A Jane Austen Education_ How Six Novels Taught Me About Love, Friendship, and the Things That Really Matter ( PDFDrive ) (1).pdf” by William Deresiewicz.

    Date: October 26, 2023

    Prepared For: [Intended Audience – e.g., Personal Review, Literary Discussion Group]

    Prepared By: [Your Name/AI Assistant]

    Overview:

    This briefing document summarizes the main themes and important ideas presented in the provided excerpts from William Deresiewicz’s “A Jane Austen Education.” The excerpts detail the author’s personal journey of engaging with Jane Austen’s six major novels and how these literary encounters led to significant insights and transformations in his understanding of love, friendship, morality, and the complexities of human relationships. Initially dismissive of Austen, the author comes to appreciate the profound wisdom embedded within her seemingly simple narratives of domestic life.

    Main Themes and Important Ideas:

    1. Transformation Through Austen:

    • The book chronicles the author’s evolution from a self-absorbed, intellectually arrogant young man to someone more empathetic and attuned to the nuances of everyday life. He initially favored modernist literature, viewing Austen as “silly romantic fairy tales” that made him “sleepy.”
    • His engagement with Austen, starting with Emma, becomes a catalyst for self-reflection and personal growth. He realizes his own shortcomings, such as his obliviousness to the feelings of others and his need to constantly assert intellectual superiority.
    • Quote: “Like so many guys, I thought that a good conversation meant holding forth about all the supposedly important things I knew: books, history, politics, whatever. But I wasn’t just aggressively certain of myself—though of course I never let anyone finish a sentence and delivered my opinions as if they’d come direct from Sinai. I was also oblivious to the feelings of the people around me, a bulldozer stuck in overdrive, because it had never occurred to me to imagine how things might look from someone else’s point of view.”

    2. The Significance of “Everyday Matters” (Theme of Emma):

    • Deresiewicz highlights how Austen elevates the “gossipy texture of daily life” to the level of serious artistic concern. He contrasts his previous focus on grand, abstract ideas with Austen’s meticulous portrayal of “little affairs, arrangements, perplexities, and pleasures.”
    • He initially finds Austen’s language plain and unremarkable (“No metaphors, no images, no flights of lyricism. This hardly seemed like writing at all.”), but later appreciates her subtle mastery in revealing character and power dynamics through seemingly simple descriptions.
    • Quote: “While she plotted her schemes and dreamed her dreams, her ‘daily happiness’ was right there in front of her, in ‘affairs, arrangements, perplexities, and pleasures’—the hourly ordinary, in all its granular specificity.”
    • He notes Austen’s ability to reveal character through seemingly insignificant details, such as Mr. Woodhouse’s controlling nature subtly conveyed through pronoun usage.
    • He acknowledges the historical and contemporary undervaluing of “women’s language” and “minute particulars,” which form the core of Austen’s narrative focus. He sees Austen’s work as a triumph in making these “long histories of private matters” compelling and insightful.
    • Quote: “‘Your friend Harriet will make a much longer history when you see her,’ he said. ‘She will give you all the minute particulars, which only woman’s language can make interesting.—In our communications we deal only in the great.’”

    3. The Process of “Growing Up” Through Humiliation (Theme of Pride and Prejudice):

    • His reading of Pride and Prejudice coincides with his own academic and personal challenges. He identifies with Elizabeth Bennet’s wit and initial resistance to societal expectations.
    • He emphasizes the importance of learning from mistakes and the role of humiliation in achieving maturity in Austen’s novels. The heroines don’t grow up until they face the consequences of their actions and are forced to confront their flawed perceptions.
    • Quote: “Austen’s heroines, I discovered that summer, had their mistakes pointed out to them over and over again, only it never did them any good. They didn’t grow up until something terrible finally happened. When maturity came to them, it came through suffering: through loss, through pain, above all, through humiliation.”
    • He reflects on his own tendency to be condescending and how Austen’s characters helped him recognize this flaw.

    4. Critique of Romanticism and the Value of Self-Knowledge:

    • Deresiewicz touches upon the Romantic movement’s emphasis on feeling and passion, contrasting it with Austen’s more nuanced view. While Austen acknowledges feelings, she doesn’t advocate for their uncritical worship.
    • He recounts his own youthful embrace of Romantic ideals of rebellion and individualistic isolation, which he eventually recognizes as foolish.
    • Quote: “The most important word in popular music today is not “love,” it’s “I.” And the second most important is “wanna.” Popular music is one giant shout of desire, one great rallying cry for freedom and pleasure. Pop psychology sends us the same signals, and so does advertising. “Trust your feelings,” we are told. “Listen to your heart.” “If it feels good, do it.””
    • He notes Brontë’s criticism of Austen for not delving into the “Passions,” but argues that Austen’s focus is on the understanding and management of those passions within a social context.

    5. Learning to Learn (Theme of Northanger Abbey):

    • The excerpts briefly mention Northanger Abbey in the context of Austen’s defense of the novel as a literary form worthy of respect.
    • Austen criticizes the snobbery of those who dismiss novels as trivial and “feminine,” asserting that they can display “the greatest powers of the mind.”
    • Quote: “Yes, novels; for I will not adopt that ungenerous and impolitic custom so common with novel-writers, of degrading by their contemptuous censure the very performances, to the number of which they are themselves adding…”
    • The author also learns about the difference between acquiring knowledge as a status symbol (as exemplified by his father) and truly engaging with and understanding it. He highlights a professor who embodies a genuine love of learning and encourages students to spend time with “extraordinary people.”

    6. Being Good (Theme of Mansfield Park):

    • The excerpts introduce Mansfield Park and the character of Fanny Price, initially finding her and Edmund “proper and priggish.”
    • He explores the theme of hypocrisy through characters like the Crawfords and Edmund’s shifting stance on the play.
    • He notes the societal pressures and the marriage market prevalent in Austen’s time, where pragmatic considerations often outweighed love.
    • The concept of “usefulness” is highlighted as a key value in Mansfield Park, contrasting with the dilettantism of characters like Henry Crawford.
    • Quote: “‘It is everybody’s duty,’ Mary said, ‘to do as well for themselves as they can.’ But the novel’s most important word of all was ‘useful.’”
    • The importance of genuine listening and empathy in human connection is emphasized through Edmund’s interactions with Fanny.

    7. True Friends (Theme of Persuasion):

    • The theme of friendship takes center stage with Persuasion. The author recognizes Austen’s portrayal of friendship as a chosen family and as an essential element within family relationships.
    • He discusses the blurring lines between friendship and family in Austen’s world and in his own life experiences.
    • He highlights Austen’s progressive view of friendship between men and women, exemplified by the relationships between Anne Elliot and Captain Benwick and Captain Harville. Austen challenges the notion that such friendships are inherently romantic or impossible.
    • Quote: “Men have had every advantage of us in telling their own story. Education has been theirs in so much higher a degree; the pen has been in their hands. I will not allow books to prove anything.” (Anne Elliot’s feminist declaration).
    • The author’s personal experiences of navigating friendships, including a difficult but ultimately positive interaction with a friend struggling with alcoholism, are linked to the lessons learned from Persuasion.

    8. Falling in Love (Theme of Sense and Sensibility):

    • The excerpts touch on the complexities of love and the societal pressures surrounding marriage in Sense and Sensibility.
    • Austen critiques the purely transactional view of marriage prevalent in her time, where financial security and social status often overshadowed genuine affection.
    • The author notes Austen’s subtle treatment of sexuality and her awareness of the physical aspects of relationships, despite not explicitly depicting them.
    • His own journey towards finding love is subtly hinted at, with a reference to meeting someone at a party.
    • The importance of mutual vulnerability and the ability to apologize and learn from mistakes within a relationship is highlighted.

    Conclusion:

    The provided excerpts from “A Jane Austen Education” reveal a compelling account of personal and intellectual growth spurred by a deep engagement with Jane Austen’s novels. Deresiewicz demonstrates how Austen’s focus on seemingly ordinary lives and “minute particulars” can yield profound insights into human nature, morality, love, and friendship. By examining each of her six major novels, he uncovers timeless lessons that challenged his own preconceptions and ultimately led to a more nuanced and empathetic understanding of himself and the world around him. The author’s personal anecdotes effectively illustrate the enduring relevance and transformative power of Austen’s literary genius.

    Discovering Austen: A Literary Journey and Personal Reflection

    Questions & Answers

    # What sparked the author’s initial interest in Jane Austen after a period of literary rebellion?

    Initially, the author, a graduate student immersed in modernist literature, viewed Jane Austen as representative of a dull and narrow literary tradition, preferring the complexity and revolutionary spirit of writers like Joyce and Conrad. However, a course requirement forced him to read Austen’s Emma, which unexpectedly captivated him. He found himself drawn into the seemingly ordinary lives and “minute particulars” Austen meticulously depicted, realizing that her work held a depth and insight into human nature that he had previously overlooked.

    # How did reading Emma challenge the author’s self-perception and understanding of daily life?

    Reading Emma prompted a significant shift in the author’s self-perception. He had previously identified with rebellious, isolated figures in literature, but through Emma, he began to see his own tendencies towards arrogance, obliviousness to others’ feelings, and a focus on grand ideas over the “daily happiness” found in ordinary life. He recognized his similarities to characters like Emma and Miss Bates, realizing he was not an isolated rebel but a regular person whose everyday experiences held value and significance.

    # What did the author learn about “moral seriousness” from reading Austen?

    Austen taught the author a new understanding of moral seriousness. He had previously equated it with concern for large-scale issues like politics and social justice, often engaging in theoretical debates without genuine emotional investment. Through Austen, he learned that true moral seriousness lies in taking responsibility for one’s own “little world” and for oneself, paying attention to the impact of one’s actions and words on those around them.

    # How did the author’s encounter with Pride and Prejudice influence his understanding of personal growth and maturity?

    Pride and Prejudice, particularly the character of Elizabeth Bennet, resonated deeply with the author due to her wit, intelligence, and initial resistance to societal expectations. However, the novel also highlighted the importance of acknowledging one’s own mistakes and the painful but necessary process of humiliation in achieving maturity. The author recognized his own tendency to believe in his intellectual superiority, much like Elizabeth’s initial misjudgment of Darcy, and understood that genuine growth comes from recognizing and confronting one’s flaws.

    # What does the author identify as a key lesson from Mansfield Park regarding usefulness and self-deception?

    Mansfield Park taught the author about the value of being “useful” and the dangers of self-deception, particularly through the contrasting characters of Fanny Price and the Crawfords. Fanny’s quiet integrity and commitment to duty are juxtaposed with the Crawfords’ worldliness and self-serving motivations. The author came to see that true worth lies in contributing meaningfully to the world and to others, rather than in superficial charm or the pursuit of fleeting pleasures, and recognized how easily one can rationalize selfish behavior.

    # According to the author’s reading of Austen, what is the true significance of friendship and family?

    Austen’s novels emphasized the profound importance of both friendship and family, often blurring the lines between the two. The author learned that friends are the family one chooses, but also that family members can be true friends. Austen depicts communities formed through genuine affection, mutual understanding, and shared experiences, highlighting friendship as a vital source of support, happiness, and moral guidance, and demonstrating that these bonds are essential for navigating life’s challenges.

    # What did the author discover about the portrayal of men-women relationships in Austen, particularly in Persuasion, that challenged conventional romantic narratives?

    Through Persuasion, the author realized that Austen challenged the conventional romantic narrative that insists on sexual attraction as the primary basis for connection between men and women. The relationships between Anne Elliot and Captain Benwick, and Anne and Captain Harville, demonstrated that men and women could form deep, meaningful friendships built on mutual respect, understanding, and shared intellectual and emotional space, without romantic entanglement. Austen, according to the author, advocated for the possibility of genuine platonic relationships between the sexes.

    # How did the author’s personal experiences intertwine with and illuminate his understanding of Austen’s themes of love and relationships in Sense and Sensibility?

    Reading Sense and Sensibility while navigating his own evolving relationships helped the author understand Austen’s nuanced portrayal of love and the complexities of romantic choices. He saw how societal pressures and pragmatic considerations could conflict with genuine affection, as depicted in the choices of characters like Charlotte Lucas and Mary Crawford. Moreover, reflecting on his own difficulties in expressing vulnerability and offering sincere apologies mirrored the emotional journeys of Austen’s characters, highlighting the importance of emotional honesty and the willingness to learn and grow within relationships.

    The Enduring Influence of Jane Austen

    Jane Austen’s influence can be seen in how her novels have been received by readers and critics over time, her impact on the development of the novel as a genre, and the lessons about love, friendship, and personal growth that her works impart.

    Initially, Austen’s novels were met with reactions that suggested they were “trifling,” lacking in imagination and narrative, and “too natural to be interesting”. Even Madame de Staël considered her work “vulgaire”. However, despite these early criticisms, Austen garnered a dedicated readership who felt like they had joined a “secret club” by “getting” her work. Some even considered a real appreciation of Emma “the final test of citizenship in her kingdom”. Writers like Rudyard Kipling celebrated this phenomenon. Conversely, some, like Mark Twain, expressed strong dislike for her writing. This divide highlights the powerful and often deeply personal connection that readers have with Austen’s novels.

    One of Austen’s significant influences lies in her ability to make readers see themselves in her characters and learn from their experiences. The author recounts his own initial boredom with Emma, only to realize that Austen had deliberately created a heroine whose feelings mirrored his own in order to expose his own “ugly face”. Austen wrote about everyday things not because she lacked other material, but because she wanted to show their true importance. Her “littleness” was an “optical illusion,” a test for the reader to see the deeper meaning in the commonplace. Her language, seemingly simple, worked subtly to establish character and power dynamics. She presented ordinary people with such masterful arrangement and balance that they became vivid and meaningful, mirroring the complexities of real life.

    Austen’s influence also extends to the themes and structure of novels. She shifted the focus from grand events to the intricacies of “domestic Life in Country Villages”. She gave a “long history of private matters,” elevating “woman’s friendship and woman’s feelings” as worthy subjects of literature. Unlike the traditional comic plot where external obstacles keep lovers apart, Austen placed the obstacle “on the inside,” arguing that we ourselves are often what stands in the way of our happiness. She championed reason as liberation and personal growth as true freedom.

    Furthermore, Austen challenged the Romantic emphasis on unchecked emotion, advocating for the triumph of reason over feeling, as seen in Pride and Prejudice. While she understood and portrayed feelings and passions, she did not believe they should be worshipped. Her works invite readers to question their instincts and intuitions, urging them to engage reason and objectivity. She taught through showing rather than telling, refusing to insert authorial essays or opinions into her narratives.

    Austen’s exploration of relationships, particularly love and friendship, has also been highly influential. She presents friends as the family we choose and suggests that family members can also be friends. Her concept of true friendship involves putting a friend’s welfare first, even if it means pointing out their mistakes. She also challenged the notion that men and women can only be interested in each other sexually, portraying deep and meaningful friendships between them. Austen’s definition of true love often begins in friendship and adheres to the principles of friendship, emphasizing esteem, respect, and a shared desire for personal growth. She suggests that love is not a sudden strike but a gradual development.

    Finally, Austen’s influence can be seen in her feminist perspective. She gave voice to female experiences and intellect, challenging the societal limitations placed on women. Through characters like Anne Elliot, she asserted the power of women’s perspectives and the equality possible between men and women.

    In conclusion, Jane Austen’s influence is multifaceted, impacting how readers engage with literature, shaping the themes and structures of novels, and offering enduring insights into human relationships and personal development. Her ability to weave profound observations into seemingly ordinary narratives has cemented her place as a significant figure in literary history.

    Learning, Character, and the Mentoring Mind

    The sources discuss learning and education in several key ways, highlighting a shift from a focus on acquiring knowledge to developing character, the importance of questioning and critical thinking, and the role of mentors in guiding this process.

    Initially, the author approached literary education with the goal of “fill[ing] the gaps” in his knowledge, focusing on prestigious literature. However, his early encounter with Jane Austen’s Emma challenged his preconceived notions, as the novel seemed to consist of trivial subjects and commonplace characters. Despite his initial repulsion, the author eventually came to appreciate Austen’s work, realizing that her “littleness” was a test to uncover deeper meanings. This personal journey reflects a form of learning that goes beyond simply accumulating information.

    The source emphasizes that true growing up and education have “nothing to do with knowledge or skills” but rather “everything to do with character and conduct”. According to Austen, you don’t improve your character by memorizing facts or developing self-confidence alone; instead, “growing up means making mistakes”. This suggests that learning involves personal experience and the development of moral understanding.

    The role of teachers and mentors is presented as crucial in the educational process. The author’s experience with a particular professor is highlighted as transformative. This professor taught by asking profound questions that challenged students’ assumptions and forced them to think for themselves. He exemplified a teaching style that encouraged curiosity and humility, rather than professional certainty. This approach contrasts with the author’s initial attempts at teaching, where he tried to force students to arrive at pre-determined answers. The professor, much like Henry Tilney in Northanger Abbey, acted as a “surrogate” for Austen, prompting students to reconsider their mental categories and conventions. Austen herself taught without being didactic, preferring to show rather than tell, and allowing her readers to arrive at their own understandings. She valued intelligent conversation and being informed about the world, but she ridiculed the mere acquisition of facts without deeper comprehension, as exemplified by the character of Mary Bennet.

    The source also touches upon the idea of “miseducation,” where one’s mind is filled with elaborate theories that bear no relation to reality. True learning involves opening one’s eyes to what is actually in front of them and questioning acquired concepts. This is illustrated by Catherine Morland’s experience with the picturesque, where she learns the theory but misses the actual beauty around her.

    Learning is portrayed as a lifelong habit, extending beyond formal education. The author’s professor suggested that just as Catherine could learn to love a hyacinth, individuals can keep learning to love new things throughout their lives. This includes learning to understand and appreciate others by paying attention to their “minute particulars” and listening to their stories. The act of conversing about daily life, seemingly trivial, is actually a way of attaching oneself to life and weaving the fabric of community.

    The author contrasts his father’s view of education as the acquisition of facts and a means of cultural pride with the deeper understanding he gained through his literary studies. He learned that real strength lies not in certainty but in the willingness to learn, even from others.

    Ultimately, the source suggests that the goal of education is not simply to transfer information but to “incite” students to discover their own potential and to foster critical thinking. A good learning environment is one where both the student and the teacher can learn and be surprised. This requires a shift in the teacher’s role from an authority figure to a facilitator who encourages students to think beyond them. The lessons learned from literature, particularly from Austen, can be applied directly to life, helping individuals to develop character, understand relationships, and engage with the world in a more meaningful way.

    A Jane Austen Education: Growing Up

    Growing up, or maturation, is a central theme explored in the provided excerpts from “A Jane Austen Education”. The author reflects on his own journey of growth through reading Austen’s novels, highlighting that it is a remarkable process that goes beyond physical development. It involves becoming “fit for human company, let alone capable of love”.

    Austen’s perspective, as interpreted by the author, is that growing up has “nothing to do with knowledge or skills,” but rather “everything to do with character and conduct”. It is not about external achievements like “passing tests, gaining admissions, accumulating credentials”, or even developing self-confidence and self-esteem, which Austen views as potential obstacles. Instead, “growing up means making mistakes”. However, simply making mistakes is not enough; like Elizabeth Bennet, one might repeat the same errors. Even having mistakes pointed out is insufficient, as individuals often rationalize their actions.

    True maturation, according to Austen, often comes through suffering, including loss, pain, and, above all, humiliation. It occurs when individuals do something “really awful” and are forced to recognize the gravity of their actions, often in front of someone whose opinion they value. Examples from Austen’s novels, such as Emma insulting Miss Bates and Elizabeth making false accusations, illustrate these painful but transformative moments. The author connects this to his own experiences of feeling shame and recognizing his own shortcomings. He learns that it is not enough to know you have done wrong; you must also feel it. Furthermore, maturation involves refusing to forget past mistakes, using the memory of them as a continuous lesson.

    A key aspect of growing up is learning to see oneself “from the outside, as one very limited person,” realizing that one is not the center of the universe. This involves a shift from relying solely on feelings to also engaging reason and logic to evaluate one’s impulses. Austen’s Sense and Sensibility illustrates this contrast between feeling and reason. The heroines of Austen’s novels often initially trust their feelings too much and need to learn to doubt themselves. Elizabeth Bennet’s journey in Pride and Prejudice exemplifies this process of learning to put thinking above feeling.

    The author also emphasizes that growing up is an ongoing process that “never stops”. There is a danger in becoming complacent and self-satisfied, as seen in the character of Elizabeth’s father. To continue growing, one needs to “stay on [their] toes”.

    Relationships play a significant role in maturation. True friendship, in Austen’s view, involves putting a friend’s welfare first, even if it means pointing out their mistakes. Similarly, love, for Austen, is an agent of socialization, where partners challenge each other to become better people. Choosing a life partner is a crucial aspect of personal growth, and it is suggested that compatibility can develop through shared values and familiarity, a gradual “growing in love” rather than a sudden infatuation. The choice of a partner can significantly impact one’s character and soul.

    Despite the seriousness of maturation, Austen also values youth as a time of openness to new experiences. Her novels, while depicting characters growing up, often focus on young people and their concerns. There is a suggestion that one can “get older…but still remain young” by staying open to learning and change. This involves learning to appreciate the beauty of the world and maintaining a capacity for love.

    Mentors, like the author’s professor and characters like Henry Tilney, play a vital role in guiding the process of growing up by challenging assumptions and encouraging critical thinking. They teach by example and by prompting individuals to see beyond their current understanding.

    Ultimately, the author’s journey through Austen’s novels reveals that growing up is a complex process involving self-awareness, learning from mistakes, balancing emotions with reason, cultivating meaningful relationships, and maintaining a lifelong commitment to personal development. It is about taking responsibility for one’s “little world” and oneself.

    Austen’s Insights on Love, Friendship, and Growth

    Our sources offer a rich exploration of relationships and love, contrasting the author’s initial immature understandings with the more profound insights he gains from reading Jane Austen. The discussion touches upon both romantic love and friendship, highlighting how Austen views these connections as crucial for personal growth and happiness.

    Initially, the author’s approach to relationships was flawed and self-centered. He admits to having a romantic life that was “never been particularly happy”. His relationships were marked by “fights, sulks, head games, tears”. He reveals a period where he pursued a “steady supply of sex, with no strings attached,” driven by a “teenage boy’s idea of paradise”. However, he eventually recognized the emptiness of this approach. His interactions with women were often characterized by a lack of respect and a need to “hold forth as usual,” driven by his sense of intellectual superiority as a graduate student. He lacked insight into himself and others, and even when confronted with a friend’s concerns about intimacy, he was bewildered, demonstrating a profound lack of understanding about meaningful connection.

    Through his engagement with Austen’s novels, the author begins to develop a more nuanced understanding of relationships and love. A central theme is the idea that love often begins in friendship. Austen portrays relationships built on mutual respect, esteem, gratitude, and genuine interest in the other person’s welfare. The author initially struggles with this concept, having different notions of what constitutes a romantic relationship.

    Austen challenges the purely romantic and passionate ideal of love, often exemplified by the relationship between Marianne and Willoughby in Sense and Sensibility. While such passionate connections are often celebrated, Austen suggests that more enduring love is rooted in qualities like good character, worth, heart, and understanding, akin to the relationship between Elinor and Edward. The author comes to see that Elinor and Edward’s “tepid relationship” is presented as the novel’s idea of true love, validating Elinor’s sensible approach over Marianne’s impulsiveness.

    True love, according to Austen, is not simply a feeling but something you have to prepare yourself for. It is not a magical force that transforms you, but rather something that works with who you already are. The author realizes that before one can truly love another, they must come to know themselves and grow up. The development of love is often gradual, a “growing on so gradually” that one hardly knows when it began.

    Furthermore, Austen suggests that a healthy relationship involves a degree of challenge and disagreement, contributing to personal growth. A “friction-free relationship” is likened to a desert, implying that conflict, when handled constructively, can lead to deeper understanding and development. This contrasts with the author’s earlier experiences of “fights” that were destructive rather than growth-oriented.

    The source also emphasizes the importance of “minute particulars” and listening to each other’s stories in building intimacy and connection. This act of paying attention to the details of someone’s life and valuing their experiences is presented as a high form of caring. The author’s own budding relationship later in the narrative reflects this, with hours spent on the phone “learning about each other, and respecting each other, by listening to each other’s stories”. This “conversation of souls” highlights a deeper level of connection beyond mere physical attraction.

    Austen also explores the possibility of genuine friendship between men and women, challenging the prevailing notion that sex will always “get in the way”. The relationships between Anne Elliot and Captain Benwick, and Anne and Captain Harville in Persuasion, demonstrate intellectual and emotional connection without sexual interest.

    The role of true friends is presented as crucial for navigating relationships and personal growth. Austen’s idea of true friendship involves putting a friend’s welfare before your own, which includes being willing to point out their mistakes, even at the risk of conflict. The author reflects on how a friend who was “on his case for all those years” was ultimately trying to help him become a better person. This aligns with the idea that growing up often requires having one’s errors acknowledged.

    In conclusion, the author’s journey through Austen’s works reveals a shift from a superficial and self-serving view of relationships to an appreciation for connections built on friendship, mutual respect, shared values, and a commitment to personal growth. Austen’s novels highlight that true and lasting love is not a sudden, passionate event but a gradual development rooted in character and a willingness to understand and support one another, even through disagreements and challenges.

    Jane Austen’s Social Commentary

    The excerpts from “A Jane Austen Education” offer significant insights into Jane Austen’s social commentary, as perceived by the author. His journey of understanding Austen’s work involves recognizing that what initially seemed like trivial stories of everyday life were, in fact, subtle yet powerful critiques of the social norms and values of her time.

    Initially, the author dismissed Austen’s novels as “silly romantic fairy tales” focused on “who was sick, who had had a card party the night before”. He saw the lives depicted as “trivial” compared to the grand themes of modernism. However, he eventually realized that Austen was writing about these everyday things precisely to show how important they really are. The “trivia” wasn’t just marking time; it was the point, revealing the fabric of their lives and, by extension, the values of their society.

    One key aspect of Austen’s social commentary is her portrayal of the marriage market. The novel Sense and Sensibility illustrates how marriage was often viewed as a matter of financial prudence and social standing rather than love. Characters like John Dashwood exemplify this mercenary approach, calculating the financial worth of potential spouses. Austen highlights how deeply ingrained these values were, with young people often acting as if their parents still arranged marriages, despite having a choice. This commentary on societal pressures around marriage connects to our previous discussion on relationships, showing how societal norms could overshadow genuine affection.

    Austen also offers a critique of social hierarchies and class consciousness. The author notes his own past adherence to the “oldest myth” that upper-class people are inherently urbane and cultured. However, through Austen’s portrayal of characters like the Bertrams and the Crawfords in Mansfield Park, he recognizes that elegant manners and active minds are distinct, and wealth does not necessarily equate to intellect or virtue. Mary Crawford’s inability to understand priorities outside of London demonstrates a “special kind of provincialism” common among those who consider themselves cosmopolitan. This social commentary relates to the theme of growing up, as the author sheds his own naive assumptions about social status.

    Furthermore, Austen critiques the superficiality and moral failings within the upper classes. The discontinuation of daily prayers at the Rushworth estate and Mary Crawford’s flippant attitude towards religion and morality (“How could anyone take words like ‘duty’ and ‘conduct’ and ‘principle’ seriously?”) serve as examples of this critique. This connects to the discussion on maturation, as Austen values “duty” and “usefulness” as important aspects of a well-developed character, contrasting with the self-indulgence of some of her upper-class figures.

    Austen’s commentary extends to gender roles and expectations. Mr. Knightley’s remark in Emma that women’s language deals with “minute particulars” while men deal “only in the great” initially seems to reflect a societal view. However, the author realizes that Austen uses this to highlight her own artistic triumph in making these “minute particulars” the very substance of her novels, focusing on “woman’s friendship and woman’s feelings”. Moreover, in Persuasion, Anne Elliot’s powerful assertion that “Men have had every advantage of us in telling their own story. Education has been theirs in so much higher a degree; the pen has been in their hands. I will not allow books to prove anything” is seen as Austen’s “crowning declaration as a writer, the feminist flag she planted on the ground of English fiction”. This challenges the societal imbalance in narrative power and connects to the theme of relationships by showing Austen’s advocacy for equality and mutual respect between men and women.

    The author also notes Austen’s satire of didacticism and pedantry, as seen in the characters of Mary Bennet and Mr. Collins in Pride and Prejudice. Austen’s own writing avoids explicit lecturing, allowing her social commentary to emerge through character and plot rather than direct authorial intrusion.

    In essence, the author’s evolving understanding reveals that Jane Austen was a keen observer of her society, using her novels to subtly critique its values, particularly concerning marriage, social class, morality, and gender roles. Her focus on the everyday lives of her characters became a powerful tool for social commentary, prompting readers to consider the deeper implications of seemingly ordinary interactions and societal norms. This aligns with the broader theme of the book, where engagement with Austen’s novels leads to personal growth and a more insightful understanding of the world.

    By Amjad Izhar
    Contact: amjad.izhar@gmail.com
    https://amjadizhar.blog

  • American Economic Revitalization and Foreign Policy Trump holds a press conference at Mar-a-Lago

    American Economic Revitalization and Foreign Policy Trump holds a press conference at Mar-a-Lago

    This transcript features a press conference given by a former U.S. president, focusing on his plans for the upcoming term. Key topics include significant foreign policy issues such as the war in Ukraine, the situation in the Middle East, and strained relationships with Canada and the Panama Canal. Domestically, the discussion centers on economic revitalization through tax cuts and deregulation, along with strong criticisms of his predecessor’s policies and actions. The president also addresses several legal challenges he is facing and his plans for pardons. Finally, he highlights projected economic growth and a return to American strength on the global stage.

    A Vision for America’s Future

    A Study Guide

    Short Answer Quiz

    1. What specific financial commitment did Damac Properties make to the United States, and what sectors will this investment primarily support?
    2. According to the speaker, what actions will be taken to expedite the environmental review process for major investments in the U.S., and what is the reasoning behind this?
    3. What are some of the criticisms that the speaker makes about the outgoing administration’s handling of energy policy, specifically mentioning offshore drilling?
    4. What is the speaker’s position regarding the current election system, and what is proposed to fix it?
    5. Describe the speaker’s view on the legal actions taken against them.
    6. What specific criticisms does the speaker level against President Biden’s energy policy regarding gas heaters and water usage?
    7. What economic figures does the speaker use to suggest the economy is already improving, citing both individual companies and broad market indicators?
    8. According to the speaker, what is the key issue with the Panama Canal, and what actions are proposed to address the situation?
    9. According to the speaker, what is the problem with the way the US handles its trade relations with Canada and what are some of the proposed solutions?
    10. What is the speaker’s position on windmills and what environmental issues are associated with them?

    Quiz Answer Key

    1. Damac Properties committed to investing at least $20 billion, possibly more, into the United States, primarily supporting massive new data centers across the Midwest and Sun Belt areas, focusing on technology and artificial intelligence.
    2. The speaker states that investments over a billion dollars will receive expedited environmental reviews to avoid the “quagmire” of regulations, which the speaker views as slowing down progress and delaying vital projects.
    3. The speaker criticizes the outgoing administration for banning offshore drilling, stating this action will cause energy costs to rise. The speaker also blames the administration’s “green new scam” for wasteful spending.
    4. The speaker believes the current election system is flawed and the counts are inaccurate. The speaker suggests that election counts need to be honest and completed by 10:00 PM on election night.
    5. The speaker claims that they have been targeted by a “weaponization of justice” and lawfare, and have done nothing wrong. They highlight the number of cases won against the Justice Department.
    6. The speaker claims that Biden wants all gas heaters replaced with electric ones, despite the greater expense of electric heat and the fact that 60% of homes have gas heaters. The speaker also states Biden is forcing Americans to conserve water, even in areas where it’s plentiful, resulting in inefficient water usage.
    7. The speaker cites a SoftBank $200 billion investment and Damac Properties $20 billion investment as well as the S&P 500 breaking 6,000 points and small business optimism soaring by 41 points to show the economy is improving.
    8. The speaker alleges that the Panama Canal is being operated unfairly by Panama, while China is essentially running it, charging more for American ships and not being in good repair while seeking US funding. The speaker wants the situation addressed.
    9. The speaker criticizes the US for subsidizing Canada’s economy, especially in terms of military protection, trade deficits, and imported goods. The speaker suggests implementing tariffs and considering Canada as a 51st state to change these conditions.
    10. The speaker opposes the building of windmills, calling them “garbage” and “disasters” while arguing that they are expensive, ineffective without subsidies, and dangerous to marine life, specifically referencing the whale deaths in Massachusetts.

    Essay Questions

    1. Analyze the speaker’s rhetoric and use of language throughout the address, identifying key themes and recurring motifs. How do these elements work to persuade the audience and reinforce the speaker’s message?
    2. Critically evaluate the speaker’s claims about the U.S. economy, specifically in terms of job creation, market performance, and trade relations. In what ways are the speaker’s claims supported by evidence or unsubstantiated?
    3. Discuss the speaker’s characterization of political opponents and the nature of their criticisms. In what ways does the speaker use terms like “weaponization of justice,” “lawfare,” or “green new scam” to delegitimize their opponents or their policies?
    4. Assess the feasibility and implications of the speaker’s proposed actions regarding U.S. foreign policy, particularly concerning the Panama Canal, Greenland, and the ongoing conflicts in Ukraine and the Middle East.
    5. Explore the speaker’s vision for America’s future, focusing on the concept of a “Golden Age.” What policies and actions does the speaker suggest to achieve this and what evidence supports these claims?

    Glossary of Key Terms

    • Data Centers: Facilities housing computer systems and associated components, such as telecommunications and storage systems, crucial for managing large volumes of digital data.
    • AI (Artificial Intelligence): The simulation of human intelligence processes by computer systems, involving learning, problem-solving, and decision-making.
    • Hyperscalers: Companies that provide large-scale computing resources, like cloud services, requiring significant data infrastructure.
    • Environmental Review: A process to assess the environmental consequences of a project or policy and determine compliance with regulations.
    • Offshore Drilling: The extraction of oil and natural gas from underwater reserves located beneath the seabed.
    • Green New Scam: A pejorative phrase used by the speaker to describe environmental policy initiatives of their political opponents.
    • Landslide Election: An election in which one candidate wins by a large margin.
    • Lawfare: The use of the legal system to achieve political or military goals.
    • Weaponization of Justice: The use of the justice system for political purposes, often to target opponents.
    • Gag Order: A legal order that prohibits an individual from discussing specific information or aspects of a case.
    • Reconciliation: A parliamentary procedure used in the United States Congress to expedite certain budget-related legislation.
    • Tariffs: Taxes imposed on imported goods, designed to protect domestic industries or generate revenue.
    • Subsidy: Financial aid or support granted by a government or organization, often to assist an industry or business.
    • Anwar (Arctic National Wildlife Refuge): A large area of protected land in Alaska with large potential oil reserves, which the speaker is in favor of developing.
    • National Security: The protection of a nation’s borders, resources, and citizens from threats.
    • Debt Ceiling: The legal limit on the amount of national debt that the U.S. Treasury can incur, controlled by Congress.
    • Insurrection: A violent uprising against a government or authority.
    • Heg: The International Criminal Court in The Hague.

    President-Elect’s Policy Proposals and Political Grievances

    Okay, here is a detailed briefing document summarizing the key themes, ideas, and facts from the provided text.

    Briefing Document: Analysis of “Pasted Text”

    Date: October 26, 2024 Subject: Analysis of Excerpted Speech Text

    Executive Summary:

    This document provides a detailed analysis of a speech excerpt, primarily focusing on themes related to economic development, foreign policy, domestic policy, and political grievances. The speech is delivered by an individual who refers to himself as the “President-elect,” who has had a recent electoral victory. The speaker promotes investment in the US and criticizes the current administration’s policies. He presents a vision for a revitalized America through energy independence, infrastructure development, and stricter trade practices, while also highlighting what he sees as the failings and incompetence of the current administration.

    Key Themes and Ideas:

    1. Economic Revival through Investment:
    • Damac Investment: A major focus is placed on securing a $20 billion (potentially more) investment from Damac Properties in the US for data centers, which the speaker attributes directly to the inspiration of his election.
    • Quote:…damac will be investing at least $20 billion over a very short period of time into the United States and they may go double or even somewhat more than double that amount of money is a great thing and I believe he will say that he’s doing it because of the fact that he was very inspired by the election…
    • Data Centers and AI: This investment is tied to supporting cutting-edge technology, particularly data centers for AI and cloud business.
    • Quote:The investment will support massive new data centers across the Midwest the Sun Belt area and also to keep America on The Cutting Edge of technology and artificial intelligence…
    • Expedited Environmental Reviews: The speaker promises to fast-track environmental reviews for large investments, cutting through “the Quagmire” of regulations.
    1. Critique of the Current Administration (Biden):
    • Inherited Problems: The speaker claims to be inheriting a “difficult situation” from the outgoing administration, citing high inflation, interest rates, and policies that he describes as harmful.
    • Quote:We are inheriting a difficult situation from the outgoing Administration and they’re trying everything they can to make it more difficult…
    • Policy Reversals: The speaker pledges to reverse the current administration’s policies, particularly regarding offshore drilling, which is seen as detrimental to the economy and energy independence.
    • Quote:President Biden’s actions yesterday on offshore drilling Banning offshore drilling uh will not stand I will reverse it immediately it’ll be done immediately and we will drill baby drill…
    • Green New Scam: The speaker is highly critical of “the green new scam” and excessive spending on projects related to it.
    • Quote:all this money trillions of dollars it’s like throwing it right out the window what they’re doing and they’re trying to spend so much now they’re just taking money and giving it to anybody that wants it for any project at all if it’s if it’s certified under the green news scam and they don’t work and it’s too expensive
    • Offshore drilling: The administration’s removal of 625 million acres of offshore drilling is presented as a disastrous decision costing the country up to $50 trillion.
    • Gas Heaters: The speaker criticizes the administration’s plan to ban gas heaters, pushing instead for electric heaters, which are argued to be less efficient and costly. He also claims that restrictions on water usage in homes (faucets, showers, dishwashers, washing machines) are unreasonable.
    1. Election Integrity and Political Grievances:
    • Disputed Election: The speaker continues to assert that he won a “landslide” election, claims that he won “every swing state” and “the popular vote by millions and millions of people”
    • “Lawfare” and Weaponization of Justice: The speaker accuses the current administration of using “lawfare” and weaponizing justice against political opponents.
    • Quote:…they’re even to this day they’re playing with the courts have their friendly judges that like to try and make everybody happy on the Democrat side it’s called lawfare it’s called weaponization of justice…
    • Jack Smith and Legal Battles: The speaker frames his legal battles as politically motivated attacks, emphasizing his victories in court.
    1. Foreign Policy and Global Relations:
    • Panama Canal: The speaker criticizes the US’s previous decision to give the Panama Canal to Panama (though not China, as he states later). He claims Panama is charging US ships and Navy more and that it is now effectively controlled by China, and is “a disgrace.”
    • Quote:The Panama Canal is a disgrace what took place at the Panama Canal Jimmy Carter gave it to them for $1 and they were supposed to treat us well I thought it was a terrible thing to do…
    • Greenland: He also states a need for Greenland for “national security purposes” saying, “We need Greenland for national security purposes…”, while also noting that Denmark’s ownership is questionable, suggesting potential action in acquiring it.
    • He does not rule out the use of “military or economic coercion.”
    • Ukraine War: The speaker blames the current administration for the war in Ukraine, claiming that the war would never have started if he were President. He says that a deal should have been made by an “average dealmaker.”
    • NATO: He claims to have saved NATO and states that European countries should contribute more to their defense.
    • Quote:I said they’re taking advantage I’m the one that got and the Secretary General was here as you know two weeks ago saying that if it weren’t for me Neto wouldn’t even exist right now because I I raised from countries that weren’t paying their bills at that time 28 countries uh 20 of them were not paying their bills 21 to be exact…
    • Mexico and Canada: The speaker proposes implementing tariffs against Mexico and Canada for what he sees as unfair trade practices and issues like drug trafficking and immigration. He suggests that Canada should become a state of the United States.
    • Gulf of America: There is also a proposal to change the name of the Gulf of Mexico to the “Gulf of America.”
    1. Energy Independence and Resource Strength:
    • Natural Resources: The speaker emphasizes the US’s abundance of natural resources, particularly oil and gas.
    • Quote:…we have oil and gas more than than anybody in the world we’re going to have more of it too…
    • Windmills: He criticizes windmills and calls them “garbage” and claims they are only successful due to subsidies.
    • Quote:they litter our country they’re littered all over our country like like dropping paper like dropping garbage in a field and that’s what happens to them because in a period of time they turn to garbage…
    1. Hostage Situation:
    • Middle East Hostages: A portion of the speech is dedicated to efforts to release hostages held in the Middle East, with the promise that “all hell will break out” if they are not released before the speaker takes office.

    Important Facts & Figures:

    • $20 Billion+ Investment: Damac Properties plans to invest at least $20 billion in US data centers, possibly more.
    • 625 Million Acres: The current administration has removed 625 million acres of offshore drilling land.
    • $50 Trillion: The speaker estimates the removal of the 625 million acres of offshore drilling land has cost the US $50 trillion dollars.
    • 571 Miles: The speaker claims to have built 571 miles of border wall during his previous administration.
    • 200 Billion Dollars The speaker states the US loses 200 billion dollars in trade with Canada, plus additional amounts in military spending.
    • $350 Billion: The speaker states the US has a $350 billion trade deficit with the European Union.
    • 100,000+ Jobs Softbank announced investment in the US creating 100,000+ jobs.
    • 200,000,000 The speaker claims Canada is subsidized 200 billion dollars per year.

    Potential Discussion Points:

    • The validity of the speaker’s claims regarding the election outcome.
    • The feasibility and implications of the proposed policy reversals, particularly regarding energy.
    • The potential impact of strained relations with key US allies and trade partners.
    • The legal and ethical considerations of the proposed “lawfare” and court-related claims.
    • The role of outside private capital in shaping the US economic landscape.

    Conclusion:

    The speech excerpt presents a narrative of a President-elect eager to implement sweeping policy changes and address what he perceives as the inadequacies of the outgoing administration. It highlights a strong focus on economic growth driven by private sector investments, coupled with a nationalistic approach to international relations. The text is riddled with controversial claims and attacks on political opponents, as well as an assertion that the US has suffered at the hands of other nations and the current administration’s policies.

    American Policy Proposals and Criticisms

    FAQ: Key Themes and Ideas

    Here’s an 8-question FAQ based on the provided source text, formatted using markdown:

    1. What is the significance of the $20 billion investment from Damac Properties, and why is it happening now?

    The $20 billion investment by Damac Properties is significant as it represents a major commitment to the United States, focused primarily on building massive new data centers across the Midwest and Sun Belt to support advancements in AI and cloud technology. According to the speaker, this investment is directly inspired by a recent election, implying that the company had been waiting for a change in leadership before committing such large sums. This suggests that the new political climate is perceived as being more business-friendly and conducive to investment. The investment is poised to keep the US on “The Cutting Edge of technology and artificial intelligence.”

    2. What are the key changes to environmental and regulatory policies that are being promised to encourage investment?

    The source outlines plans to expedite environmental reviews for projects that invest over a billion dollars in the U.S. It mentions that these reviews are often held up for many years (sometimes 12-15), essentially “stopping progress”. To counter this, a fast-track process will be implemented so investors are not “tied up for the rest of your life.” This expedited review process is presented as a key incentive to attract large-scale investment, with the speaker citing an example of approving a plant in Louisiana in “literally a week” after it had been stuck in the process for 14 years.

    3. What specific changes to energy policy are being proposed, and what is the justification for these changes?

    The source vehemently criticizes the existing administration’s energy policies, citing the ban on offshore drilling and the push for renewable energy (specifically “the green new scam”) as detrimental. The stated goal is to “drill baby drill” and reverse the current administration’s restrictions on offshore drilling. These moves are justified as a way to lower energy costs, which are seen as the root cause of inflation. The text asserts that the current green policies are wasteful, expensive, and ineffective, citing trillions of dollars being “thrown out the window.” The proposal is to favor fossil fuels, especially clean natural gas, over what the speaker considers “litter” like windmills. There is also a concern with the cost and practicality of transitioning to electric heaters and cars.

    4. What are some of the criticisms and claims about the previous administration and its practices?

    The previous administration is heavily criticized for various actions, including attempting to block reforms, “playing with the courts” (described as “lawfare” and “weaponization of justice”), “injustice” department, and allowing inflation and high interest rates. Claims of election fraud, including still “counting votes,” are presented as evidence of a broken system. There is also a criticism of the prior administration’s handling of the withdrawal from Afghanistan, and a ban on offshore drilling. The source indicates the prior administration is trying to make the transition as difficult as possible.

    5. What are the proposed changes in international relations and trade?

    The source describes a shift in approach to international relations and trade. The speaker suggests that the Panama Canal is not being used fairly and that the agreement with Panama is being violated, and it’s implied that “something” might need to be done. There’s a stated desire to renegotiate agreements and impose tariffs on countries such as Canada and Mexico for alleged trade imbalances, unfair practices and reliance on the US military and other subsidies. The text asserts that countries like Canada and Mexico are taking advantage of the US, with Canada using US support without a similar level of military spending. It’s asserted that the Panama Canal is being run by China and is therefore not treating the US fairly, even to the point that it is charging US ships more to use the canal.

    6. What is the proposed approach to NATO and how has it supposedly been strengthened in the past?

    The text outlines a history of the relationship with NATO, and claims that a prior administration has strengthened NATO by “getting them to pay their bills.” The speaker describes a situation in which they convinced NATO members, who were “not paying their bills,” to contribute their agreed-upon shares. It is also stated that Europe is not putting in a similar amount of money into Ukraine despite being “more affected than the United States.” The idea that the US has to provide a large proportion of resources is criticised, while simultaneously demanding that they do contribute more.

    7. What are the key points about the January 6th event and the proposed actions regarding the accused?

    The speaker has indicated that they will look at making “major pardons” for those involved in the events of January 6th. The speaker claims some individuals who did some “bad things” were not prosecuted, while some who didn’t even enter the building are in jail. It also includes the assertion that the FBI and DOJ’s actions were part of a political attack against the speaker, and suggests that the cases against those accused were not just. They also note, “there was never charges of insurrection or anything like that” and that those involved were not armed. There’s a focus on the death of Ashley Babbit, who they claim was “shot for no reason.” It also indicates the FBI “knows who the pipe bomber is”.

    8. What is the approach to the conflicts in Ukraine and the Middle East?

    The text expresses a desire to quickly address the conflict between Russia and Ukraine and states that the war would not have happened if they were in office. It outlines a belief that there were major errors in how the current administration dealt with Russia and Ukraine prior to the start of the war, and that negotiations failed. It also states that Europe is not contributing a reasonable share of money towards the effort in Ukraine. The text also says that all hell will break out in the Middle East if hostages from the October 7th attack are not released by the time the speaker takes office and asserts that the speaker’s reputation is driving the negotiations. There is a strong sense of urgency expressed when talking about the conflict, and a determination to take action.

    Trump’s Post-Election Vision: A Plan for America

    Okay, here’s the timeline and cast of characters based on the provided text:

    Timeline of Main Events:

    • Prior to November Election: The speaker (implied to be Donald Trump) asserts that his administration had the “greatest economy in the history of our country” with “sealed and beautiful” borders, defeated ISIS and no wars. He also claims to have “cut the most regulations in the history of our country.” He claims there was a plan to leave Afghanistan with dignity.
    • November Election: The speaker claims he had a “landslide election,” winning every swing state and the popular vote by millions.
    • Post-Election:The speaker states that “great things are happening” economically since the election. He mentions new investments being made due to his victory.
    • Damac Properties Announcement: Hussein Sani of Damac Properties announces a planned $20 billion (potentially more) investment in US data centers. He attributes this decision to being inspired by the election.
    • The speaker discusses expedited environmental reviews for large investors. He claims to have personally expedited approval for plants in Louisiana in a week after 14.5 years of delays.
    • The speaker claims that the outgoing Biden administration is trying to make things difficult, citing inflation, high interest rates and attempts to block the reforms the American people voted for.
    • The speaker states President Biden’s actions on offshore drilling “will not stand.”
    • The speaker asserts the need to “fix the election” to ensure honest counts are done promptly.
    • The speaker claims the Biden administration is spending “trillions of dollars” on the “green new scam”.
    • The speaker claims that they “won all of those” Jack Smith related cases in court.
    • The speaker makes numerous accusations of election and judicial lawfare being used against him, while also praising Judge Cannon.
    • The speaker discusses the withdrawal from Afghanistan, calling it “outrageous” and a “fiasco.”
    • The speaker states that the 625 million acres of offshore drilling are worth $40-50 trillion, and asserts that revoking this will be one of the first things he does on day 1.
    • The speaker mentions a SoftBank announcement of $100-$200 billion investment in the US and creating over 100,000 jobs.
    • The speaker mentions that since the election the stock market and S&P 500 have hit record highs and that business confidence is at the highest level in history.
    • The speaker mentions the Panama Canal, claiming it was given away for $1 and is being run by China, resulting in higher charges for US ships. He claims that he is in discussion about these issues.
    • The speaker claims that Canada is subsidized to the tune of about $200 Billion per year.
    • The speaker mentions potential tariffs on Mexico and Canada for trade deficits, drug issues, and immigration. He further suggests renaming the Gulf of Mexico to the Gulf of America.
    • The speaker criticizes the Biden administrations policies on windmills and renewable energy, calling them expensive and ineffective.
    • The speaker states that the US needs more electricity with the advent of AI.
    • The speaker states that he may utilize the concept of building a power plant for new manufacturing plants.
    • The speaker states the whole perception of the world is different since his election, mentioning countries thanking him.
    • The speaker states that he needs to “settle up” with Russia and Ukraine, claiming a “deal could have been made” by an “average dealmaker.”
    • Greenland and Panama Canal: The speaker states he needs Greenland and the Panama Canal for “national security purposes.” He does not rule out using military or economic coercion to secure them. He claims there is uncertainty about the legality of Denmark’s control over Greenland.
    • Ukraine Negotiations: The speaker states that the Russia/Ukraine situation is now “much more complicated” than it was before the war. He reiterates his stance that Ukraine should not have joined NATO, blaming the current conflict on Biden’s negotiations.
    • The speaker describes his past success in getting NATO members to pay their fair share. He further suggests NATO should increase their required contributions to 5%.
    • January 6th Pardons: The speaker confirms plans to pardon January 6th defendants, including those who were charged with violent offenses, and mentions potential FBI involvement. He claims that the “only one killed” was Ashley Babbitt, and that there were no weapons found in the January 6th riot.
    • Syria and Gaza: The speaker discusses the troop presence in Syria, and his relationship with President Erdogan of Turkey. The speaker also thanks Steve Witkoff for negotiating the release of hostages in Gaza, stating he wants them all released by the time he is inaugurated, or “all hell will break out.” He states the October 7th attack “should never have happened.”
    • The speaker calls the DOJ and the FBI “the department of injustice,” and claims the FBI raided his house “for other things” that the courts have ruled in his favor on. He further criticizes “very dishonest judges in New York”.
    • The speaker states he may apply tariffs to Denmark “at a very high level” if it does not give up Greenland.
    • The speaker states that he has spoken to Putin and that Putin wants to meet, however he doesn’t think its appropriate to meet until after the 20th. He hopes to address the situation in 3-6 months.
    • The speaker claims that the US “basically protects Canada.” He further states that Canada would not be able to function without the US, and that they should be a state.
    • The speaker criticizes the US trade deficit with Canada and the European Union.
    • The speaker claims that Judge Cannon “blocked the DOJ from releasing the Smith report”, and that the case against him was “fake”.
    • The speaker states that the US pays “billions of dollars” to the Taliban.
    • The speaker states “energy” will reduce inflation and that price reductions will occur on goods such as bacon, ham and apples.
    • The speaker states one of the biggest reasons he won the election was due to the number of prisoners being released into the country.
    • The speaker states that he believes Jimmy Carter giving away the Panama Canal “cost him the election.”
    • The speaker mentions that he built his wall using funds taken from the military, after being sued by the Democrats in Congress 9 times. He claims the wall was built with top of the line materials and that the Democrats in congress attempted to sell it back to the US for 200 cents on the dollar.
    • The speaker claims that Meta/Facebook are “coming a long way” and that their recent news conference was very good.
    • The speaker states that a military strike on Iran is a military strategy and that he doesn’t discuss it.
    • The speaker states that he may use the two bill approach to pass legislation, and states he supports big spending cuts.
    • The speaker claims that he had the safest border in history, and that the current situation is “10 times worse.”
    • The speaker states he is receiving great respect from other leaders, citing the Italian Prime Minister and the Prime Minister of France, and that the US is going to have a “Golden Age.” He reiterates the deal for the release of hostages must be done before his inauguration.
    • Conclusion: The speaker concludes by mentioning that the deal to free hostages must be complete prior to his inauguration.

    Cast of Characters:

    • Speaker (Implied to be Donald Trump): A former and presumed incoming President of the United States. He is the central figure, driving all the action and making the claims. He is focused on his election victory, economic gains, and reversing the policies of the Biden administration.
    • Hussein Sani: Founder and chairman of Damac Properties. He is described as a “respected businessman” investing a large sum into US data centers due to his inspiration from the election.
    • President Biden: The current President of the United States. He is the target of criticism throughout, blamed for the economy, policies on energy, NATO relations, Afghanistan withdrawal, and more.
    • Jack Smith: A prosecutor the speaker claims to have defeated in court.
    • Judge Cannon: Described as a “brilliant” and “courageous” judge in Florida who ruled favorably in a case involving the speaker.
    • Jimmy Carter: Former President of the United States. He is criticized for giving away the Panama Canal to Panama. The speaker also states, “he was a good man”.
    • President Putin: President of Russia. The speaker claims Putin is interested in meeting. He also believes Russia would never have attacked Ukraine had he been president.
    • President Erdogan: President of Turkey, described as “a friend” and someone the speaker respects.
    • Steve Witkoff: Described as a “great dealmaker” working to secure the release of hostages in the Middle East.
    • Ashley Babbitt: A woman killed during the January 6th Capitol riot. The speaker claims she was killed “for no reason.”
    • Pam Bondi: Noted as a staff member.
    • Kash Patel: Noted as a staff member.
    • Elon Musk: Mentioned as “very smart” and doing a good job.
    • John Thun: A Republican senator the speaker states has been doing a “fantastic job.”
    • Wayne Gretzky: A “great” friend of the speaker.
    • Governor Trudeau: The Prime Minister of Canada.
    • Mark Zuckerberg Mentioned as giving a very good news conference in regards to Meta/Facebook’s changes.
    • Secretary General (of NATO): The speaker claims that due to him, NATO “wouldn’t even exist right now.”
    • Brian: A reporter who asks many questions.
    • K: A reporter who asks a question.
    • Eric: The speaker’s son.

    Let me know if you have any other questions or requests!

    US Investment Surge Post-Election

    Multiple sources discuss US investments, including those by foreign entities and the US government.

    • Damac Properties is planning to invest at least $20 billion in the United States, with the possibility of increasing that investment to double or more, due to inspiration from the election [1]. This investment will support new data centers in the Midwest and Sun Belt regions, focusing on technology and artificial intelligence [1]. The first phase of this project is planned for Texas, Arizona, Oklahoma, Louisiana, Ohio, Illinois, Michigan, and Indiana [1]. Damac has delivered over 45,000 luxury units and has 45,000 more in the pipeline. They also operate data centers in 10 countries in Asia, Europe, and the Middle East [2].
    • The investment from Damac is intended for data centers catering to AI and cloud businesses for hyperscalers [2]. The company has been waiting for the election to increase its investments in the US [2].
    • The US government is offering expedited reviews for environmental processes for investments of $1 billion or more, which is meant to help investors avoid delays [2]. This offer is available for smaller investments as well [2].
    • SoftBank announced a $200 billion investment in the United States, which is projected to create over 100,000 jobs [3].
    • The sources also refer to the US government spending, including trillions of dollars on the “green new scam,” and money being given to anyone for any project certified under the “green new scam” [4].
    • The sources mention the US government purchasing ice breakers, and that Canada wants to join in this purchase. The US leader says he is not interested in having a partner, and the US has a right not to help Canada with financial difficulties [5].
    • There is also discussion of potential tariffs on Mexico and Canada [6]. Additionally, the US has a trade deficit with the European Union of $350 billion [7].

    The sources note that several business leaders are investing in the US because they see a bright economic future [2]. The sources also suggest that the stock market has set records, and small business optimism has increased since the election [3, 8].

    American Economic Boom

    The sources suggest a bright economic future for the United States, driven by a combination of factors, including significant investments and policy changes [1].

    Key points regarding the economic future include:

    • Large-Scale Investments: There are substantial investments being made in the US, indicating a positive outlook [1].
    • Damac Properties plans to invest at least $20 billion, possibly more, in data centers across the Midwest and Sun Belt, specifically for AI and cloud computing [2]. This investment is said to be a direct result of the election, with the company having waited four years to make this move [1, 2].
    • SoftBank has announced a $200 billion investment in the US, expected to generate over 100,000 jobs [1, 3].
    • Government Support: The US government is actively encouraging investments by streamlining environmental review processes [1].
    • Expedited reviews are offered for projects investing over $1 billion, to avoid regulatory delays [1].
    • Market Optimism:
    • The stock market has reached record highs [3]. The S&P 500 Index has broken above 6,000 points for the first time [3].
    • Small business optimism has increased by 41 points, the largest increase in the history of the group that tracks it [3, 4].
    • American people’s confidence in the economy is at the highest level in history [4].
    • Policy Changes: The sources describe policy changes aimed at boosting the economy [1].
    • There are plans to reverse bans on offshore drilling and promote domestic energy production [5, 6].
    • The sources mention plans to cut taxes and regulations [7].
    • There is a focus on bringing manufacturing back to the US [7].
    • Energy Sector: The sources portray the energy sector as a key driver of economic growth [6, 8].
    • There is a push to increase domestic oil and gas production [6].
    • The sources suggest that affordable energy will bring down prices across the board [5, 8].
    • Trade and Tariffs: The sources discuss the use of tariffs and trade policies to benefit the US economy [7].
    • New tariffs are planned to encourage products to be “made in the USA” [7].
    • There is discussion of trade deficits with Canada and the European Union [7, 9].
    • Focus on Common Sense: The sources portray the economic plan as one based on common sense, contrasting it with current policies [3, 10].
    • Challenges: The sources also highlight some challenges that the US economy is currently facing [3, 5].
    • The sources claim the current administration is making it difficult for the new administration to take over by implementing policies that are not beneficial [1].
    • Inflation and interest rates are described as being too high [5].

    In summary, the sources portray a positive outlook for the US economy, emphasizing the importance of large-scale investments, supportive government policies, and a focus on domestic energy and manufacturing. The sources suggest that these factors will lead to economic growth, job creation, and increased prosperity [1, 3, 7].

    American Political Landscape and Proposed Policy Changes

    The sources discuss several political issues, including election integrity, legal challenges, foreign relations, and domestic policy.

    Elections and Voting

    • The sources state that the election was a landslide victory, with the popular vote won by millions and all swing states won [1]. However, there are claims that votes were still being counted in some areas [1].
    • There is a concern that elections need to be fixed so that honest counts are done quickly, by 10:00 in the evening [1].
    • The sources mention that there was a fight against a political opponent by the justice system to influence the election [2].
    • There is a claim that the current administration is playing with the courts and using “lawfare” and the “weaponization of justice” against political opponents [1, 3].
    • The sources suggest that there are “friendly judges” who try to please the Democrat side [3].
    • There is also a claim that people who did bad things were not prosecuted, while people who didn’t even enter the Capitol building are in jail [4].

    Legal and Justice System

    • The sources describe a series of legal challenges and cases that have been won against the Justice Department [2, 3].
    • There are claims of a “crooked judge” in New York and a “vile” judge [3, 5].
    • A judge in Florida is described as “brilliant” and having “great courage” for seeing through a case [2].
    • The sources mention a gag order that prevents discussion of vital aspects of a case [3].
    • There are plans to pardon January 6th defendants, including those charged with violent offenses, and an investigation into the involvement of the FBI and other groups [4, 6].

    Foreign Relations

    • The sources discuss a number of foreign policy issues, including the Panama Canal, Greenland, Russia, Ukraine, Iran, Syria, and Canada.
    • The Panama Canal is a point of contention, with claims that it is being operated by China, and that the US is being overcharged and not treated fairly [7, 8]. There are questions about whether to use military or economic coercion, but no guarantees are given [5, 8].
    • Greenland is also mentioned as being needed for national security purposes, and there are questions about Denmark’s legal right to it [5]. The US might impose tariffs on Denmark if they don’t cooperate [5].
    • The sources claim the Russia-Ukraine war should have never happened and that the current administration is responsible for the war [9, 10]. There is a belief that a deal could have been made and that the war could escalate [10].
    • There is a plan to meet with Putin after the 20th to discuss the war [11].
    • NATO is discussed with claims of saving NATO by getting countries to pay their bills [10, 12]. There are concerns that Europe is not paying its fair share and that the US is paying a disproportionate amount [12].
    • There are plans to impose tariffs on Mexico and Canada due to trade deficits and issues with immigration and drugs [13].
    • The sources state that the Gulf of Mexico will be renamed to the Gulf of America [13].
    • Syria is discussed, mentioning US troops and Turkey’s interests [4]. There is an envoy working on getting hostages back from the Middle East [14].
    • There is a discussion of a potential preemptive strike on Iran’s nuclear facilities, although no comment is made [15].

    Domestic Policy

    • The sources discuss domestic policy issues such as energy, regulations, and the economy [1, 13].
    • There are plans to reverse the ban on offshore drilling and promote domestic energy production [1, 16, 17].
    • The current administration’s policies on energy and offshore drilling are described as “ridiculous,” “a scam” and “crazy” [1, 17].
    • There is a plan to end the electric car mandate and to address the issue of gas heaters being removed from homes [17].
    • There is a concern that current policies are impacting the amount of water coming out of faucets, showers, dishwashers, and washing machines [17, 18].
    • The current administration’s spending is described as out of control, with money being given to anyone for any project under the “green new scam” [1].
    • There are plans to cut taxes and regulations and to bring manufacturing back to the US [19, 20].
    • The sources mention the need to fix the border [1].
    • The leader plans to address the crisis at the border with executive action [21].
    • There are plans for reconciliation, with some Republicans wanting big spending cuts [22].
    • The leader claims that he is okay with spending cuts and he does not want to see a default on the debt [22].

    These political issues reflect a variety of domestic and foreign challenges with proposed policy changes. The sources express strong opinions and use strong language to describe these issues and the current political climate.

    Border Security Crisis: Policy and Politics

    The sources discuss border security as a significant political and economic issue, with multiple proposed policy changes.

    Key points regarding border security include:

    • Current Situation: The sources portray the current border situation as a “mess,” claiming it is “10 times worse” than it was previously [1, 2]. The sources also claim the country is currently “under siege” and “invaded” [2].
    • Immigration Concerns: There is concern over the number of people entering the country, with the sources claiming that “millions of people” are pouring in [3]. The sources also claim that prisoners, including murderers, and people from mental institutions are being released into the country [2, 4]. It is claimed that 32% of these released prisoners have killed more than one person [4].
    • Border Wall: The sources reference a border wall that had been previously constructed.
    • Over 500 miles of wall were built, with plans to add another 200 miles. The wall was designed by the border patrol with steel, concrete, and rebar. The wall was built using money from the military because the government wouldn’t provide funds for it [2].
    • After an election, the wall was going to be sold for “five cents on the dollar” to people who were planning to resell it for “200 cents on the dollar” [5].
    • Past Successes: The sources claim that there was a safe border previously, and that the previous administration had “the safest border in the history of our country” [6, 7]. It is stated that the border was secure before the current administration took over [6].
    • Executive Action: The sources indicate that the border crisis will be addressed with executive action [2]. The sources also note that, in the past, executive action was used to take money from the military to build the wall [2].
    • Legal Challenges: The previous administration was sued nine times by Democrats in Congress for building the wall, and won all the suits [2].
    • Tariffs: Tariffs on Mexico and Canada are mentioned as a way to address immigration and drug issues, as well as to make up for trade deficits [3].
    • Political Motivation: It is claimed that the border issue was a key factor in previous election wins [2].
    • Impact on the Country: There is concern about the impact of the border crisis on the country, with claims that the country is “Under Siege” and that the current administration is releasing prisoners into the US [2].

    In summary, the sources portray border security as a major problem, attributing it to the current administration. The sources propose a range of solutions, including executive action, building more wall, and using tariffs to put pressure on Mexico and Canada. The sources claim that a secure border is essential for national safety and economic prosperity.

    American Energy Independence Policy

    The sources outline a distinct energy policy, with a focus on domestic production, deregulation, and a rejection of green initiatives [1, 2].

    Key aspects of the proposed energy policy include:

    • Increased Domestic Production:
    • The sources emphasize drilling for oil and gas [1]. The slogan “drill baby drill” is used to emphasize this policy [1].
    • There are plans to reverse the ban on offshore drilling and open up areas for drilling that were previously restricted [1, 3]. It is claimed that 625 million acres of offshore drilling were taken away, which is said to be worth $40 to $50 trillion [3, 4].
    • The sources state that the US has more oil and gas than any other country in the world [3].
    • Rejection of Green Initiatives:
    • The sources express strong disapproval of the “green new scam,” describing it as a waste of money [1].
    • Windmills are criticized as being expensive, unreliable, and harmful to the environment, stating they “litter our country” and “turn to garbage” [2]. It’s claimed that windmills only work with government subsidies and that they are more expensive than clean natural gas [2, 5].
    • There are concerns that windmills are driving whales crazy, citing increased whale deaths near windmill locations [5].
    • There are plans to end the electric car mandate [4].
    • Focus on Traditional Energy:
    • The sources advocate for the use of gas heaters over electric heaters, stating that gas heaters are less expensive, provide better heat, and are more reliable [4]. It is claimed that the current administration wants to remove all gas heaters and replace them with electric heaters, which is described as “crazy” [4].
    • Deregulation:
    • The sources suggest that the current administration is implementing ridiculous regulations [1].
    • There are plans to cut regulations and streamline the environmental review process for large investments [6].
    • Energy Independence:
    • The sources state that the US has enough energy to be independent, and that the country is currently “throwing away” its most valuable asset with the current energy policies [3, 4].
    • It is said that these policies will bring down energy costs and reduce inflation [1].
    • Relationship with AI:
    • The sources mention that AI will need double the electricity that is currently being produced [7].
    • There is a suggestion to build electric facilities alongside plants, to be used for the plant and to sell the extra output to the public [7].

    In summary, the sources advocate for a policy that prioritizes traditional energy sources like oil and gas, rejects green initiatives, and promotes deregulation to achieve energy independence and economic growth. The sources indicate that this will lower energy costs and reduce inflation [1].

    By Amjad Izhar
    Contact: amjad.izhar@gmail.com
    https://amjadizhar.blog

  • Blender Master Course Part-2 Geometry Nodes, Simulations, Add-ons, and Character Animation

    Blender Master Course Part-2 Geometry Nodes, Simulations, Add-ons, and Character Animation

    This text provides a comprehensive guide to various features and tools within Blender, a 3D creation software. It covers topics including candy creation using geometry nodes, creating a cotton candy tornado, understanding and using the merge by distance node to create snow particles, and manipulating textures with the separate XYZ node. The text teaches how to model a mushroom and distribute it across a plane, create animated dragons with custom wings and textures, and design a Sci-Fi portal scene using new geometry nodes. Furthermore, the resources offer a breakdown of creating lighting effects with gradient textures and RGB curves, generating clouds, and employing simulation nodes for animations. Finally, the materials explain setting up particle systems with interactions and collision physics, creating a character from modeling to clothing, and utilizing helpful Blender add-ons like BlenderKit and Cell Fracture.

    Geometry Nodes and River Scene Creation: A Study Guide

    Quiz

    1. What is the purpose of the “Set Position” node in Geometry Nodes, and how is it used in the context of creating mountain-like structures? The “Set Position” node modifies the position of geometry points. In mountain creation, it uses noise texture to offset vertices, creating a displacement effect resembling terrain.
    2. Explain the function of the “Combine XYZ” node when creating mountains. Why is it necessary? The “Combine XYZ” node restricts the noise texture’s effect to only the Z-axis. This is necessary to create height variations (mountains) without distorting the plane horizontally.
    3. How does the “Edge Vertices” node contribute to creating a river that follows the base of the landscape rather than flowing over mountains? It calculates the position of vertices forming an edge, allowing for the measurement of edge lengths. By finding the shortest edges, the river path can be constrained to the base of the landscape.
    4. Explain the purpose of the “Vector Math” node with the “Distance” operation in relation to the “Edge Vertices” node. How is its output used? It measures the distance between two vertices of each edge. The output is connected to the “Shortest Edge Paths” node, prioritizing paths with minimum distances (base of the landscape).
    5. What problem does the “Resample Curve” node solve when creating the river path, and how does it address it? The “Resample Curve” node reduces excessive turns in the river path. It does this by controlling the number of points on the curve, smoothing the river’s flow.
    6. How is a carving or space created for the river using the “Geometry Proximity” node? The “Geometry Proximity” node displaces vertices based on the river path’s geometry. The distance socket is connected to the offset in the second set position node, creating a carving effect.
    7. Explain the “Ping Pong” operation within a Math node in the lollipop creation process. It creates a texture where the value changes from 0 to a specified scale value and then back to 0, allowing for repeating gradients.
    8. Describe the purpose of the “Object Info” node, specifically the “Random” socket, when creating multiple lollipops with different colors. The “Random” socket generates a random value for each object instance. This value is used as a factor in the Mix Color node, assigning different colors to each lollipop duplicate.
    9. Explain how the “Merge By Distance” node can be used to create snow particles. It merges points within a specified distance, reducing their number. Using “Distribute Points in Volume” to create points within a cube and then applying “Merge By Distance” to the result.
    10. How does the “Separate XYZ” node function in both the Shader Editor and Geometry Nodes contexts? It takes a vector input and separates it into its X, Y, and Z components. It’s the opposite of the Combine XYZ node.

    Essay Questions

    1. Discuss the advantages and disadvantages of using Geometry Nodes for landscape generation compared to traditional methods like sculpting or heightmaps. Consider factors such as flexibility, control, performance, and ease of iteration.
    2. Explain the role of proceduralism in the creation of the river scene. How does the use of nodes and mathematical functions contribute to a more flexible and adaptable workflow?
    3. Discuss the importance of understanding the underlying mathematical principles behind nodes like “Vector Math,” “Map Range,” and “Ping Pong” for effective use in Geometry Nodes. Provide examples of how this knowledge can lead to more creative and efficient solutions.
    4. Analyze the design choices made in the creation of the lollipop and gumdrop candy scene. How do the various nodes and techniques employed contribute to the overall aesthetic and realism of the final result?
    5. Compare and contrast the “Face Neighbors” and “Vertex Neighbors” nodes, explaining their functions and providing examples of how they can be used in different scenarios to achieve specific geometric effects.

    Glossary of Key Terms

    • Geometry Nodes: A node-based system in Blender for procedural geometry creation and manipulation.
    • Node: A processing unit in a visual programming environment that performs a specific function.
    • Procedural: Generating content through algorithms rather than manual creation.
    • Vertex: A point in 3D space that defines the corner of a polygon or mesh.
    • Edge: A line segment connecting two vertices.
    • Face: A flat surface bounded by edges.
    • Mesh: A collection of vertices, edges, and faces that define a 3D object.
    • Texture: An image or function used to add detail and color to a surface.
    • Shader: A program that calculates the color of a pixel on a surface, taking into account lighting, textures, and other properties.
    • Vector: A quantity having both magnitude and direction, often represented as a set of components (e.g., X, Y, Z).
    • Offset: To move or displace something from its original position.
    • Instance: A copy of an object that shares the same mesh data as the original.
    • Normal: A vector perpendicular to a surface at a given point, indicating its direction.
    • Modifier: A non-destructive operation that alters the geometry of an object.
    • UV Mapping: The process of projecting a 2D texture onto a 3D surface.
    • PBR (Physically Based Rendering): A rendering technique that simulates the interaction of light with materials in a physically accurate way.
    • Topology: The arrangement of vertices, edges, and faces in a 3D model.
    • Rigging: The process of creating a skeletal structure and controls for a 3D model to allow for animation.
    • Shape Key: A method for storing different geometric variations of an object, allowing for smooth transitions between them.
    • Driver: A system that allows a property of one object to be controlled by another.

    Blender 3D Modeling, Animation, and Rigging Tutorial

    This document is a briefing based on excerpts describing a tutorial on 3D modeling and animation using Blender, specifically focusing on geometry nodes and rigging. The tutorial covers a wide range of topics, from creating landscapes and rivers using geometry nodes to rigging a character’s face with shape keys and bones. Here’s a breakdown of the main themes and ideas:

    I. Geometry Nodes and Landscape Generation

    • Creating Mountains with Noise Texture: The tutorial begins with creating mountain-like structures using geometry nodes.
    • It uses the “Set Position” node and “Noise Texture” to displace vertices of a grid.
    • “I’ll first add the set position node so press shift plus a go to geometry and in right select the set position node… now for the noise texture press shift plus a go to texture and here we have the noise texture.”
    • The scale of the noise texture is reduced and then magnified using a “Math” node with the “Multiply” operation, affecting only the Z-axis using the “Combine XYZ” node.
    • “I’ll first reduce the scale value of the noise texture to a much lower number like 0.1 or 0.2 and to magnify this effect of the noise texture we’ll be using the math node with the multiply operation.”
    • “RGB Curves” are used to define the shape of the mountains, and the overall effect is inverted by using a negative value in the “Multiply” node.
    • “to define the shape of the mountains we’ll be using the RGB curves node…to make them look like mountains we basically have to invert this effect of the texture and for this I’ll go to the multiply node here and take this value to a negative number.”
    • Creating Rivers: A path is created to represent a river flowing through the landscape.
    • “Edge Paths to Curve” node is used to create a path based on the grid, ensuring it considers the mountain geometry.
    • “to make sure that the path also considers the mountain s we created we’ll be connecting the geometry socket of the position node which is carrying all the information about the texture to the mesh socket in the edge parts to curve node.”
    • The path is constrained to the base of the landscape using the “Edge Vertices” node and “Vector Math” node with the “Distance” operation, connected to the “Shortest Edge Paths” node. This ensures the river avoids the mountains.
    • “with the edge vertices node we’ll be measuring the distance between the position one and the position two that is the the position between each of the two vertices forming an edge and we’ll be connecting it to the shortest Edge path node so that the path is placed only on the base of the landscape and not on the mountains”
    • The “Resample Curve” node is used to reduce the number of turns in the river path.
    • “since we’ll be using it to create a river so obviously we won’t need so many turns in the river so to fix this problem we have to use the resample curve node”
    • Creating River Carving: A carving or space is created for the river to flow.
    • A duplicate “Set Position” node is used to displace vertices based on the river path.
    • “to create the carving we’ll basically displace the vertices according to this path and for this we’ll be using another set position node”
    • The “Geometry Proximity” node displaces vertices based on the river path’s geometry.
    • “this node is basically used to displace the position of vertices of any particular object based on some other geometry which we add as the input in the geometry socket”
    • A “Vector Math” node and “Map Range” node are used to control the displacement effect in the Z-axis.
    • Adding Water: A plane is added to represent the water in the river.
    • A “Grid” primitive is added and scaled to fit the river carving.
    • The “Transform Geometry” node is used to position the water plane.
    • Edge Neighbors Node: Explanation of how the Edge Neighbors node works
    • “it will count the faces that are adjacent to an hedge”
    • “so we can use the edge neighbors node in order to tell the set position node that we want the changes to be applied only on some particular edges having a specific number of face count”

    II. Creating Candies and Scene Composition

    • Lollipop Creation: A step-by-step process is described for creating a 3D lollipop model.
    • It uses the “Gradient Texture” with “Ping Pong” and “Multiply” math nodes to create patterns.
    • “to change this ending value like maybe you want to create a texture where the value changes from 0 to 0.5 and to achieve this result we’ll be using a math node with a special operation known as ping pong operation”
    • “Color Ramp” nodes are used for coloring and changing the thickness of the lollipop’s pattern.
    • The “Object Info” node with its “Random” socket assigns different colors to each lollipop duplicate.
    • “to assign different colors to each of the duplicates we’ll be using the object info node…if I connected to the factor then this will give a random color to the pattern each and every time we create a duplicate”
    • A “Bump” node with “Noise Texture” adds a 3D bump effect.
    • Gumdrop Candy Creation Gumdrop is created and given sugar crystals
    • Creating Candies Scene: Candies are instanced on a plane to create a candy land scene.
    • “Instance on Points” node places candies on vertices of a plane.
    • “to place these candies as the instances on different points of the plane we’ll first add the instance to points node”
    • The “Warner Texture” is used to displace the vertices of the plane, creating a random pattern.
    • The “Random Value” node controls the density of candies on the plane.

    III. Advanced Geometry Nodes and Particle Systems

    • Merge by Distance Node: Explained to merge nearby vertices, edges, or points. It also used to create snow particles.
    • “when I reduce the distance we’ll have all the vertices and when I increase it the vertices will begin to merge with each other according to the distance value”
    • The “Mesh to Volume” and “Distribute Points in Volume” nodes are used to create points within a cube volume.
    • “to add the snow in this volume of the cube we’ll first convert it from mesh to volume then we’ll be Distributing the points in the volume by using the distribute points in volume node”
    • “Ico Sphere” are used as instances using the Instance on Points Node
    • Separate XYZ Node: This node separates the vector into X, Y, and Z axis
    • Value Node: A simple node to assign a single value to multiple nodes or sockets.
    • Adding Mushrooms: A UV sphere is modeled into a mushroom shape. Material and textures are applied to create the desired look.
    • “to model the mushroom we’ll be deleting the bottom half of the vertices”
    • Spotlight texture is used to create light spots on the mushrooms

    IV. Character Modeling

    • Creating a 3D Character Head: The tutorial details creating a 3D character’s head from scratch.
    • It starts with a basic head shape and focuses on modeling key features like the mouth, nose, eyes, and eyebrows.
    • “in this chapter I’ll be using a cube and we’ll apply subdivision surface modifier to it”
    • Loop Cuts
    • Creating Hair: The tutorial explains how to use the particle system to create hair for the character.
    • A Vertex Group is assigned to tell the hair where to generate
    • “to get the hair particles only on the vertex group that we selected go to the vertex group settings and in the density select the hair vertex group”
    • The strand steps setting is used to generate hair particles on the vertex group that is selected.

    V. Character Body Modeling and Rigging Preparations

    • Creating a Character Torso: The process involves creating a torso, arms, legs, and hands for the 3D character.
    • Merging Wrists with Hands Hands are merged with wrists and Loop Cuts are added
    • Transferring Weights: Character needs to follow the armature
    • “go to the weights menu and select transfer weights”

    VI. Character Clothing Modeling

    • Modeling Clothing: Creation of a t-shirt, pants and shoes to give the character clothing
    • “we’ll be moving the vertices along the normals”

    VII. Cloth Simulation

    • Cloth Physics: The tutorial delves into cloth simulation in Blender.
    • It explains how to pin vertices to control cloth behavior.
    • “you can delete the baking and remove this vertex group if you don’t want these vertices to be pinned”
    • It provides a table of parameter values for different cloth fabrics (cotton, leather, silk, etc.)
    • Creating Different Cloth Fabrics: Create and assign different materials to cloth
    • “just by modifying the properties”
    • “choosing the yellow color similarly let’s select the leather fabric and create a new material”

    VIII. Final Character Rigging

    • Final Character Adjustments: The tutorial explains how to make any final adjustments needed to prep the character’s body.
    • Face Rigging Introduction A shape key is added so facial rigging is completed for face motion and rotation.
    • “To create such facial rigs or the controls we’ll be using the shape Keys feature available in blender”
    • Creating Face Shape Keys: Neutral face and shape keys are created
    • Creating Face Bones: Bones need to be created for motion
    • “we need to parent all these bones to that bone which is present inside the character’s head”
    • Press shift + a
    • Each bone must be named, left eye and right eye should both be named accordingly

    IX. Face Rigging (Custom Shapes and Constraints)

    • Custom Shapes: Bones are converted to custom shapes
    • “we’ll switch from these small lines to some custom shapes which we created”
    • Bone Constraints: Bone constraints are being used
    • “to restrict them that is we want that this particular bone is restricted only to move on the x axis”

    X. Drivers

    • Drivers are implemented for motion of the different shapes, expressions and bones.
    • “In order to connect this particular shape key with that control”

    In summary, this document provides a comprehensive overview of a Blender tutorial covering a wide range of topics in 3D modeling and animation, including landscape generation, character modeling, cloth simulation, and character rigging with a particular focus on face rigging using shape keys and bone constraints. The tutorial’s step-by-step approach and the inclusion of specific node setups and parameter values make it a valuable resource for Blender users of all levels.

    Blender Geometry Nodes, Modeling, and Material Techniques

    Geometry Nodes & Procedural Generation

    • What is the purpose of the “Set Position” node in Geometry Nodes?
    • The “Set Position” node is used to modify the position of points or vertices within a geometry. It allows you to offset these positions based on various inputs, such as noise textures or proximity to other geometry, thereby deforming the original shape and creating intricate details.
    • How can a Noise Texture be used to create mountains or hills in Geometry Nodes?
    • A Noise Texture generates random values, which can be connected to the “Offset” input of a “Set Position” node. By increasing the number of vertices in a grid, the noise texture displaces these vertices along their normals to create a mountainous or hilly terrain. The scale and strength of the effect can be further controlled using Math nodes and RGB Curves.
    • What is the function of the “Edge Vertices” node, and how is it used to control the path of a river?
    • The “Edge Vertices” node provides information about the vertices forming an edge, including their indices and positions. This information is used to calculate the distance between vertices. By connecting this distance to the “Edge Cost” socket in the “Shortest Edge Paths” node, the path is constrained to edges with shorter lengths, effectively guiding the river to flow along the base of the landscape instead of over the mountains.
    • How does the “Geometry Proximity” node work, and what is it used for in the context of creating a river carving?
    • The “Geometry Proximity” node calculates the distance between the vertices of a target geometry and another input geometry. In the context of river carving, it displaces the vertices of the landscape based on their proximity to the river path. This creates a carving effect, making it appear as though the river has eroded the terrain.
    • How can the “Ping Pong” operation in a Math node be used to create repeating textures?
    • The “Ping Pong” operation in a Math node allows a value to oscillate between 0 and a specified scale value. When used with a Gradient Texture, it creates a repeating pattern as the texture goes from 0 to 1 and then back to 0. A Multiply node can then be used to control how many times this pattern repeats.

    Modeling & Materials

    • What is the “Edge Neighbors” node, and how can it be used to selectively apply effects to a mesh?
    • The “Edge Neighbors” node counts the number of faces adjacent to an edge. By using a “Compare” node to check if the face count matches a specific value, you can selectively apply effects, such as offsetting the position of only those edges with a certain number of neighboring faces.
    • How does the “Merge by Distance” node work, and what are its applications?
    • The “Merge by Distance” node merges vertices that are within a specified distance of each other. This can be used to simplify geometry, create a “melted” effect, or generate interesting particle distributions. The “Mode” setting determines whether to merge all vertices within the distance or only those connected by edges.
    • How can different cloth fabrics be simulated using the cloth physics in Blender?
    • Different cloth fabrics can be simulated by modifying the material properties in the cloth physics settings, such as the vertex mass, tension, shear, and bending stiffness. Each of these values changes how the cloth reacts to environmental stimuli.

    Candy Placement Solutions in Blender Geometry Nodes

    The sources describe a problem with candy placement and offer solutions within the context of creating a candy world scene in Blender using geometry nodes.

    Here’s a breakdown of the issue and resolutions:

    • Problem: Candies are not placed properly; they are passing through the plane.
    • Solutions:
    • Move the original candies upwards. This involves selecting the Gumdrop and Lollipop candies, entering edit mode, selecting all elements, and moving them upwards along the Z-axis. This adjustment in edit mode affects all instances, raising them above the plane.
    • Adjust the probability from the random value node. Reducing the probability ensures a more scattered distribution of candies, preventing them from clustering and intersecting with the plane.
    • Use the as instance option. The source explains that if changes are made to the main object, turning on the ‘as instance’ option applies those changes to the instances as well.

    Transform Geometry Node in Blender: Uses and Applications

    The sources discuss the Transform Geometry node and its use in the context of creating and manipulating objects within Blender’s geometry nodes.

    Here’s a breakdown of the Transform Geometry node, as described in the sources:

    • Functionality: The Transform Geometry node is used to move, rotate, and scale geometry. It allows for adjustments to the position, orientation, and size of objects.
    • Usage Examples:
    • Moving a Tornado: The Transform Geometry node is used to move a cotton candy tornado upwards by adjusting the translation in the Z-axis.
    • Scaling a Tornado: The Transform Geometry node is used to change the scaling of a tornado using the scale values.
    • Rotating an object: The Transform Geometry node is used to rotate a lollipop. To ensure the texture of the lollipop isn’t altered during rotation, the “as instance” option in the Object Info node must be enabled.
    • Duplicating a Portal: The Transform Geometry node can control a duplicate of a joint geometry node. By adjusting the scaling value (e.g., setting the X-axis scaling to -1), the duplicated part can create a symmetrical structure, like a portal.
    • Animation: The transform geometry node can be added in between simulation input and simulation output nodes to create an animation .

    Creating a Cotton Candy Tornado in Blender

    The sources describe the creation of a cotton candy tornado using geometry nodes in Blender. Here’s a breakdown:

    • Basic Structure: A curve spiral node is used to create the initial spiral shape of the tornado.
    • Thickness: The curve is given thickness using the curve to mesh node, with a curve circle node defining the profile.
    • Transformations: The transform geometry node is used to adjust the position and scale of the tornado. Specifically, it moves the tornado upwards using the translation in the Z-axis and makes it bigger with the help of the scale values.
    • Appearance: The start and end radius, as well as the height parameter of the curve spiral, are adjusted to shape the tornado. The number of rotations can also be increased.
    • Volume: The mesh is converted into a volume using the mesh to volume node. Density is increased to make it properly visible.
    • Material: A principal volume shader is used to give the tornado a cotton candy material, with a pink color and slight emission effect. Emission strength is set to a low value, around 0.005.
    • Candies: Candies are distributed on the surface of the tornado using the distribute points on faces node. The instance on points node places the candies. A random value node, with a Boolean data type, is connected to the selection socket in the instance on points node to control the probability of candies appearing.
    • Randomness: A random value node is used to give the candies some random rotation.
    • Lighting: The lighting can be improved by creating a duplicate of a light and moving it in the X Direction.

    Blender’s Merge by Distance Node: Simplifying Geometry

    The sources discuss the Merge by Distance node and its functionality within Blender, especially in the Geometry Nodes editor. Here’s a detailed breakdown:

    • Function: The Merge by Distance node merges vertices that are within a specified distance of each other. It simplifies geometry by removing closely spaced vertices.
    • Distance Value: The distance value determines the threshold for merging. A higher distance value results in more vertices being merged. As the distance increases, vertices begin to merge with each other based on the set value. Reducing the distance will preserve all vertices.
    • Mode:
    • All: Vertices of different objects are merged together.
    • Connected: The vertices of each object are merged individually.
    • Practical Applications:
    • Simplifying Geometry: The Merge by Distance node helps in reducing the complexity of a mesh by merging vertices.
    • Creating Snow Particles: The Merge by Distance node is used to merge points together, and the points are then replaced with snowballs using the instance on points node. By controlling the distance, the number of points, and thus snowballs, is reduced because points within the specified distance are merged.
    • Controlling Detail: The Merge by Distance node can selectively remove detail based on the value in the x-axis. The value will be minus one in the beginning, zero in the middle, and positive 1 in the end. As a result, the merge by distance node will only get applied on that part where the value is greater than zero.

    Blender’s Separate XYZ Node: Shader and Geometry Nodes Guide

    The sources explain the Separate XYZ node and how it functions in both the Shader editor and Geometry Nodes editor within Blender.

    Here’s a breakdown of the Separate XYZ node’s functionality and usage:

    • Function: The Separate XYZ node separates a vector into its individual X, Y, and Z components. It takes a vector as input and outputs the X, Y, and Z axes as separate values. This is the opposite of the Combine XYZ node, which takes X, Y, and Z inputs and combines them into a single vector.
    • Usage in Shader Editor:
    • When a vector from a Mapping node is connected to the Separate XYZ node, it separates the vector into its X, Y, and Z axes.
    • Connecting one of these axes (X, Y, or Z) to the output will show a black and white gradient on the object, representing the change in value along that axis.
    • In Blender, black represents a value of 0 or less, while white represents a value of 1. Thus, the gradient shows the value changing from -1 to +1 along the selected axis.
    • Usage in Geometry Nodes:
    • The Position node provides a vector that can be separated by the Separate XYZ node.
    • The separated X, Y, or Z values can be used to control other nodes. For example, connecting the X-axis output to the selection input of a Merge by Distance node will cause the Merge by Distance node to only be applied where the X value is greater than zero.
    • Example:
    • If a cube is used in the Shader editor, the Separate XYZ node can separate the vector into the X, Y, and Z axes.
    • Using the X-axis socket results in a change in color on the cube, which changes in the X-axis from -1 to +1. The value is -1 in the beginning, zero in the middle, and ends with a value of 1.
    • The same concept applies to the Y and Z axes.
    The COMPLETE BLENDER MASTERCOURSE (Part-2) #blender #b3d #animation

    The Original Text

    you’re watching the part two of the blender Master course which is a continuation of the part one whose link is available in the description of this video and in this part we’ll continue with some more chapters on Geometry nodes compositing shape Keys particle systems physics and simulation and then we’ll even prepare the 3D model of a character then we’ll understand about the character rigging and even create a character animation so there’s nothing to wait for and let’s continue our journey of the second part of lender Master [Music] course in this chapter we’ll be learning about all these topics in complete detail and we’ll be using them to create this simple scene with the landscape the flowing rivers and some boats so to begin with let’s open the geometry nodes workspace now go to the geometry nodes editor and click on the new button to get a plane instead of this Cube we’ll be using the grid node so press shift plus a go to mesh and in Primitives select the grid node let’s place it over here now to scale it up I’ll go to the size option in the x and y axis and let’s increase it to something like 50 let’s also increase the number of vertices in both X and Y AIS to something around 10 or 12 and now the first node that we going to understand today is The Edge paths to curve node to add it here press shift plus a go to mesh and in operations here we have the edge parts to curve node so let’s select it and place it over here now what this node does is that it basically takes a mesh as an input and gives an output in the form of a curve and to be more specific it takes the edges of your mesh based on the start vertices and the next vertex index and then it converts the path of those edges into curves to understand it better I’ll take this node and drop it over here and we observe that everything disappears and that’s because we have not yet connected anything to the start vertices and the next vertex index in the start vertices socket we basically have to connect information about that particular index from where the path should start and suppose you want that the path should begin from the vertex having a particular index value so for this we have to use the index node and the compare node so press shift plus a go to geometry and in read select the index node let’s place it over here and now to add the compare node press shift plus a go to utilities and in math select the compare node let’s place it over here and now since we’ll be connecting the compare node to the index so I’ll change the input type from float to integer and the operation to equal now I’ll connect the index socket to the value a and the result socket to the start vertices now this compare node is basically acting as an input to tell the H parts to curve node that the starting vertex will be that particular vertex whose index value is equal to the value of B which is zero and now the next socket that you have here is the next vertex index and basically here we have to tell the socket that how should it connect the next vertex after the starting vertex and to use it we have to connect it to another node which is the shortest Edge path node to add it here press shift plus a go to mesh and in read here you will find the shortest Edge paths node so let’s select it and place it over here now the shortest Edge paths node will basically create the shortest path between the starting vertex and the ending vertex that will connect to the end vertex socket so if I take the next vertex index and connect it over here and for the end vertex I’ll select the index and the compare node press shift plus d to create a duplicate and place them over here now I’ll connect the result socket to the end vertex and let’s change the value of B from here and you will notice that as the value of B changes this part in the 3D view putut is also changing so to revise everything we use the edge paths to curve node to create this path between any two vertices then we use the start vertices socket and connected it to the compare and the index node in order to select which particular vertex we want as the starting vertex then we use the short Edge paths node in order to create the shortest path in between the two vertices and for the ending vertex we again use the index node and the compare node and connected it to the end vertex and you can also change the length of the path or this curve by changing the ending vertex from here now to view the original plane along with this path we’ll be adding The Joint geometry node so press shift plus a go to geometry and select the joint geometry let’s place it over here and connect the mesh socket of the grid to the Joint geometry node now to view the path or basically the curve we’ll be connecting it to the curve to mesh node so press shift plus a go to curve and in operations select the curve to mesh node and drop it after the edge parts to curve node to view it in the scene we have to connect something to the profile curve node and to extrude the path to look like a cylinder we need to connect the profile curve socket to the curve Circle node so press shift plus a go to curve and in Primitives select the curve Circle node place it over here and connect it to the profile curve let’s increase the radius from here and now you can see here that the path between the two vertices is now converted into a mesh due to the curve to mesh node and is looking cylindrical because of the curve Circle node now one thing to notice here is that this path or basically the cylinder is straight right now but if I turn on the wireframe from here then you can see that in this plane we have have many vertices so if I go to the end vertex and in the compare node if I increase the value of B then you will notice that in order to form a path between the two points or basically the two vertices it turns like this and is no more straight so basically it is forming the shortest path in between the vertex having the index value of zero and the end vertex having the index value of 36 now let’s also reduce the size of the cylender from here so we’ll be keeping it to something like 1.2 or 1.3 and now let’s also turn off the wireframe display from here and moving ahead let’s convert This Plane into Mount contains and for this we’ll be displacing the vertices in The Zed AIS with the help of noise texture so go to the geometry noes editor and first add the set position node so press shift plus a go to geometry and in right select the set position node since we’ll be working on the plane so we’ll drop it in between the grid node and the joint geometry node now for the noise texture press shift plus a go to texture and here we have the noise texture we’ll place it over here and connect the factor socket to the offset now the reason why we can’t see much effect here is that in the grid node the number of vertices is very low so I’ll select both of them and let’s increase it to something like 100 and now the noise texture is applied to make it look like Mountain I’ll first reduce the scale value of the noise texture to a much lower number like 0.1 or 0.2 and to magnify this effect of the noise texture we’ll be using the math node with the multiply operation so press shift plus a go to utilities and in math select the math node drop it over here and change the function to multiply and if I increase the value from here the effect of the noise structure will multiply in all the three axes but since we are making the mountains are basically the hills so we need this is to be applied only in The Zed axxis and so we’ll be using the combin XZ node so press shift plus a go to utilities and in Vector select the combine x z node and drop it after the multiply node it looks like this because by default it is connected to the x-axis but if I break this node Connection by holding control right clicking and dragging like this and connected to the Z axis and now we have these Mountain like structures and now to define the shape of the mountains we’ll be using the RGB curves node so press shift plus a go to utilities and in color select the RGB curves we’ll drop it after the noise texture node and now it’s connected over here now we have not yet studied about the RGB curve in the geometry notes and we’ll be completely understanding it in one of the upcoming chapters of the course but for now we’ll be using it to define the shape of the mountains so in the RGB curves node if I left click on any part of the curve a new handle will get created here and from here we can change the type of this handle so if I select the second one which is the vector handle and try to change the position of this handle then you will notice that the way this texture was looking on the plane will also change similarly if I select this handle over here and bring it down like this then this is how the texture looks now similarly if I bring the second handle close to the third one then the effect of the texture will increase so you can try to change the position of these handles and get different results each and every time however to make them look like mountains we basically have to invert this effect of the texture and for this I’ll go to the multiply node here and take this value to a negative number so I’ll keep it to something like – 35 or -40 and this is how it looks now the plane has also moved down because we added a negative value here and to fix this we’ll use the vector math node so press shift plus a go to utilities and in Vector select the vector math and place it before the offset socket and now to move it upwards and increase the vector value in the Z axis like this let’s keep it to something like 20 and now the plane has moved up in the Zed axis now one thing to notice in the geometry noes editor is that the edge parts to curve node that we added here is connected to this grid socket as a result it will only consider the original plane which was not having the mountains so to make sure that the path also considers the mountain s we created we’ll be connecting the geometry socket of the position node which is carrying all the information about the texture to the mesh socket in the edge parts to curve node so I’ll take this geometry socket and connect it to the mesh and now this path is also considering the mountains on the plane to increase the length of this path I’ll go to the end vertex and in the compare node connected to it I increase the value of B from here so let’s keep it to something like 4,000 or 6,000 and this is how it looks now we’ll be using this path in order to make the river flowing through the landscape and one more thing let’s also reduce the radius to something like 0.5 and now suppose we want that this path or basically the river doesn’t flow over the mountains but instead change its path on the landscape Whenever there is a mountain ahead and for this we’ll be using the edge vertices node to add it here press shift plus a go to mesh and in read select the edge vertices node let’s place it over here and in this node we are having four sockets the first two are the vert.x index and the last two are the position sockets so it basically gives the information as output about the vertices that form an H so as we all know that an H is formed by two vertices connected to each other so from the vert index one socket it will basically give the output of the index of the first Vortex similarly the vertex index 2 will give the output of the index value of the second vertex forming the edge then you have the position sockets which will tell you about the position of the two vertices through the position one and the position two node respectively now let’s also understand how we are going to use the edge vertices node in order to place this path or the river only on the base of the landscape and not on the mountains so if I turn on the vi frame display from here and zoom in then you can clearly see that the edges at the base of the landscape are having a different length as compared to the edges of the mountains if I take the annotate tool from here and select the annotate line then here on the base of the landscape a single edge is around this much long and this length is constant throughout the base however the length of the edge in case of these mountains is much larger than compared to the base of the landscape moreover unlike the edges of the base these edges of the mountains are having different lengths some of them are smaller and the others are longer so with the edge vertices node we’ll be measuring the distance between the position one and the position two that is the the position between each of the two vertices forming an edge and we’ll be connecting it to the shortest Edge path node so that the path is placed only on the base of the landscape and not on the mountains but before that I’ll select the annotate eraser tool from here and let’s remove these annotations let’s also go to the select tool again and turn off the wireframe display from here now we need to measure the distance between the position of the first vertex and the second vertex and for this we’ll be using the vector math node so press shift plus a go to utilities and in Vector select the vector math let’s place it over here and in the list of operations one of the operations that we have here is the distance operation so I’ll select it and if I connect the position one to the first Vector socket and this one to the second Vector socket then now this Vector math node with the distance operation will basically measure the distance between the position of the two vertices for each and every Edge and if we connect it to the Edge cost socket in the shortest Edge paths node then the Edge cost will only accept those vertices which have the minimum distance in between them so if I take the value socket and connect it to the Edge cost then in this case the path or basically the river is present only on the face of the landscape and not on the mountains now let’s revise this concept again we use the edge vertices node in order to calculate the position of the two vertices of each and every Edge then to calculate the difference between the two positions we used the vector match node with the distance operation and then we connected it to the hge C socket which only considers the minimum value as the input and since we already discussed that the length of the edges of the base of the landscape are smaller than those of the mountains as a result the shortest Edge paths node will try to find the shortest path between the two vertices that we selected using the comp and the index node and connected all of it to the edge paths to curve node in order to form this path and now moving ahead if I zoom in then you can see here that this path is having a lot of turns and since we’ll be using it to create a river so obviously we won’t need so many turns in the river so to fix this problem we have to use the resample curve node so press shift plus a go to curve and in operations select the resample curve and drop it in between the edge parts to curve node and the curve to mesh node now we can change the number of turns with the count value here so let’s keep it to something like 4 and this is how it looks now since we are making this path for the river so let’s also create a carving or basically some space for the river to flow so for this we’ll go to the set position node here which is carrying all the information about the base of the landscape such as the noise texture and the multiply effect applied to it and then to create the carving we’ll basically displace the vertices according to this path and for this we’ll be using another set position node so I’ll select this one press shift plus d to create a duplicate and place it after the first set position node and now we want that the displacement should be according to this curve or the path where the Riverway flow and for this we’ll be using the geometry proximity node we learned about it in the chapter number 38 of the course where we created a meteor apocalypse scene and to add it over here press shift plus a go to geometry and in Sample select the geometry proximity node now this node is basically used to displace the position of vertices of any particular object based on some other geometry which we add as the input in the geometry socket so I’ll take the mesh socket of the curve to mesh which is carrying the information about this path and connected to the geometry socket here and to see the effect I’ll connect the distance socket to the offset in the set position node now it looks like this because the effect of displacement is being applied in all the three axes and to control this effect only in The Zed axis I’ll be adding a vector math node here so press shift plus a go to utilities and in Vector select the vector math and place it after the geometry proximity node to control the effect of the displacement I’ll change the operation from add to multiply and now I’ll increase this Vector value in the Z axis so if I increase it to something like positive 1 then here you can see that the effect of the displacement on this entire plane because of this path or the curve is too high and to control this we’ll use the map range node so press shift plus a go to utilities and in math select the map range node we’ll drop it before the multiply node here and now we have the desired result if I zoom in you can see the carving for the river along this path and you can even control its size by the FR men parameter in the map range node so if I slightly increase it you will notice that the size and appearance of the carving around the path is also changing so I’ll keep it to a value of something like 0.4 and this is how it looks now for the water of the River we’ll basically be adding a plane in the geometry nodes editor and connect it to the Joint geometry node so press shift plus a go to mesh and in Primitives select the grid let’s place it over here and we’ll connect it to the Joint geometry node now a small plane is added at the same position as that of the original plane and if I increase its size in the X and Y axis like this then at a particular value you will begin to notice that the plane is now visible on the carving that we created so we’ll scale it up to something like 50 and if you want to move this plane upwards or downwards then for this you can use the transform node to add it here press shift plus a go to geometry and in operations select the transform geometry node and drop it after the grid node now with the help of the translation in The Zed axis we can control the position of the plane or basically the water of the river as per the carving created due to the path and now moving ahead let’s give some life to our scene by adding some material to it so since we are making a scene of a mountain so we’ll be downloading some PBR textures for the cliffs or the mountains so for this purpose I have opened this website of poly heaven.com and I’ll go to the browse textures then in the search bar I’ll type cliff and here we’ll get all the cliff or the mountain textures and we can select any of these for the base of our landscape so I think that we should go for this one which is coost Sandrock 02 so I’ll select this and click on the download button here now the zip folder will get downloaded and do ensure to extract it in the file explorer before using it in blender now we back in the scene and to apply the downloaded material first we’ll change this window to the Shader editor so click on this icon and select the Shader editor now here we have the default principle bstf applied and to add the downloaded PVR m material first we’ll select this principal bstf by left clicking on it and then press cr+ shift plus T and now this window will open from where you have to find that particular folder that we downloaded and extracted so I’ll open this folder then open the texture folder and here we have these four files I’ll select all of them and click on this principal texture setup now to apply this material to this base we’ll go to the geometry nodes editor from here and we’ll be adding the set material node so press shift plus a go to material and select the set material node and we’ll place it after this set position node which is having this information about the noise texture which we used to displace the vertices of this plane and you can see here that all these nodes starting from the noise texture to this multiply node are connected to the set position node here so I’ll go to the set material and from here we’ll select this material now to view the material let’s go to the render view from here now to get some lighting in the scene click here and we’ll turn off the scene world now the reason why you can’t see the texture properly is that if I go to the Shader editor from here then you can see in the texture coordinate that we have connected the UV socket to the to the vector and to get the material properly applied here I’ll take the generated socket and connect it to the vector and now we have this PBR material perfectly applied to the base now moving ahead let’s also create some material for the river that we created here so for this let’s again go to the geometry nodes editor from here and we’ll be creating a duplicate of the set material node and connect it to this curve to mesh node which we use for creating the path so I’ll select the set material node from here press shift plus d and I’ll drop it here let’s go to the material properties and to create a new material click on the plus button then click on the new button and to add this material in this set material node click here and select the material. 001 now let’s go to the shade Editor to modify this material now let’s zoom out and here we have the default material applied for the material. 001 and to make it look like water I’ll first change the base color from here so let’s keep it to dark blue color right now you can see that this blue material is only getting assigned to the Past set we created and not the entire River so to fix this problem I’ll go back to the geometry nodes editor and we’ll connecting the set material node to this GD and the transform geometry node which are carrying the information about the plane that we added below it in order to make the river so with the set material node selected press shift plus d and place it after the transform geometry node and now we have this blue material applied to the entire River to make it look like realistic water I’ll go back to the sharer editor again and now we’ll be using the noise texture so press shift plus a go to texture and select the noise texture let’s place it over here and we’ll be connecting it to the bump node in order to give the water a 3D look so press shift plus a go to vector and select the bump node let’s place it over here take this Factor socket and connect it to the height and take this normal socket and connect it to the normal in the principal bstf to see the difference here I will increase the scaling in the noise texture to something like 50 or even higher and now this is how the texture of the river is looking right now now finally we will be modeling some boats to place on this River so for this press shift plus a in the 3D view Port go to mesh and select the cube to focus only on the cube press the forward slash button now to change this into a boat tab into the edit mode I’ll first scale it up in the y- axis so press s and Y and scale it up like this let’s also scale it up slightly in the xaxis so press s and x and scale it up like this now press three for the face select mode and now we’ll be selecting this bottommost face and we’ll extrude it to make it look like a boat so press e to extrude it and let’s extrude it in the Zed axis like this press s to scale it down and this is how it looks now we’ll be keeping the model very simple and basic but let’s also create an inser on the top face and we’ll extrude it downwards also so with this face selected press I to apply the inser then left click to find finalize press e and extrude it downwards like this then left click to finalize and now this is how the structure of our boat is looking right now now if you want you can even extrude these smaller faces at the side and scale them down so to do this I’ll select this face press e to extrude it like this and let’s scale it down and left click to find Li I think that we have extruded it too much so press G and Y and let’s bring it back in the Y AIS similarly I will select this face press e to extrude it like this and S to scale it down and with this the basic structure of a boat is now ready if you want to make it look even more more complex then for this you can add a cylinder with a flag over it so for this I’ll press shift plus a again go to mesh and add the cylinder tab into the edit mode to reduce its thickness press s and shift plus Z and scale it down like this now to increase its height press s z and scale it up like this let’s also move it slightly upwards in The Zed axis so press G and Zed and move it over here now to add a simple flag at the top we’ll use the plain object so let’s come out of the edit mode press shift plus a go to mesh and select the plane move it upwards in The Zed axis and place it over here let’s tab into the r mode and to rotate it properly press r y and type 90 to get a rotation like this let’s also scale it up in the Y AIS like this and now we have a simple boat ready for the scene so let’s come out of the edit mode to join all these separate parts together I’ll select all of them press crl plus J to join all these objects now to remove the focus from this boat and get back the entire scene we’ll press the forward slash button again and this is how this boat is placed in the scene to place it properly on the River Press 7 to go to the top view let zoom out press G and place it over here let’s tab into the edit mode press a to select everything and scale it down like this let’s also rotate it in the Zed axis so press r z and rotate it like this now let’s come out of the edit mode press zero on the numpad to go to the camera view let’s enable the lock camera to view from here and this is how this river scene with the boat is looking right now let’s do one more thing which is to move this boat slightly downwards in The Zed axis so we place it over here and left flick to finalize and now let’s give this boat some simple materials so for this let’s go to the material properties click on the new button let’s change the the base color to the brown color by reducing the brightness from here and you can see that this brown color is applied to the boat as well as the flag to assign some separate color on material to the flag simply go to the edit mode deselect everything and I’ll select this face go to the material properties click on the plus button create a new material and to assign this material click on the assign button let’s change the base color to red color and come out of the edit mode with this we have the boat ready in the scene with this simple River and these mountains created with the help of geometry nodes and with this our scene is now completely ready however before ending this chapter we’ll be understanding one more geometry note which is not related to this scene but it is still very important and it is The Edge neighbors node so to understand this node we’ll be adding a plane in the scene so press shift plus a go to mesh and select the plane press G and Y and place it over here now tab into the edit mode press s to scale it up like this and let’s move it over here now to increase the number of vertices right click and select subdivide and we’ll increase the number of cuts from here to something like three or four now what I’ll do is that I’ll turn on the X select mode by pressing two then I select some random edges from here create a duplicate of them by pressing shift plus d and move it in the y direction over here now let’s come out of the edit mode and here we have this plane with these duplicate edges placed over here now if we go to the geometry nodes editor from here and click on the new button then we have this default setup of the geometry nodes now to change the position of this plane I will add the set position node so press shift plus a go to geometry and in right select the set position node let’s place it over here and if I go to the offset value and try to change it in any of the three axes you will notice that the change in the position is being observed on both the plane as well as the edges now let’s also add the edge neighbors node and understand it so press shift plus a go to mesh and in read select the edge neighbors node let’s place it over here and you can see that in this node we have this face count socket so basically what it does is that it will count the faces that are adjacent to an hedge to understand this better I’ll go to the edit mode of this plane and you can see here that if I select this particular vertex then the number of faces adjacent to it is two the first one is this face and the second one is this face however if I select this Edge at the corner then this one is having only one adjacent or the neighboring face so the face count for this Edge will be one and the face count for this Edge will be two in the same way if I select any of these edges then you can clearly see that there is no face adjacent to these edges as a result their face count will be equal to zero so we can use the edge neighbors node in order to tell the set position node that we want the changes to be applied only on some particular edges having a specific number of face count so if I come out of the edit mode and in the geometry nodes editor if we add the compare node by pressing shift plus a going to to the utilities and in math select the compare node and if I drop it over here then now I can use it to create a connection between the HED neighbors node and the set position node so first of all since the number of faces is an integer so I’ll change the input type from float to integer then I’ll change the operation to equal and now I’ll connect the face count to the value a and connect the result to the selection socket in the set position node now what it will basically do is that it will check that which particular Edge has a face count equal to the value of B which is zero and then whatever changes I do in the set position node will be applied to only those set of of edges right now since the value of B is zero and as we already discussed that the duplicate edges that we created here are having a face count of zero so if I go to the offset and try to change it then you will notice that only the position of these edges is changing which are having a face count equal to zero similarly if I increase the value of B to one then in this case the offset is being applied to all those edges who are having a face count equal to one and since we already observed that all the corner edges were having only one adjacent face as a result they were having a face count equal to one now if we increase the value of B from 1 to two then in this case the edges except the one at the corner and the duplicates are now being affected due to the change in offset values and this is how the edge neighbors node work it will simply count the number of faces which are adjacent to any particular Edge and then will allow you to make the changes accordingly and now I’ll delete this by pressing X press zero on the numpad to go to the camera view and this brings us to the end of this chapter in this chapter we learned about a lot of different nodes and use them to create this hilly area along with this River then we even created this simple boat and place it [Music] here in this chapter and the upcoming chapter we’ll be learning about lots of new geometry nodes and we’ll use them to create this amazing scene of a candy world in blender and for this chapter we’ll be starting with the understanding of all of these geometry nodes so to begin with let’s first open the geometry nodes workspace from here and with this Cube selected go to the geometry nodes editor and click on the new button now the first node that we’ll be exploring today is the geometry to instances node so to add it press shift plus a go to geometry and select the geometry to instance node let’s place it over here and one thing to keep in mind is that this geometry to instances node is very similar to The Joint geometry node you can see that just like the joint geometry node this one is also having an oval-shaped socket as the input which means that you can connect multiple inputs to it to understand it practically I will add another mesh in the scene by using geometry nodes so press shift plus a go to mesh and in Primitives you can randomly select any mesh primitive for now I’ll be choosing the cone and place it over here if I take this mesh socket and connect to the geometry then you will notice that we are now able to see both the original Cube whose information is stored in this group input node as well as the cone that we added in the geometry nodes editor but you might be thinking that the same function could be performed by joint geometry node as well because if I press shift plus a go to geometry and select the joint geometry from here and then if I break the node Connection in between these two nodes and the geometry to instance by holding control right clicking and dragging like this and instead if I connect both of them to the Joint geometry node and then connect it to the output then in this case also you are getting a similar result however there was one slight difference which you might have noticed here with the joint geometry note connected both of these geometries meaning the cube and The Cone are joined together into a single geometry however in case of the geometry to instance node both the geometries are not converted into a single geometry but instead they’re converted into different instances so if I press contrl plus Z to undo 6 to seven times then with this geometry to instance note connected to the geometries you can see here that this cone is a separate instance object and the cube is a separate instance object and this was not the case when we were using the joint geometry node for now I’ll delete this join geometry node from here and since we are using the geometry to instance node you can remember it in this way that it takes these geometries as the input and the output is in the form of instance now moving ahead I can use these instances to be placed at different points by using the instance on points node so let’s understand this also by pressing shift plus a in the instance select the instance on points and we’ll drop it after the geometry to instance node right now this instance socket is connected to the points but we’ll disconnect it from here and connect it to the instance now suppose you want that this instances should be placed on the points of a plane then for this we’ll be connecting the grid node to the point socket so press shift plus a go to mesh and in Primitives select the grid node let’s drop it over here and we’ll connect it to the point socket now let’s scale up the Grid in the X and Y AIS from here so we’ll change it to something like seven or 8 and if I turn on the pick instance option here then now you will notice that the different geometries meaning the cube and The Cone are now being placed as separate instances on the points of the plane and I turned on the pick instance so that no two objects are placed over each other and see this is the advantage of adding the geometry to instance node if I would have used the joint geometry node then in that case it would have joined the two geometries into a single one and we would obtain the result where all the points are having the same instance which is the cube joint with the cone now moving ahead let’s create some candies for the candy world scene and for this press X to relate all of this and first we’ll be making a lollipop so let’s add a cylinder by pressing shift plus a then in the mesh select the cylinder from here tab into the edit mode press s and Zed and scale it down like this let’s come out of the edit mode and turn turn on the render view from here now to give it some material let’s go to the material properties and create a new material we’ll change its name to lollipop and press enter to confirm now let’s go to the Shader editor from here and we’ll be creating a material like this one for the lollipop and for this we’ll be using a completely new node which we have not yet used for creating any material in this course and it is the gradient texture node to understand it we’ll first add it in the Shader editor so press shift plus a go to texture and here we have the gradient texture so let’s select it and place it over here press crl + P to connect it to the texture coordinate and the mapping node to view the texture on the cylinder hold down control shift and left click on the gradient texture now just like always I’ll take the object socket and connect it to the vector and here you can see that it’s creating this gradient texture and it looks like this because we have selected the linear gradient type here if I change this gradient type to something else like diagonal or spherical then you will notice that the gradient is being applied according to that specific type you can understand it in this way that with the help of gradient texture it will basically show you the mixing of two colors and by by default the colors are black and white so in this case on the outer side of the face you are having this black color and as you approach the middle the color slowly turns into white similarly if I change it to radial then in this case it will take the Zed axis into consideration and the change in color will be from black to white in a circle like this now one more thing to notice here is that in one of the previous chapters I told you that in blender the black color is represented by zero and the white color is represented by a value of one so you can also say that here the value is equal to zero and as you complete the circle then in the end the value is equal to 1 but suppose you want to change this ending value like maybe you want to create a texture where the value changes from 0 to 0.5 and to achieve this result we’ll be using a math node with a special operation known as ping pong operation to add it here press shift plus a go to converter and select the math node drop it over here and change the operation from add to the ping pong here so I’ll select this and now with the scale value I can choose that particular value of the color at the ending position for example if I change the scale to one then it’s the same default result which shows the texture from a value of 0 to 1 and if I change the scale to zero then now everything will turn black because the gradient texture will Now operate from a value of zero which is the black color and will also end on zero which is again the black color so you can change the scale value to anything between 0 and 1 but for now I’ll change it back to the default one now to multiply this effect or basically get more of this texture here we’ll simply add another math node with the multiply operation so with this one selected I’ll press shift plus d and place it over here change the function to multiply and now I can increase the this value to multiply the effect so let’s keep it to a value of 10 and this is how it looks now the texture is basically going from 0 to 1 then because of the multiply node it again goes from 0 to 1 and similarly this happens three more times now moving ahead let’s also give some colors to this lollipop and we’ll be using the color ramp node for this so press shift plus a go to converter and select the color ramp let’s place it over here and change the interpolation type to constant now we’ll be using this color Ram to set three different colors for the pattern of the lollipops in such a way that whenever I create a duplicate of it we get a different color each time so for this I’ll first change this black color by increasing the brightness and let’s keep it to the blue color now let’s select the white pointer and change its color to the green color and to add one more color in this color ramp click on the plus icon and change the color to red color this time now let’s properly place them so that all the three colors are evenly distributed in the color ramp node and yes there’s also one shortcut by using which you can evenly distribute these pointers which is to click on this drop down and select distribute stops from left and now they will get distributed at equal positions from each other now I’ll be adding another color ramp which we will be using in order to change the thickness of this pattern so press shift plus a go to converter and add the color ramp let’s place it in between this ping-pong node and the material output and change the interpolation to constant now if I select the white pointer and move it like this then you will notice that I can easily change the pattern of the lollipop so we’ll be using the first color Ram to give some colors to it and the second color Ram to change the pattern of the lollipop now in order to mix both of them we’ll be using the mixed color node so press shift plus a go to color and select the mixed color node let’s drop it over here we’ll connect this color ramp with the different colors to the color B and now we have this red color applied to this lollypop however if I create a duplicate of this object by pressing shift plus d then you will notice that this one is also having the same color but to assign different colors to each of the duplicates we’ll be using the object info node so press shift plus a go to input and select the object info node from here and in this node you can see that we have a random socket so if I connected to the factor then this will give a random color to the pattern each and every time we create a duplicate so now if I press shift plus d to create a duplicate then this one is having a red color and similarly if I do it one more time then this one is having the green color so this was the use of the random socket in the object info node for now I’ll delete both of these duplicates by pressing X and let us select this one now to give it a 3D bump effect I’ll first connect the principal bstf here and to add the bump node press shift plus a go to vector and select the bump node let’s place it over here and connect it to the normal in the principal bsdf for the input we’ll be using the noise texture node so press shift plus a go to texture and select the noise texture from here and we’ll be connecting it to the height socket of the bump node now I’ll take the object socket in the texture coordinate node and connect it to the vector in the noise texture let’s also change the scaling and the strength of the bump effect so first of all I’ll increase the scaling to something like 14 15 let’s reduce the strength of the bump effect to a very low value like 0.1 or maybe 0.05 let’s go to the top view in order to see the material properly and to make it look shinier I’ll go to the roughness option in the principal bsdf and let’s reduce it to something like 0.1 and now it is having a very shiny surface is now for the Stick of the lollipop go to the edit mode press shift plus a and add a cylinder let’s scale it down in the X and Y AIS simultaneously so press s and shift plus Z and scale it down like this left click to finalize and to rotate it press r y and type 90 in order to rotate it by 90° in the Y AIS press G and x and move it over here then left click to finalize and to assign it a specific material go to the material properties click on the plus button and let’s create a new material so I’ll change the base color to something like Brown let’s reduce the brightness from here and and make the base color dark brown then click on the assign button and now let’s come out of the edit mode now if you want that the lollipop should be more curved or rounded then for this you can use the bevel modifier to apply it go to the modifier properties click on ADD modifier and in the generate select the bevel modifier now I can use the amount value here in order to change the amount of bevel so I’ll keep it to something like 0.05 and now this is how this lollipop is looking in the scene now moving ahead we’ll also be creating a gumdrop candy you must have seen it it has these small sugar crystals over it and to model it in Ender we’ll first add a cube in the scene so press shift plus a go to mesh and select the cube press G and Y and move it over here and now we’ll be applying the subdivision surface modifier so go to the modifier properties click on ADD modifier and in generate select the subdivision surface let’s increase the levels viewport to a value of two and this is how it looks now to make it look smooth simply right click and select shade smooth and to give it a shape like a gumdrop candy tab into the edit mode press control+ R to create a loop cut then left click and move it down like this and once you finalize the position left click to confirm and now let’s create the material for it so go to the Shader editor again click on the new button now to get random colors for each Gumdrop candy we’ll be using a color ramp node so press shift plus a go to converter and select the color ramp let’s place it over here and change the interpolation type to constant now I’ll change the color of the black pointer by increasing the brightness from here and for the first one I’ll be selecting the pink color then I’ll select the second pointer and for this one we’ll be choosing the green color to add another color click on the plus button and change its color to the yellow color this time and yes one more thing you can select select any random colors here it’s not mandatory that you have to select only these particular colors for the Gumdrop now to distribute these pointers evenly I’ll click here and select distribute stops from left now I’ll take this color socket and connect it to the base color and to get a random color each time you create a duplicate let’s add the object info node so press shift plus a go to input and select the object info node let’s drop it over here and connect the random socket to the color Ram now if I create a duplicate of this then we’ll get different random colors for now I’ll delete the duplicate and select the original one again now to give it a 3D bump effect go to the Shader editor press shift plus a go to vector and select the bump node let’s stop it over here and connect it to the normal in the principal bsdf for the input we’ll be using the noise texture node so press shift plus a go to texture and select the noise texture let’s drop it over here and connect the factor to the height socket now to make sure that the texture is properly applied I’ll select the noise texture press ctrl+ T in order to get the texture coordinate and the mapping node now just like always connect the object socket to the vector and this is how the bump effect looks now I will reduce the strength in the bump node to something like 0.1 or 0 08 let’s also change the scaling in the noise texture in order to give it a random look so we’ll keep the scaling to something like 11 12 and this is how it looks it now has this light bump effect applied to it and now to distribute some sugar crystals all over this object we’ll go to the geometry nodes editor from here and click on the new button now press shift plus a go to point and select distribute points on faces we’ll drop it over here now to place sugar crystals as the instances in place of these points we’ll be using the instance on points node so press shift plus a go to instances and select the instance on points let’s place it over here now everything will disappear because we have not connected anything to the instance so let’s make the sugar crystals to be used as the instance here so in the 3D view Port press shift plus a go to mesh and select the cube press G and Y and move it over here and to make it look like sugar crystals we’ll go to the material properties from here click on the new material and we’ll be making it transparent so go to the transmission and increase the weight to a value of one now since we are in the EV render engine so we need to do some more changes in order to get the material properly so first of all turn on the screen space reflection from here and if I click on it then here I have the option of refraction so I’ll turn this on as well now go to the material properties scroll down and open the settings change the blend mode from opaque to Alpha blend and turn on the rate race refraction to view the sugar crystals on the candy I’ll select this Cube from here which is basically the Gumdrop candy that we created and to use the sugar crystal as the instance I’ll select this cube. 001 and drag it into the geometry nodes editor now take this geometry socket and connect it to the instance to view it properly let’s go to the solid mode and you can see that the size of the instances is too high so we’ll change the scaling from here so I’ll select all the three axis and reduce it to something like 0.02 and to view the candy along with the crystals we’ll be adding The Joint geometry node so press shift plus a go to geometry and select the joint geometry node let’s place it over here now take the geometry socket in the group input node which is carrying the information about the original candy and drop it into the geometry socket of the joint geometry node let’s go to the render view again and this is how this Gumdrop candy along with the sugar crystals is looking right now let’s also increase the number of these sugar crystals from from the density option here so let’s keep it to something like 40 or 50 and this is how it looks if you want to get a better view of the candy then go to the render properties and change the render engine to Cycles now one more thing that you can see here is that the shadows of these sugar crystals are visible on the candy and to solve this problem simply select this bigger sugar crystal that we created go to the object properties from here then in the visibility you have the ray visibility and here one of the options is Shadow so if I turn it off the shadows of sugar crystals will no more appear however to bring it into effect for these instances as well simply select the candy and in the object info node carrying the sugar crystals turn on the as instance option and now you can see that the Shadows of the sugar crystals are no more present on the candy so basically you can use the as instance option if you want that the change you did to the main object should also be applied to the instances and with this these two candies are now completely ready and we’ll be placing them on different points of a plane so for this I will first select this sugar crystal and hide it in the viewport as well as the rendered version then I’ll select both of these candies press G and Y and place them over here now pressure plus a go to mesh and select the plane go to the geometry nodes editor and click on the new button now tab into the edit mode right click and select subdivide and let’s also scale it up like this now come out of the edit mode to place these candies as the instances on different points of the plane we’ll first add the instance to points node so press shift plus a go to instances and select the instance on points let’s place it over here now we’ll bring the object info node for both the candies so I’ll first select this Cube which is the gum drop and drop it over here similarly I’ll go for the cylinder which is the lollipop left click and drag it over here now since we need to use both the objects as the instances so we’ll be using the geometry to instances node so press shift plus a go to geometry and select the geometry to instance drop it over here connect this geometry socket to the geometry to instances similarly connect this one also and now take this instances socket and connect it to the instance here right now they are being placed over each other because we have turned on the pick instance option so I’ll turn it on and now we have the two candies placed as instances on different points of the plane let’s also reduce their size from the scale option slightly so let’s keep it to 0.9 and this is how it looks now now now moving ahead we’ll be creating the basee where we’ll place all these candies so for this let’s add a grid node here so press shift plus a go to mesh and in Primitives select the grid node let’s place it over here and now we’ll connect it to the point socket in the instance on points node let’s also increase the size of the plane from here so we’ll keep it to something like six or seven now in order to view the plane along with these instances or basically the candies let’s add the joint geometry node so press shift plus a go to geometry and select the joint geometry node place it over here and connect the mesh socket of the grid node to the Joint geometry now here we have this plane in the scene now if you remember when we were making mountains in some previous chapters in order to convert a plane into a mountain we were using the noise texture node in the geometry nodes editor we used it to displace the vertices in a particular direction and make hill-like structures so just like the noise texture we can also use some other textures like the Warner texture in order to create some random pattern on this plane so for this we first need to add the set position node so press shift plus a go to geometry and in right select the set position position node let’s place it over here and now also connect this geometry socket to the point socket in the instance on points now we’ll be using this offset socket and we connect it to the Warner texture in order to see its effect on this plane so press shift plus a go to texture and select the Warner texture let’s place it over here now I’ll take the distance socket and connect it to the offset and now if I change the angle then you can see that the vertices of this plane are now slightly displaced the reason why the effect of this Warner texture is very low is that the number of vertices in the grid is set to a very low number number so let’s increase it to a much higher value like 24 and because the number of vertices has increased as a result the number of these instances are basically these candies on different points of the plane has also increased to solve this problem we will use the random value node and connect it to the selection socket so press shift plus a go to utilities and select the random value node let’s place it over here we’ll change the data type from float to Boolean and if I connect the value socket to the selection in the instance on points the number of these instances or the candies will reduce and that’s because the probability value in the random value node is set to 0.5 meaning that for each point the probability or the chances of having a candy placed at that vertex will be equal to 0.5 so to further reduce the number of these instances I’ll reduce the probability to a very low number like 0.05 and now we only have these few candies in the scene in order to view and understand the Warner texture properly on the plane I’ll reduce this probability value again and we’ll keep it to something like 0.01 for now now you can see here that the effect of this Warner texture is too high right now to reduce it simply go to the scale value and let’s bring it down to something like 0.5 and this is how it looks now right now the effect of the Warner texture node is being applied in all the three axis however to get this effect only in The Zed axis we have to use the combin XY Z node so press shift plus a go to utilities and in Vector select the combined XY Z node let’s place it over here and to connect this socket to The Zed axis first I’ll break this node connection and then I’ll take the distance socket of the Warner texture and connect it to the Z axis so with this we have the effect of the Warner texture node applied to the of this plane in Only The Zed axis now if you want to increase the size of this plane first I’ll select these two candies let’s hide them by pressing H and if you want to hide them even from the render view then click on these camera buttons now to increase the size of this plane go to the grid node and let’s increase the size to something like 25 and let’s also increase the number of vertices here so I’ll select the vertices in the x and y axis and let’s increase it to a much higher number like 70 or 80 and this is how it looks the plane is having the Warner texture applied to it and the number of candies have increased because we have increased the number of vertices from here now to improve the lighting in the scene I’ll select this lamp and we’ll change its type from point to Sun let’s reduce the strength of this light from here so let’s keep it to a value of 10 or maybe let’s reduce it to five and then to adjust the rotation of this light press R and move your cursor like this then left click to finalize now one more problem that we have in the scene is that these candies are not placed properly like all of them are passing through the plane and to fix this problem we first need to get the original candies back in the scene so go to the scene collection let’s unhide them from here and I’ll be selecting both of them from the scene collection so I’ll select the cube which is the Gumdrop candy hold down the control button and select the cylinder which is the original lollipop now press G and Y and place it over here and now to move these instances upwards I’ll select the Gumdrop first tab into the edit mode press a to select all then move it upwards by pressing G and Zed and in this way when I move it in the edit mode all the instances will also begin to move in the Zed axis so let’s finalize this position by left clicking and then come out of the edit mode now I’ll select this lollipop tab into the edit mode press a to select all and we simply need to rotate it but if I press r y and rotate it like this then you can see that the texture that we applied on the lollipop is also getting changed so to solve this problem first I’ll undo the rotation come out of the edit mode select this plane and in the geometry nodes editor you can see that we have this object info node with the cylinder selected which is the lollipop so to rotate it we’ll be using the transform geometry node and connect it after the object info node so press shift plus a go to geometry and in operations select the transform geometry node let’s place it over here and now if I try to change the rotation like this you will notice that the texture is still getting changed so simply go to the object info node and turn on the as instance option and after this we’ll get back the original texture now in the rotation I’ll change the value in the Y AIS and round off it to – 90° and let’s also bring it upwards in The Zed axis so I’ll keep it to something like 2.5 and this is how it looks now I think that there are too many candies in the scene so I’ll change the probability from the random value note and we’ll reduce it to something like 0.5 and we now have lesser number of candies now moving ahead at the center of this plane we’ll be making a cotton candy tornado and to create the basic structure of the tornado we’ll be using a node which is the curv spiral node to add it over here press shift plus a go to curve and in Primitives select the curve spiral let’s place it over here to view the curve spiral in the scene hold on control shift and left click on the curve spiral node let’s also go to the solid mode for now and here we have the simple curve spiral added in the scene now the first option that you have in this curve spiral node is the resolution which is basically the number of points in the curv spiral node higher the resolution smoother will be the curve spiral and it will have a much better look then the next option that you have is the rotations and it simply means the number of rotations in a fixed length of the Spiral right now let’s increase it to something like five then here you have the start radius option which basically means the radius of the start of the curve or simply the bottom area then you have the end radius and it means the radius of the end of the curve spiral or simply the radius of the top area then the next parameter is the height and as the name suggests it controls the height of the curve spiral and now by default the rotation of the curve spiral is clocked Wise from the beginning however if I turn on this reverse option the direction of rotation will be reversed and now it will be anticlockwise from the beginning of the Spiral for now let’s turn off the reverse option and to convert it into a tornado we first need to give some thickness to it as a result we’ll be adding the curve to mesh node here so press shift plus a go to curve and in operations select the curve to mesh node let’s place it over here and for the profile curve we’ll be using the curve Circle node and connect it over here so press shift plus a again go to curve and in Primitives select the curve Circle node let’s place it over here and and connect it to the profile curve now to reduce the thickness go to the curve Circle node and reduce the value of radius from here so we’ll keep it to something like 0.4 and now let’s view it with the rest of our scene so for this we’ll be connecting this curve to mesh node to the Joint geometry and let’s also delete the viewer node from here and now here we have the curve spiral placed at the center now to move it up and change the scaling of this tornado we’ll be using the transform geometry node so press shift plus a go to geometry and in operations select the transform geometry node connect it after the curve to M node and the US the translation in The Zed axis we will change its position so let’s increase it and move it upwards like this let’s also make it slightly bigger with the help of the scale values in the transform geometry node so let’s increase it to something like two or three now to make it look like a real tornado let’s first reduce the start radius from here so we’ll keep it to something like 0.2 or 0.3 let’s also reduce the end radius value from here and if you want to make it bigger in terms of height then you can also increase the height parameter from here and now we have the basic structure of the cotton candy tornado ready in the scene now let’s also go to the render View and right now only its shape is resembling the tornado to make it look like a real tornado we need to convert it from a mesh into volume so for this we’ll be using the mesh to volume node to add it here press shift plus a go to mesh and in operations select the mesh to volume node let’s place it over here after the transform geometry node now this tornado is slightly visible in the scene however we need to increase the density and the number of rotations in order to make it properly visible so first of all go to the rotations and increase it something like 10 so I’ll change it to value of 10 10 now let’s reduce the height to something like 2 m let’s also go to the scale parameter in the transform geometry node and slightly increase it to something close to a value of three then to increase the density of the volume you can go to the mesh to volume node here and increase the density to something like 2 or three and with this the tornado almost looks ready however it’s up

    to you how you want to change these values you can keep the number of rotations to any value which you think will look the best similarly you can change the start radius value from here or maybe the end radius value like this you can even control the height of the Spiral from here then you have the scaling options here so you can adjust these values yourself now to make it look like a cotton candy tornado we’ll be giving it some material so press shift plus a go to material and select the set material node let’s drop it after the mees to volume node then go to the material properties click on the new button and let’s change the name of this material to Cotton Candy go to the set material node and select the cotton candy material now in order to create the cotton candy material we have to change the window to the Shader editor and now we’ll be using the principal volume node so I’ll delete the principal bsdf press shift Plus a go to Shader and select the principal volume Shader let’s place it over here and now I’ll connect the volume socket to the volume in the material output let us change the color from here so let’s change it to pink color increase the brightness from here and adjust the color like this now go to the emission strength and we’ll be using this emission strength and the emission color in order to create a slight emission effect around the tornado so I’ll go to the emission strength and we have to give it a very small value like 0.01 and for the emission color we’ll set the same pink color that we assigned here so with my cursor over this pink color I’ll press crl + C and to paste this color in the emission color I’ll take my cursor over this white area and press crl + V I think that we should reduce the emission strength to a much lower number like 0.005 and with this we have a simple tornado with slight pink emission effect added around it now the next thing that we’ll do here is to distribute these candies on different points on the faces of tornado and to achieve this result we’ll open the geometry noes editor again and first we’ll be adding the distribute points on faces node so press shift plus a go to point and select the distribute points on face place it over here and since it takes only the mesh as an input as a result we can’t connect it using the volume node in the mesh to volume so I’ll take the geometry socket in the transform geometry node and connect it to the mesh now to view the points on the tornado take the point socket and connect it to the geometry in the joint geometry node now here we have these points distributed on the different faces of the tornado to reduce the number of these points you can reduce the value in the density parameter to something like 0.5 or 1 and now the number of these points has reduced now to replace these points with the IES we’ll be using the instance on points node so press shift plus a go to instances and select the instance on points let’s place it over here after the distribute points on faces now if you remember at the beginning of this chapter we learned about the geometry to instance node and we used it here in order to convert these candies into different instances then we used it on the instance on points node to place them at different points on the plane as instances and for the tornado also I’ll be using the instance socket in the geometry to instance node and will connect it to the instance socket in this instance to points node now first of all let’s go to the density value and reduce it to something like 0.01 now even though the density is reduced however you can clearly see that there are no candies placed around the tornado all of them are appearing on the top of the tornado and this is because we reduce the density in the distribute points on faces and it is not the best way if you ever want to reduce the number of instances being placed on the points of faces if you remember we used the random value node with the Boolean and connected it to the instance one points in order to fix the probability of these can candies appearing on the plane and similarly we’ll be using the same node in order to place these candies as the instances on different points of the tornado so let’s create its duplicate by pressing shift plus d and let’s place it over here we’ll connect it to the selection socket in the instance on points let’s also increase the density in the distribute points on faces node so we’ll increase it to a value of 10 and then to reduce the number of these instances I’ll go to the probability parameter in the random value node and let’s keep it to something like 0.002 and this is how it looks we now have these candies placed at different points on the faces of the tornado but now the number of these instances is too high so I’ll directly go to the value of density and reduce it to something like five and let’s also increase the probability to something like 0.003 or 0.4 and finally this is how the scene looks now we have this tornado with the candies around it and right now all of these candies are having the same rotation which is their original rotation and to give some random rotation to each one we’ll use the random value node so I’ll select this one press shift plus d to create a duplicate and place it over here change the data type to to vector and connect the value socket to the rotation in the instance on points to increase the randomness select all the three maximum values and let’s increase it to something like 10 so you can try to change these values like the density the probability and the amount of Randomness in the rotation by using the maximum values the higher the number in the maximum more will be the randomness in the rotation of candies then to generate a different output with the same value of rotation you can go to the seed option and if I change it then it will generate a different result now let’s do one more thing which is to improve the lighting in the scene so I’ll select this light in the same collection press shift plus d to create a duplicate and move it in the X Direction like this let’s also move it in the Y AIS and place it over here now press R to rotate the light and left click to finalize let’s reduce the strength of this light to something like two or three and now this is how our candy world is looking right now now moving ahead the next topic of today’s chapter is understanding the separate components node so first let’s add it in the geometry nodes editor press shift plus a go to geometry and in operations here we have the separate components node so I’ll select it and place it over here in this node you can see that it takes geometry as an input and provides output in the form of mesh curve Point Cloud volume and instances in simple words it helps to separate the different components of geometry so if I go to the Joint geometry node and place the separate components node after the joint geometry node then in this case it will only display that component which is connected to the output in this case the mesh is selected as a result it is showing only the mesh component of the object similarly if I connect the volume then in this case it will only show the volume component which is the tornado then if I connect the instance to the output then now here we have all the instances are basically these candies being displayed in the scene so you can use the separate components node if you ever want to separate the different components of an object into mesh instances volume Etc and then you can work on that specific component easily however for now we’ll remove the separate components node by pressing X and let’s connect the joint geometry to the group output again and now it’s the time to understand the last concept of today’s chapter which is the sample index node to understand it we’ll be adding a cube in the scene so press shift plus a go to mesh and select the cube press G and x and move it over here let’s also turn on the solid mode from here and now with this Cube selected go to the geometry nodes editor and click on the new button now to add the sample index node press shift plus a go to geometry and in Sample select the sample index node let’s place it over here now the sample index node has the geometry socket as the input a value socket and the index parameter so it basically takes a geometry as an input and then it will retrieve a particular value based on the index number to understand it practically let’s connect it here now to view the Cube I’ll take the geometry socket in the group input and connect it to the group output and suppose you want to place a particular object on one of the vertex of this Cube like if I go to the geometry noes editor press shift plus a go to mesh and in Primitives select a UV sphere let’s place it over here and now suppose I want this UV sphere to be placed at that position where a particular vertex of this cube is present but for that I need the exact position of that particular vertex and this is where the sample index note can help us since by default the point is selected as the domain therefore we can use use this node to retrieve some information or some value about that point which has an index equal to zero and since we need to calculate the position so we also need to change the data type from float to Vector now to tell this node that we want to retrieve the position we’ll be using the position node and connect it to the value socket so press shift plus a go to geometry and in the read category select the position node let’s place it over here and connect it to the value socket so now this sample index node will retrieve the position of that point of the cube whose index value is equal to zero and to use this value in order to place the UV sphere at that specific point of vertex we have to use the set position node so press shift plus a go to geometry and in right select the set position node let’s place it over here connect the mes socket to the geometry and for the output we’ll be using the joint geometry node so press shift plus a go to geometry and select the joint geometry node let’s place it over here and to view the UV sphere I’ll take the geometry socket of the set position node and connect it here let’s switch to the wireframe mode in order to see both the cube and the UV sphere right now the offset values are set to 0 m as a result the UV is placed at the center of the cube however if I take the value socket of the sample index node which has the information about the position of that vertex of the cube which has an index equal to zero and connected to the offset then now you can see that the position of the UV sphere will change to that specific location where the vertex of the cube has an index value equal to zero similarly if I change the index value to one then the position of the UV sphere will change accordingly so this is the use of the sample index node however we won’t be practically using it in this chapter so for now I’ll delete this by pressing X and let’s go back to the the scene let’s also turn on the render View and this is how the final scene looks now today we understood lots of new Concepts in Geometry notes and even started with the creation of this candy world and yes with this we come to the end of this [Music] chapter in the previous chapter we begin with the creation of this candy world in blender with the help of geometry notes and in this chapter we’ll be understanding all these geometry notes in complete detail and we’ll also use them to finalize our scene so we are back in the scene that we created in the last chapter and in this one we’ll first start with understanding how the curves work in blender and that too by using geometry nodes so first of all I’ll switch to the solid mode and now you can add any object in the scene because we’ll then convert it into a curve by using geometry nodes so I will press shift plus a go to mesh and we’ll add a plane press G and x and move it over here to view it properly let’s go to the top view by pressing seven on the numpad and now here we have the plane to understand the concept of Curves in blender let’s also add a curve object directly in the 3D viewp so press shift plus a go to curve and select the bzier curve press G and x and move it over here and now we have this bzier curve and this plane which will convert into a curve with the help of geometry nodes so go to the geometry nodes editor and click on the new button now to get a curve instead of the plane press shift plus a go to curve and in Primitives select the basier segment let’s place it over here and with this we have this default basier curve created with the help of geometry nodes now in this node we have many options which help us to control the curve for example the first one is the resolution which determines the number of points in the curve if I reduce it to a very low value then the number of points will reduce and as a result the curve looks straight however to make it look like a real Curve will increase the resolution now the next thing that you have here is the start and using this you can control the position of the starting control point of the curve to understand it in a better way I’ll select this basier curve tab into the edit mode and now here you can see that these are the two control points of the curve and whenever I select any particular control Point these two handles will also appear using which you can change the rotation of your curve similarly if I select this curve which we created with this Bia segment node and try to change the start values then you will notice that the position of the first control point will change similarly you have this end parameter which determines the position of the end control point of the curve so if I change it you will notice that the position of the end control point is changing to understand it in a better way I’ll select this curve tab into the edit mode and this is the control point that we were talking about so if I press G and x and move it like this you will get similar results which you got by using the end parameter in the basier segment node now in this node we have two more options the start handle and the end handle and these will help to define the shape of the curve by changing the position of the handles of the curve so if I go for the first one which is the start handle and try to change its position then you will notice that the shape of the Curve will change similarly if I select this curve tab into the edit mode then with this control Point selected if I try to move this handle in the x-axis then in this case you will get similar results then the next parameter that you have here is the end handle and this one allows you to control the position of the end handle handle of the curve so if I try to change the position like this in the y- AIS then the position of the end handle will change similarly if I select this one tab into the edit mode select this end control point then select this handle and move it upwards in the y- axis then in this case also you will get a similar result so in simple words you have two options to control the position of the control points which is the start and the end and then you have two more options to control the position of the handles which is the start handle and the end handle now one thing that you might notice here is that in the edit mode for any control point we have two handles one is on the left and the other one is on the right and to control these handles individually we have another node which is the set handle position node to add it in the geometry noes editor press shift plus a go to curve and in the right category select the set handle positions we’ll place it after the Bia segment node and now with this node I can control the left and the right handles of the control points of the curve separately so from this option you can control that the changes should be applied to which particular handle the left handle or the right handle then to make the changes you can go to the offset socket and try to change the value right now by default the left handle is selected so whatever changes I make in the offset will be applied to the left handles so suppose I change the second value which is the Y AIS to something like three and then to achieve the same result manually with this curve I’ll select it tab into the edit mode then first I’ll select this control point and this handle is the left handle of the control point so to achieve the same result as this one I’ll move it upwards in the Y AIS by 3 m then I’ll select this control Point select the left handle and we’ll move this one also by 3 m in the V axis so press g y and 3 and then enter to confirm now we have moved both the left Handles in the Y AIS by 3 m and you can see that we got the same result which we created with the help of this geometry node so by using the set handle positions node you can simply control the structure of the curve by changing the offset of the left and right handles and now let’s come back to the scene so I’ll delete these two curves from here and now we’ll begin with the creation of a cupcake for our scene so let’s first add a cylinder and then we’ll modify into a cupcake so press shift plus a go to mesh and add the cylinder press GX and place it over here now let’s tab into the edit mode then to scale it up in the X and Y axis press s and shift plus Z and scale it up like this then left click to finalize now to make it look better I’ll select the top Edge Loop by holding alt and left clicking here and we’ll apply the bevel effect by pressing control+ B and moving my cursor away like this now press three for the face select mode select the top face press G and Zed and move it down like this now for the top part press I to insert the face e to extrude it in the Zed AIS like this press I to insert again and let’s move the this face slightly upwards in The Zed axis so we’ll keep it to something like this now let’s apply the subdivision surface modifier to it so let’s come out of the edit mode go to the modifier properties click on ADD modifier and in generate select the subdivision surface let’s increase the level view port to something like two and to make it look realistic again T into the edit mode press crl plus r to add a loop cut here then left click and we’ll place it downwards here let’s add one more Loop cut by pressing crl plus r then left click and place it over here now let’s also scale up this part at the top so for this press three for the face select then I’ll select this top face and to increase the selection press control and the numpad plus button like this then press s and scale it up like this let’s also move it slightly downwards so press g z and move it down like this now let’s also add some whipped cream at the top and for this we’ll be using the spiral node in the geometry nodes editor so click on the new button so press shift plus a go to curve and in Primitives select the curve spiral node let’s place it over here and to view the spiral in the scene hold on control shift and left click on this node now to convert it into a mesh We’ll add the curve to mesh node so press shift plus a go to curve and in operations select the curve to MH node let’s place it over here and for the profile curve we’ll be using the curve Circle node so press shift plus a again go to curve and in Primitives select the curve Circle node place it over here and connect the curve socket to the profile curve now let’s reduce the radius from here so we’ll keep it to something like 0.3 or 0.4 then because we making the whipped cream so we need it to be inverted and for this I’ll change the height from postive 2 m to something like minus1 and now we have inverted the height then to make it look like whipped cream I’ll go to the start radius value and try to change it similarly we’ll also change the end radius like this so you can try to change these values like the height the start and the end radius in the curve spiral node and then the radius parameter in the curve Circle node also to fill this empty space at the starting and the end you can turn on the fill caps from here now to place it on the top of the cupcake we can use the distribute points on faces node however since we understood about the sample index node in the previous chapter so we’ll be using that node to place it on the top of the cupcake and yes it will be like a a homework for you to tell in the comments how you would have used the distribute points on faces node to place this on the top of the cupcake but for now let’s add the sample index node here so press shift plus a go to geometry and in Sample select the sample index node let’s place it over here now to view both the cupcake and this whipped cream in the scene we’ll be adding The Joint geometry node so press shift plus a go to geometry and select the joint geometry node place it over here connect the geometry socket to the Joint geometry then take the mesh socket of the curve to mesh node and connect it to the Joint geometry to view the output I I take the geometry socket here and connect it to the group output then I’ll delete the viewer note from here and now here we have the cupcake and the whipped cream placed below it and in order to place it on this top face we’ll be using the sample index node now we want to get the position of the top face so first of all I’ll change the data type to Vector then in the domain I’ll select the face and to retrieve the information about the position of the face I’ll be connecting the value socket to the position node so press shift plus a go to geometry and in read select the position node place it over here and connect it to the value socket then to place the whipped cream at that particular location which it will give as the output we’ll first add the set position node after this so press shift plus a go to geometry and in the right category select the set position node let’s place it over here and connect the value socket of the sample index node to the offset in the set position and now the whipped cream will get placed at the position of the face having the index value equal to zero now one way to know the index value of the top face is to keep on changing the index value from here and wait till you reach the top but a better way is to go to the edit option here then go to the preferences then in interface turn on the developer extras option now I close this window now tab into the edit mode and here on the top you will find this icon which is the mesh edit mode so if I select it then here in the developer category I have this option of turning on the indexes and this will display the index number of any selected vertex Edge or face so I’ll turn it on and now here you can see that since I have selected this top face so it is also displaying the index number of the selected pH so I’ll use this index number in the index parameter here and it looks like this because the subdivision surface modifier is place above the geometry nodes modifier to fix this click here then drag it and place it below the geometry nodes modifier and now the whipped cream is placed on the position of this top face to get back the node system select the geometry nodes modifier from here and now to move it upwards we’ll be using the transform geometry node so press shift plus a go to geometry and in operations select the transform geometry node place it after the set position node and now if I go to the translation in the Z axis and try to increase it you will notice that the position of the whipped cream is also changing now to place it perfectly we’ll do some some changes in the parameters of the Spiral node and also the transform geometry so first of all we’ll move it slightly downwards in The Zed axis so that this ending part of the whipped cream is not visible so go to the translation in The Zed axis and reduce it slightly to something like 0.6 M then to increase the number of rotations I’ll go to the rotation value here and let’s increase it to something like four and now because this part of the whipped cream is intersecting with the cupcake so I’ll go to the end radius and slightly reduce it to something like 1.05 or 1.06 and this is how it looks now let’s all also make it colorful by adding some material to it so turn on the render view then in the geometry nodes editor we’ll add the set material node so press shift plus a go to material and select the set material node we’ll place it after the transform geometry node and we’ll use it to assign the material to the whipped cream so go to the material properties click on the new button and since we have selected the original cupcake therefore this default material will get applied to the lower part of the cupcake so if I go to the base color and try to change the color from here then that specific color will get applied to this part of the cupcake however for the cre part we need to create a new material again and assign this material. 004 with the help of the set material node so I’ll click here and select the material. 004 let us change the color of this material to something like pink and for the lower part of the cupcake I will change this window to the Shader editor From Here and Now for giving it some texture we’ll be using the magic texture node so press shift plus a go to texture and select the magic texture let’s place it over here and connect the color socket to the base color now you can change the texture with the help of the depth parameter from here and if you want to reduce the color or add only some specific color to the texture then for this you can add the color ramp node so press shift plus a go to converter and select the color ramp place it over here and now with the help of these pointers we can adjust the color of the texture so first of all change the interpolation mode to constant then I’ll change the color of the first pointer by increasing the brightness and I’ll change it to light blue color then for the second color select this pointer let’s move it over here and I’ll change its color to the yellow color and if you want to change the scaling of the texture then select the magic texture press crl plus T to add the texture coordinate and the mapping node then take the object socket and connect it to the vector and now if I reduce the scale to something like one then now the texture looks like this so you can try to change the scale or the position of these pointers or their colors from here and in this way you can make your texture look better right now it looks perfect so we’ll finalize this however one more thing to notice here is that the texture that we created for the outside part of the cupcake is also applied to this part below the whipped cream and to fix this tab into the edit mode and with the stop face selected press control and numpad plus to increase the selection then I’ll go go to the material properties select this pink material and click on the sign button and now you can see that we have all the materials perfectly applied to the cupcake now let us also finalize our scene so go to the solid mode press 7 to go to the top view and we’ll be placing this cupcake on different places of this candy world so press G and move it over here press shift plus d to create a duplicate and let’s place this one over here similarly let’s create one more duplicate place it here and one last duplicate at this point now we have placed these four cupcakes in our candy world and let’s also move them slightly upward so press gz and move it up like this let’s do the same with this one so press gz and move it over here then I’ll select this one press gz and place it upwards and in the end I’ll select this cupcake press G and Zed and move it over here and with this our scene is now completely ready so let’s go to the render View and let us do one more thing which is to give some simple material to the base so I’ll select it go to the geometry nodes editor from here and if you remember we use this grid node connected to the set position to create this base and to assign the material I’ll take the set material node over here press shift plus d to create a duplicate and connect it after the set position node then go to the modify properties and create a new material let’s assign this material. 005 to the base of the candy world so click here and select the material. 005 now to modify the material we’ll go to the Shader editor from here and now to give it some random texture We’ll add the noise texture here so press shift plus a go to texture and select the noise texture from here now press contrl + T to connect it to the texture coordinate and the mapping node and now I’ll take this Factor socket and connect it to the base color also take the object socket and connect it to the vector and now to give some color to the texture We’ll add the color Ram so press shift plus a go to converter and select the color Ram place it after the noise texture change the interpolation to constant and now by using these pointers we can change the color of this texture so for the first color we’ll change it to the white color by increasing the brightness then for the second color we’ll change it to something like brown color so let’s take this over here then reduce the brightness in order to make it look like chocolate brown Now by changing the position of these pointers we can adjust the look of the texture also you can use the scale parameter in the noise texture in order to change the scaling of the texture so if I reduce it to something like one then this is how the texture looks let’s also bring the second pointer slightly here and now the texture looks perfect now to render the final image we’ll first place our camera at this position so for this press control alt and zero on the numpad then turn on the lock camera to view let’s adjust the camera properly and now this is how our final scene looks to render the image click on the render button and select the render image now this is the final rendered version if you want you can do more changes in the scene like try to increase the density of these candies try to change the texture on the base and in this way you can make your scene look better and with this we come to the end of this chapter today we learned about some new geometry nodes and we even finalized the [Music] scene in this chapter and the upcoming chapter we’ll be completing this scene and for today’s chapter we’ll be learning all these Topics in complete detail so the first topic for today’s chapter is understanding the scene time node so for this let’s first go to the geometry nodes workspace and in the geometry nodes editor click on the new button now we’ll be understanding the scene time node with the help of a UV sphere so press shift plus a go to mesh and in Primitives select the UV sphere let’s place it over here now suppose we want to create an animation where this UV sphere scales up in the Zed axis so first of all I’ll be adding a transform geometry node by pressing shift plus a then in Geometry go to operations and select the transform geometry node let’s place it over here and now with the help of the scale values in this node I can control the scaling of the UV sphere now even though I can insert a key frame at the scale value in The Zed axis and create the entire animation manually by using the timeline editor but an easier way to do it is to use the scene time node so first of all let’s add it here so press shift plus a go to input and in scene select the scene time node let’s place it over here now I can use this scene time node in order to create the animation of the UV sphere scaling down in the Zed axis but before that let’s also add the combine XYZ node to control the scaling only in The Zed axis so press shift plus a go to utilities and in Vector select the combine XYZ node let’s place it over here and now I’ll take take the second socket of the seene time and connect it to the Zed axis then I’ll take the vector socket and connect it to the scale now what the seene time note does is that it simply creates an animation where the scaling in The Zed axis will increase from a value of zero to Infinity however to view the uis sphere in the scene I also need to change the values in the X and Y axis to one and now if I play the animation by pressing the space bar then you can clearly see that the scaling of the UV sphere is increasing from a value of zero in The Zed axis and this is because of the scene time node and because I connected the second socket in this node the animation will be created as per the seconds however if I take the pointer to the frame number one and now if I take the frame socket and connect it over here and play the animation again then you can clearly see that this time the animation is very fast and that’s because we have used the frame socket here so in most of the cases we’ll be using the second socket in order to get a realistic animation now the next node to understand is the quadrilateral node to add it over here first I’ll delete all these nodes by pressing X then press shift plus a go to curve and in Primitives select the quadrilateral node let’s place it over here and connect it to the group output now let’s go to the top view by pressing seven on the numpad and so the quadrilateral is simply any closed shape which has four sides in fact you can change the type of quadrilateral from the mode option here so by default the first one which is the rectangle is selected and here you have the options like width and the height and using these values I can easily control the width and the height of the rectangle then the next available mode is the parallelogram and again I have the width and the height option and we have an additional option which is the offset parameter so by using the width I can control the width of the parallelogram then by using the height we’ll control the height of the parallelogram then from the offset value we can control the offset or basically the tilting of the parallelogram to the left or the right now the third mode available is the trapezoid and for those of you who don’t know what a trapezoid or a trapezium is it is basically a quadrilateral which has at least one pair of opposite sides parallel to each other now by using the height value we can control the height of the trapezoid in the Y AIS then we have the bottom width and if I change it then basically the width of the bottom side will change like this then the next option is the top width and by using it we can control the width of the top side of the trapezoid then we have the offset by which we can control the tilting of the trapezoid to the left or the right then we have the kite mode where I can change the width like this the bottom height and similarly the top height of this quadrilateral then we have the last option which is the points mode and you can use it to create any type of parallelogram simply by changing the position of the points for example in the point one if I try to change the position in the x-axis then you can see that the position of the first point will begin to change like this then you can do the same with the Y AIS or the Zed axis and yes you also have the option to change the position of all the four points of the Quad lateral now we’ll be creating this shield with the help of the quadrilateral node so first of all I’ll change the mode of the quadrilateral to kite and then to fill it we’ll be adding The Fill curves node so press shift plus a go to curve and in operations select the FI curve node let’s place it over here and I’ll change it to ends now in order to give some thickness to it we’ll be using the extrude mesh node so press shift plus a go to mesh and in operations select the extrude mesh node let’s place it over here now we’ll reduce the offset scaling to something like 0.2 or 0.3 and this is how it looks now we have applied the Extrusion effect to the quadrilateral and now suppose you want to scale down this top face and for this we’ll be using the scale elements node so press shift plus a go to mesh and in operations here we have the scale elements node let’s place it after the extrude mesh node and now if I try to change the scale value then the entire mesh object will begin to scale up and down however to apply the scaling only to the top face I’ll take the top socket and connect it to the selection in the scale elements node and now if I try to reduce the scaling then in this case only the top face is getting scaled down now to give some interesting pattern to our Shield we’ll be using the Dual mesh node to add it here press shift plus a go to mesh and in operations select the Dual mesh node let’s place it over here and as discussed in one of the previous chapters the Dual mesh node will convert the vertices into faces and the faces into vertices however to give it an interesting look I’ll split these edges and then scale down the faces so press shift plus a go to mesh and in operations select the split edges node place it over here and to scale down the faces I take the scale elements node from here press shift plus b to create a duplicate and place it after the split edges node now let’s also increase the scaling to something like 0.9 or 0.92 and now it looks like this if you want to increase the number of vertices in the mesh and give it an even more realistic look then for this we can use the subdivide mesh node before the Dual mesh so press shift plus a go to mesh and in operations select the subdivide mesh let’s place it over here and with this the number of vertices and the faces in the mesh has increased now to extrude these faces I’ll be adding the extrude mesh node so press shift plus a go to mesh and in operations select the extrude mesh node let’s place it over here let’s reduce offset scaling to something like 0.1 or 0.2 and this is how the basic structure of The Shield is looking right now now to add the original quadrilateral below the shield with the subdivision applied we’ll be using the joint geometry node so press shift plus a go to geometry and select the joint geometry node let’s place it over here and now I’ll connect the subdivide mesh node to the Joint geometry and now you can see here that we have the subdivided quadrilateral mesh placed below the shield now to ensure that the edges appear properly on the boundaries turn on the key boundaries in the Dual mesh node now one more thing you can see here that the bottom is not covered and to fix this problem we’ll simply connect the original quadrilateral with the fill effect because of the fill curve node to the Joint geometry now to give the shield some basic material we’ll be adding the set material node so press shift plus a go to material and select the set material node we’ll place it after the extrude mesh node and to create the material go to the material properties and we have this default material added here so let’s select it from the list in the set material node now let’s also do one more thing which is to rotate the shield and move it upwards in The Zed axis so press RX and type 90 let’s also move it upwards like this now to create the shield material I’ll first turn on the render view from here now for a better lighting I’ll select the light go to the object data properties and change the type of light from point to Sun let’s also reduce the strength to something like four or five then to move the Light press g y and place it over here let’s also move it in the x-axis and now to rotate the Light press R then X and rotate it like this and with this we have a proper Lighting in the scene let’s select the shield again and for the meting material I will change this window to the Shader editor so click on this icon and select the Shader editor now if I zoom out then here we have the default material applied to the shield but to make it look like a realistic Shield I’ll change the base color to gray by reducing the brightness from here let’s also increase the metallic strength to a very high value like 0.9 or 1 now to give the texture a 3D look we’ll be using the bump node so press shift plus a go to vector and select the bump let’s place it over here and connect it to the normal of the principal bstf then for the texture we’ll be using the noise texture so press shift plus a go to texture and select the noise texture now we’ll connect the factor socket to the height then to connect the noise texture to the texture coordinate and the mapping node I’ll select the noise texture and then press cr+ T now just like always I’ll take the object socket and connect it to the vector let’s also reduce the scaling in the noise texture to something like 0.5 or 0.7 let’s also reduce the bump effect to something like .1 or2 let’s also increase the detailing to its maximum value of 15 and now this is how our Shield looks right now however you can notice some minor issues at the side of the shield and to fix them we’ll go back to the geometry nodes editor from here and I’ll change the Extrusion value in this node to something like 0.13 or 0.14 and now the shield looks perfect now moving ahead we’ll also be adding some glow at the back of the shield by creating another material and assigning that material to the back face so first of all I’ll go to the material properties and create a new material let’s also create a duplicate of the set material node by pressing shift plus 3 and drop it in between the subdivide mesh node and the joint geometry let’s also change the material to material. 001 and to get a glowing effect effect I’ll go to the emission let’s increase the emission strength to something like 10 let’s also change the color and I will be assigning the green color and now we have the glow effect applied to the back pH in order to view the glow properly I’ll go to the render properties and change the render engine to cycles and this is how our Shield is looking right now you can see that it has the metal at the front and from the back the green light is emerging for now I’ll change the render engine back to Eevee now moving ahead let’s also add a plain below it which will be the base of the landscape so press shift a go to mesh and select the plane and to control the scaling and then number of vertices of the plane from the geometry nodes editor simply add the grid node so press shift plus a go to mesh and in Primitives select the grid node let’s place it over here now let’s increase the size to something like 30 m let’s also increase the number of vertices in the X and Y axis to a much higher number like 100 and now we’ll be creating a path on the plane and we’ll be adding some fls on that path of the plane and for this we’ll be using the Hedge path to selection node if you remember in this chapter we learned about the edge parts to curve node and the node that we going to explore today is also very similar to the edge parts to curve node so to add it here press shift plus a go to mesh and in operations select the edge parts to selection node let’s place it over here so by using the start vertices socket we’ll tell this node about that particular vertex from where the path should begin so let’s add a compare and the index node for this so I’ll press shift plus a go to utilities and in math select the compare node let’s place it over here then to add the index node press shift plus a go to geometry and in read select the index node let’s place it over here now I’ll change the input type to integer and the operation to equal now now if I take the index socket and connect it to the value a and take the result socket and connect it to start vertices then in this case we are simply telling this H pass to selection node that the path should begin with the vertex having the index value equal to zero Now to create a shortest path between any two vertices we’ll be using the shortest Edge paths node to add it here press shift plus a go to mesh and in read select the shortest Edge paths let’s place it over here now I’ll connect it to the next vertex index here and for the end vertex we’ll be creating a duplicate of these two nodes by pressing shift plus d and placing them over here we’ll be using them to define the index value of the end vertex so I’ll take the result socket and connect it over here now to view the path we’ll be distributing some points on that path so press shift plus a go to point and select the distribute points on faces let’s place it over here and now if I take the selection socket of the HED pass to selection node and connect it to the selection in the distribute points on faces then it will distribute the points only on the shortest path between the vertices having the index value as per these nodes right now the value of B in both the compare nodes is equal to zero and that’s why we can’t see any points here and now if I try to change the index on the end vertex then you will begin to notice hardly any points in the scene and this is because we need to connect something to the Edge cost in order to define the path and we’ll be connecting it to the random value node so press shift plus a go to utilities and select the random value let’s place it over here and connect it to the Hedge cost now this random value node connected to the Hedge cost will give some random value between 0 and 1 and the Hedge cost will only consider the value which is lower and then it will make the path accordingly now to increase the number of points first I’ll go to the density and let’s increase it to something like 100 let’s also change the index value of the end vertex to something like 5,000 or 6,000 let’s also use the joint geometry node in order to view the plane along with the points so press shift plus a go to geometry and select the joint geometry node place it over here and connect the grid node to the Joint geometry now these points are distributed on this path and to modify it let’s again try to change the index value of the end vertex and I’ll keep it to something like 8,000 or 9,000 and this is how it looks now now let’s also create the fls to place at these points so press shift plus a go to mesh and select the plane press GX and place it over here now first of all we’ll be using the geometry nodes to convert This Plane into a star so click on the new button then press shift plus a go to curve and in primitive select the star node let’s place it over here and now you can see that the plane is converted into a star you can control the number of points from here then you can even control the inner radius or the outer radius and you have the twist parameter to create this amazing twist effect on the star now the reason for adding the star node is that we’ll be using it to make the Flow by adding the petals at the different points of the flour so for this let’s first make the flow petals so press shift plus a go to mesh and select the plane press GX and move it over here then go to the top view by pressing seven on the numpad now to convert it into a petal tab into the edit mode press gy and let’s place it upwards now press two for the face select mode I’ll select the top face and to make the petal longer press gy and bring it up like this let’s also add some Loop Cuts so press crl plus r then left click and right click to finalize press one for the vertex select I’ll select this vertex press g y and move it up like this let’s also add two more Loop cuts on the sides so press crl plus r make a loop cut over over here then again press crl plus r and we’ll have another loop cut over here now I’ll select these two vertices press g y and move them slightly upwards in order to give the tip of the petal a slightly curved or rounded look now you can see that the petal is completely flat and to make it look curved let’s add some Loop Cuts so press crl plus r use the scroll wheel to increase the number of loop Cuts then left click and right click to finalize now to give it a rounded look turn on proportional editing by pressing O then press G and z and move it down like this let’s also increase the size of the proportional editing tool by using the scroll wheel and then left click to finalize now let’s come out of the edit mode now to make the petal look thicker tab into the edit mode press a to select everything or to turn off the proportional editing and press e to extrude it like this now let’s come out of the edit mode right click and select shade Smooth by Angle now to place these petals as instances on different points of the star I’ll select it go to the geometry nodes editor press shift plus a go to instances and select the instance on points let’s place it over here now I’ll take the plane. 002 which is the FL petal and drop it here then we’ll connect the geometry socket to the instance now we need to fix the rotation properly and for this we’ll be using the Align UL to Vector node so press shift plus a go to utilities and in rotation select the Align UL to Vector let’s place it over here and connect it to the rotation in the instance on points then press shift plus a go to geometry and in read select the normal and we’ll connect it to the vector socket in the Align UL to Vector node now I’ll select the FL petal tab into the edit mode press a to select everything then we’ll rotate it in the xaxis by 90° so press RX and type 90 I think that we should also reduce its thickness so press s y and reduce the thickness like this now let’s also rotate it in the Zed axis by – 90° then go to the top view by pressing seven on the numpad and see we basically need to place this FL petal at its origin point which is the yellow Point here so press g y and let’s place it over here and now this is how the basic structure of the flower looks let’s also do one more thing which is to go to the x-ray mode by pressing all plus Z then select these vertices press o to turn on the proportional editing press GX and make them look curved like this let’s come out of the edit mode and now this is how the FL petals are looking right now let’s also control the radius of the FL P so come back to the object mode select this FL and now with the help of the inner radius and the outer radius value in the star node I can control the radius of the FL pels so we’ll increase the inner radius first and keep it to something like 2 m then for the outer radius we’ll be keeping it to a value of somewhere near 2.5 M and so this is how the flare looks now I’ll do one more thing which is to select the FL petal again tab into the edit mode press a to select everything turn off the proportional editing and let’s scale it down in the Y AIS this will reduce their area like this and now the flow petals look perfect now if you want your flow petal to be like opened then for this in the edit mode press r y and rotate the flow petal like this so this is how you can modify the look of your flow like changing the rotation or the radius values now for the remaining part of the flow we’ll be adding a UV sphere at the bottom and for the stem we’ll be using the cylinder mesh so press shift plus a go to mesh and in Primitives select the UV sphere let’s place it over here then to add the joint geometry node press shift plus a in Geometry select the joint geometry node now we’ll connect the UV sphere to the Joint geometry and to move it downwards we’ll be using the transform geometry node so press shift plus a go to geometry and in operations select the transform geometry let’s place it over here and we’ll move it down in the Zed axis like this now for the stem part press shift plus a again go to mesh and in Primitives select the cylinder let’s place it over here and connect it to the Joint geometry now we have the cylinder placed over here and to control its position and the thickness I’ll take the transform geometry node press shift plus d to create a duplicate and place it over here first of all I’ll reduce the scaling in the X and Y axis let’s also make it longer by increasing the scale in the Z axis then move it down like this and now this is how the FL looks now let give some materials to the petals so I’ll go to the render view again then I’ll select the flower petal and change the window to the Shader editor click on the new button and now here we have the default material applied so for the material of the flower petal we’ll be using the emission and we’ll assign different colors to the different flow petals so first of all let’s increase the emission strength to something like 10 and to assign different colors let’s add the color Ram so press shift plus a go to converter and select the color Ram now I’ll take the color socket and connect it over here now to give a random color to each of the petals we’ll be using the object info node so press shift plus a go to input and and select the object info place it over here and connect the random to the factor socket now for the colors first of all I’ll change the interpolation to constant let us change the first color by increasing the brightness and I’ll keeping the red color now for the second pointer let’s change the color to the pink color then for the third one I’ll click on the plus icon here and change the color to yellow color now to place these pointers at equal positions from each other click here and select distribute stops from left now let’s also make the material for the rest of the flow like the UV sphere and the cylinder so for this let’s go to the geometry noes editor select the flow and before assigning the material let’s do one more thing which is to slightly scale up the UV sphere so we’ll increase the scaling to something like 1.2 and now it looks perfect now for the material press shift plus a go to material and select the set material place it over here now you go to the material properties and click on new material now you click here and select the material. 003 let’s also change the base color to the yellow and increase the brightness from here similarly for the stem we have the cylinder connected to the transform geometry node so let’s create a duplicate of the set material node and place it over here let’s create a new material and I’ll change the base color to green color let’s assign the material. 004 and now this is how the FL looks now now to place the FL at different points on the plane I’ll select the plane press shift plus a go to instances and select the instance on points we’ll drop it after the distribute points on faces then I’ll select the plane. 001 which is the FL and bring it in the geometry nodes editor now to use it as the instance I’ll take the geometry socket and connect it over here let’s reduce their size to something like 0.2 or maybe 0.1 and now this is how our scene is looking right now let’s also place the fls properly so press shift plus a go to geometry and in operations the transform geometry let’s place it over here let’s bring it slightly upwards in the Z axis like this let’s also reduce the density to something like 25 and change the seed value to get a different result now I think that we should do one more thing which is to change the color of these petals right now the emission effect is not visible properly so to solve this problem I’ll select The Petal again change the window to the Shader editor and instead of connecting the color ramp to the emission we’ll connect it to the base color let’s also reduce the emission strength to zero and finally this is how our scene is looking right now we have these flowers placed on the path which you can easily modify by going to the geometry nodes editor selecting the plane then in the end vertex you can change the value in the compare node then you can increase or reduce its density from here and with this we arrived to the end of this chapter today we learned about lots of geometry nodes created this simple FL placed it on the path we even created this Shield by using geometry notes and also added the glow effect to the back pH in the next chapter we’ll be learning about some more geometry nodes and we’ll also be finishing our scene [Music] completely in the previous chapter we begin with the creation of this scene where we created this shield with the help of geometry notes and even added some simple flowers around it and in this chapter we’ll be understanding about all these topics in complete detail and we’ll use them to finish our scene now we are back in our scene and the first topic for today’s chapter is understanding the merge by distance node so for this let’s first go to the solid mode and now I’ll be adding a UV sphere in the scene so press shift plus a go to mesh and select the UV sphere press G and z and move it upwards go to the geometry nodes editor and click on the new button now let’s add the M by distance node and understand how it works so press shift plus a go to geometry and in operations select the merge by distance node let’s place it over here now this node will basically merge the vertices of your geometry according to the distance value here if the distance between any two vertices is less than or equal to the distance value which we add here it will simply merge those vertices together and the structure of the geometry will change accordingly for example if I change the distance to a value of 0.5 M then it simply merged all the vertices who are having a distance of less than or equal to 0.5 m in between them so when I reduce the distance we’ll have all the vertices and when I increase it the vertices will begin to merge with each other according to the distance value and this is the use of the merge by distance node now if I tab into the edit mode press a to select everything then press shift plus d to create a duplicate move it in the x-axis like this then you can notice that as I increase the value of distance the vertices of both the UV spheres are merging with each other however if you want that the vertices of each UV sphere should be merged individually then for this you can change the mode from all to connected and now if I try to change the distance then the vertices of the U spere will now be merging individually now this note can also be used to merge different points together and to understand it practically we’ll be creating some slow particles in the scene so first of all I’ll delete this then press shift plus a go to mesh select the cube now we’ll be scaling it up according to that area where we want the snow to be added in the scene so tap into the edit mode press s to scale it up like this let’s also scale it down in the Zed axis move it upwards in The Zed axis and place it over here now let’s come out of the edit mode now in order to add the snow in this volume of the cube we’ll first convert it from mesh to volume then we’ll be Distributing the points in the volume by using the distribute points in volume node and in the end we’ll replace the points with the Snowballs so let’s go to the geometry nodes editor click on the new button to convert it into volume we’ll use the mesh to volume node so press shift plus a go to mesh and in operations select the mesh to volume node let’s place it over here and now to distribute the points in the volume we’ll use the distribute points in volume node so press shift plus a go to point and select the distribute points in volume we’ll place it over here and now we have these points here and suppose you want to merge them then for this you can use the merge by distance node to add it over here press shift plus a go to geometry and in operations select the merge by distance node let’s place it over here and now I can merge these points together by controlling the distance from here so we’ll keep it to something like 1.4 or 1.5 M and in this way the number of the points have reduced because all the points that were having a distance of 1.5 M or less were merged together now to replace the points with the snowball we’ll be adding the instance on points node so press shift plus a go to instances and select the instance on points let’s place it over here then for the Snowballs we’ll be using the icosphere so press shift plus a go to mesh and in Primitives select the icosphere let’s place it over here and connect it to the instance let’s reduce their scale to something like 0.2 or maybe 0.3 let’s also increase the distance to something like 2 m and now this is how these snowballs are looking in the scene now let’s also create some material so go to the render view let’s also slightly reduce the scaling of the Snowballs so we’ll keep it to something like 0.25 and the distance to something like 2.2 M and now it looks perfect so for the material I’ll go to the material properties click on the new button then let’s go to the emission and increase the emission strength to a value of something like five and to apply this material. 005 to the snow particles go to the geometry nodes editor press shift plus a go to material and select the set material node let’s place it over here and select the material which is the material. 005 now if you want you can even change the color of this icosphere to something like yellow or maybe red if you don’t want them to look like real snowballs so you can try to change the colors right now I’ll be assigning the red color now moving ahead let’s understand the next topic of this chapter which is the separate XZ node so for this first of all let’s add some random object in the scene so press shift plus a go to mesh and let’s add a cube press GX and place it over here let’s also change the render engine from Cycles to Eevee and now we’ll be understanding the separate XR node first in the Shader editor and then in the geometry nodes editor so click here and select Shader editor click on new material now to add the separate X node press shift plus a go to converter and select separate xit let’s place it over here now the separate xit node is exactly opposite to the combined xed node that we understood earlier so if I add it by pressing shift plus a going to converter and selecting the combine xet then you can see that this combined XZ node takes the input in the form of XY and Zed axis and combines it into a single Vector on the other hand the separate XYZ node takes the input in the form of a vector and separates it into X Y and Z AIS let’s also understand it practically so with this note selected if I press control plus T then now I’ll have the texture coordinate and the mapping node added in the Shad editor let’s delete the image texture from here and connect the vector of the mapping node to the separate exisit node let’s also take the object socket and connect it to the vector and now to view the result hold on control shift and left click on the separate XYZ node now the separate XYZ node is taking the vector and separating it in the XY and Zed axis right now we are using the x-axis socket and as a result you can see this black and white color on the cube which is changing in the x-axis so basically in the X x axis the vector is changing from minus1 to postive 1 in the beginning the value is minus1 and as I told you in one of the previous chapters whenever the value is anything less than or equal to zero in that case the color will always be black then the value increases to zero in the middle and then as it reaches the end the value will be equal to 1 now in a similar way if I take the y- axis and connect it to the output then in this case the change in color is being observed on the y- AIS like initially the value is minus1 then in the middle it’s zero and in the end the value is equal to 1 similarly if I take the Z axis and connect it over here then the

    same thing happens in the Z axis also at the bottommost point the value is equal to minus1 then it increases to zero in the middle and at the top the value is equal to 1 so in simple words we can say that the separate XY Z node simply separates the vector into the XY and Z axis now let’s try the same with the geometry nodes also so I’ll select the plane go to the geometry nodes editor from here and now to add the separate xite node press shift plus a go to utilities and in Vector select the separate X node let’s place it over here now I’ll be adding the position I node to be used as a vector to be separated so press shift plus a go to geometry and in read select the position node let’s place it over here and connect it to the vector and now if I take the x-axis socket and connect it to the selection in the merge by distance stored then in this case the vector will get separated in the x-axis and we’ll be getting a result where in the beginning the value will be minus one then in the middle the value will be zero and in the end the value will increase to positive 1 as a result the merge by distance node will only get applied on that part where the value is greater than zero this concept is exactly similar to that in the Shader editor which we understood with the help of this Cube for example if I take the xaxis and connected to the output then initially the value was minus1 then it became zero and then it increased to positive 1 similarly in the geometry nodes also here the value is minus one here it is 0o and in the end the value is equal to one now let’s go to the geometry nodes editor again and so this was the concept of the separate XY Z node for now I’ll delete it from here let’s also delete this position node now let’s move to the next topic of this chapter which is the value node and to understand it let’s first select the plane then in the geometry nodes editor press shift plus a go to input and in constant select the value node let’s place it over here now the value node is the simplest node which helps to give an input of a value and the benefit of using the value node is that you can connect the same value to the multiple sockets for example you can see here that in the grid node the size in the X and Y AIS is equal to 30 m so if I take the value socket and connect it to the size in the X and Y AIS like this and increase the value to 30 and press enter Then in this case this value of 30 is being assigned to the size sockets here so this node is simply used to assign a single value to multiple nodes or sockets in fact in the density option here you can see that the density is equal to 38.6 so if I take the value socket which is carrying the value equal to 30 and connected to the density then in this case the density is reduced to a value of 30 now moving ahead we’ll be adding some mushrooms in the scene and for this let’s first add a UV sphere so press shift plus a go to mesh and select the UV sphere press GX and place it over here go to the front view by pressing one of on the numpad and now here we have this UV sphere added in the scene tab into the edit mode and to model the mushroom we’ll be deleting the bottom half of the vertices so first let’s turn on the x-ray mode by pressing alt plus Z then select these vertices press X and select delete vertices now press a to select everything and let’s scale them down in the Zed axis like this now I’ll select this Edge loop at the bottom by holding alt and left clicking here then let’s zoom out and change the view let’s also turn off the x-ray mode and now to make the bottom part of the mushroom press e to extrude right click to cancel the movement s to scale it down like this also press crl + r to add some Edge Loops over here use the scroll wheel to increase the number of loop cuts and then left click and right click to cancel the movement now let’s move them slightly upwards by pressing gz and place them over here now for the bottom part I’ll select this inner Edge Loop by holding alt and left clicking here now let’s extrude it by pressing e and Zed and extrude it like this let’s also scale it up at the bottom by pressing s and now it looks perfect we have the simple mushroom ready in the scene now for the material on the top of the mushroom go to the material properties create a new material and to assign this material to the top we’ll select this vortex in the middle this one and to increase the selection hold on control and numpad plus and let’s do it a few more times till the entire area on the top is covered and yes one more thing this material. 007 is the first material and so it’s the default material that automatically gets applied to the entire object however to create a material that will only get applied to the top I’ll create a new material from here and click on the assign button now let’s come out of the edit mode Let’s also change this window to the Shader editor now for the spotlight texture we’ll be using the warno texture so press shift plus a go to texture and select warno let’s place it over here press cr+ P to connect it to the texture coordinate and the mapping node and to view the output hold on control shift and left click on the wner texture now here we have these spots on the top and to control their appearance let’s add a color ramp node so press shift plus a go to converter and select the color ramp place it over here let’s change the interpolation to constant and now if I take the second pointer and move it like this you can clearly see that now I can easily control the looks of the spots from here also let’s reduce the scale value to something like 2.5 or maybe 2.4 and this is how the texture is looking now now to give some color to the mushroom let’s first select the principal bstf node and place it over here and now I’ll be adding another color ramp node which we’ll be using to give some colors to the mushroom so press shift plus a go to converter and select the color ramp place it over here let’s select the white pointer and we’ll change the color to something like red let’s also change the black color by increasing the brightness and now we have this white color on the spot let’s also apply shade Smooth by right clicking and selecting shade smooth and with this the top of our mushroom is now completely ready for the bottom part I’ll select this material. 007 and we won’t be doing much changes here we’ll only apply a simple noise texture so press shift plus a go to texture and select noise texture place it over here connect the color socket to the base color let’s also increase the scale value to something like 20 or 15 and now we have this simple material for the base with this the mushroom looks perfect to be added in the scene so to distribute it on the plane let’s select the plane switch to the the geometry notes editor from here and just like we place the flowers let’s also place the mushrooms on the plane but yes we added these flowers only on this part that we created using the edge pass to selection node which we won’t be doing in case of the mushrooms so first of all I’ll select both of these nodes which is the distribute points on faces and the instance on points press shift plus d to create a duplicate and place it over here now let’s reduce the density to something like five take the mesh socket of the grid node and connect it over here and for the instance let’s add the mushroom that we created so I’ll select this spere left click and drag it into the geometry nodes editor take the geometry socket and connect it to the instant socket now I’ll connect it to the Joint geometry node and now you can see here that we have so many tiny mushrooms distributed in the plane so first of all I’ll reduce the density to something like 0.5 let’s also increase their scaling to something like 0.3 or 0.4 and to move them upwards we’ll be using the transform geometry node so for this press shift plus a go to geometry and in operations select the transform gometry node let’s place it over here now with the translation value in the Z axis we’ll move the mushrooms up also I think that we should reduce the density further to a value of 0.25 and now to give some random rotation to each of the mushrooms we’ll be connecting the random value node to the rotation socket so press shift plus a go to utilities and select random value let’s place it over here change the data type to Vector connect the value socket to the rotation now to ensure that the randomness of the rotation is only applied in The Zed axis I’ll change the maximum values in the X and Y AIS to zero and now we have the randomness in the rotation only in The Zed AIS now the scene looks perfect so let’s go to the camera view by pressing zero on the numpad to adjust the camera click on this lock icon which is the lock camera to view and now let’s adjust the view like this let’s also zoom out also I think that we should reduce the size of these snowballs so I’ll select them and in the geometry nodes editor let’s reduce the scale value to something like 0.15 to place the camera properly you can do one more thing which is to select the camera from the scene collection press end then by using these values of the location and the rotation you can adjust the camera view perfectly so first of all I’ll change the rotation in the Y and Z axis to exact zero or maybe let’s slightly change the rotation in the Z axis let’s also move it in the xaxis like this then to move it upwards increase the location in the Z axis like this and so by simply adjusting these values you can easily control the camera view for now I think that this position looks perfect so let’s finalize it also I’ll change the render engine back to cycles and this is how our scene looks now if you want you can even download some texture for the base from websites like poly haven.com and apply them on this plane but for now I will only be adding a simple green color to the base so let’s select the base go to the material prop properties and create a new material let’s change the base color to green and to apply this material to this space we’ll be adding a set material node in between this grid node and the joint geometry node so press shift plus a go to material and select the set material node let’s place it over here and then select this material. 009 from the list and now we have the simple green material applied to the base also with this we arrive to the end of the chapter number 45 in today’s chapter we learned about some new geometry nodes some new blender Concepts and we even finalized this magical Shield scene [Music] in this chapter and the upcoming chapter we’ll be learning about lots of new geometry notes and by using them we’ll be creating a beautiful scene with some dragons and in today’s chapter we’ll be understanding all these topics in complete detail so to begin with let’s first go to the geometry nodes workspace and now we’ll be making some flying dragons like this one using geometry nodes now for making the dragons I’ll delete this Cube by pressing X now let’s add a curve in the scene so press shift plus a go to curve and select the basier curve let’s go to the top view I press seven on the numpad and to give it some thickness go to the geometry nodes editor click on the new button and now we’ll be adding the curve to mesh node so press shift plus a go to curve and in operations select the curve to mesh node we’ll place it over here and for the profile curve we’ll be using the curve Circle node so I will press shift plus a go to curve then in Primitives select the curve Circle node now we’ll connect it to the profile curve now to fix the radius of the curve we’ll be using the set curve radius node so press shift plus a go to curve and in the right category select the set curve radius let’s place it over here and by using the radius value we can control the radius of the curve now to make the radius look like it’s smaller at one end and bigger at the other end we’ll be using the spline parameter node so press shift plus a go to curve and in the read category select the spline parameter node we’ll place it over here and connect the factor socket to the radius now if I tab into the edit mode press a to select everything then press X to delete and select delete segments and then if we try to draw a curve by selecting the draw tool from here and now if I try to draw a curve like this then you can see here that the same thing is being applied to this curve also now this curve is created which will be used as the body of the dragon and to fill this face of the curve simply turn on the fill caps option here now we’ll be placing the dragon’s head on this face of the mesh but first of all we’ll convert this mesh into points and for this we’ll be using the mesh to points node so press shift plus a go to mesh and in operations select the mesh to points node let’s place it over here now this mesh to points node converted the vertices of the mesh into points however if I change the mode to faces then in this case each face of the mesh will be converted into a point point now to get the point only on that face where we wanted to add the dragon’s head we’ll be using another node which is the face area node so to add it here press shift plus a go to mesh and in the read category select the face area let’s place it over here now this face area node is simply used to compare the area of different faces however to use it practically we also need to add the compare node so press shift plus a go to utilities and in math select the compare node we’ll place it over here now I’ll connect the area socket to the value a let’s also come out of the edit mode and now you can see here that with the mesh to points node and the faces selected here we are having these points in place of the different faces of the mesh and by using the face area node we’ll be comparing the area of each of the faces in order to get only that point where we want to place the head of the Dragon so if I take the result socket and connect it to the selection then in this case this compare node with the greater than operation selected will only give the result of those faces who are having a face area greater than the value of B which is zero and if I begin to slightly increase this value then you will notice that the number of these points are reducing and that’s because those particular faces where these points were placed were not having a face area greater than this value of B so if I further increase it to something like 0.05 or 0.06 then you will now notice that we have only one point left in the scene and this is exactly that point where we need to place the head of the Dragon now to view the rest of the body along with this point we’ll be using the join geometry node so press shift plus a go to geometry and select the joint geometry node let’s place it over here and connect the mesh socket of the curve to mesh node to the Joint geometry now we have this body of the Dragon along with this point on that face we will be placing the dragon’s head now to make the head of the Dragon let’s add a cube in the scene so press shift plus a go to mesh and select the cube press GX and move it over here now to apply the subdivision to it go to the modifier properties click on ADD modifier and in the generate category select the subdivision surface modifier let’s increase the levels you port to a value of two let’s also apply this modifier from here and now to convert it into a dragon head we’ll be doing the changes in the edit mode first of all on the top right side you can see this butterfly icon which is the mesh symmetry option and suppose I click on the Y AIS now whatever changes I’ll do on any one side of the mesh it will also get reflected on the other side in the Y AIS so it’s basically used to create symmetry in the mesh while editing now let’s undo it and we’ll be keeping this Y axis turned on now let’s make a simple dragon head so I’ll select a Vertex at the top right side then press o to turn on the proportional editing then press G to move it like this let’s also reduce the size of the proportional editing tool by using the scroll wheel let’s move this point over here slightly upwards and then left click to finalize also I select this point press g z and move it slightly down like this and yes we’ll be making only a basic structure of the dragon’s head we won’t be going into too much detail and now for the front part I’ll select this Vortex press GX and move it forward like this let’s also go to the back of the head select any vertex press GX and let’s make it flat like this let’s also increase the proportional size and then left click to finalize now let’s make the eyes of the Dragon so first of all turn off the mesh symmetry in the Y AIS also turn off the proportion editing press three for the face select mode now for the eyes I’ll be selecting these two faces by holding the shift button let’s extrude them inwards by pressing e and then move your cursor like this and left click to finalize now the basic structure of the head is almost ready so let’s come out of the edit mode select the body and to place the head as an instance on this point we’ll be using the instance on points node so press shift plus a go to instances and select the instance on points place it after the mesh two points node and for the instance object we’ll be using this head that we created here so go to the scene collection we have this Cube here which is the head of the Dragon we’ll drag it into the geometry nodes editor then I’ll take the geometry socket and connect it to the instance now first of all let’s adjust the position properly so I select the head tab into the edit mode press a to select everything let’s move it in the x-axis like this and then leftt click to finalize now let’s also reduce the radius of this body or basically its size so I’ll go to the curve Circle node let’s reduce the radius from here and we’ll be keeping it to something like 0.5 and this is how it looks now now moving ahead we’ll be adding some spikes on the head of the Dragon so for this I’ll select the original dragon head then if I press shift plus a then go to curve then here we can see that we have a curve object which is named as empty here so I’ll select it and now in the geometry nodes editor you can see here that we are having a completely new node which is the dform curves on Surface node now if I go to the scam collection then you can see here that in front of the cube object we are having this empty hair icon and if I expand it then here we are having the curves object which is simply the empty hair that we added now the deform curves on Surface node simply allows you to deform the hair curves which are added on the surface of an object in this case this head of the Dragon will be the surface and we’ll be using the hair Curves in order to make the spikes on the head of dragon now with the curves object selected if I try to change the mode from here then we have three options available the object mode edit mode and the sculpt mode you can even press control+ Tab and select any of these three modes and yes in order to modify the hair we need to open the sculpt mode now in the sculpt mode we are having a completely different layout on the top we have the option to control the radius or the strength of the brush then here on the left hand side we have lots of different tools and to view them properly we’ll close this spreadsheet window so I’ll take my cursor over here right click and select join areas let’s close this window and now to expand this menu I left click and drag like this and in this way we can clearly see all the tools along with the names now to add the hair particles we’ll go to the brush settings or this toolbar and select this add tool and now if I left click and drag my cursor like this then these hair particles will get added on the surface of the mesh so you can use use the hair note system when you’re making a 3D character and want to give some hair to it in fact you have many other options too like if I select the comb and then left click and drag like this then you can see here that it kind of combs the hair similarly if I select the snake hook and then left click and drag like this then this is how it will modify the hair but suppose you want to remove this hair then select the delete and left click and drag like this now we’ll be using this hair in order to create the spikes on the head of the Dragon so first of all let’s select the ad then for the Symmetry I’ll turn on the mesh symmetry in the y AIS and now let’s draw some hair on the surface so I left click over here let’s add some more hair and guess one more thing if I simply left click one time then only one hair particle will get added however if I left click and drag like this then multiple hair particles will get added on the surface so in this case we won’t be creating too many hair particles like we’ll only require about 10 or 15 hair particles on both the sides something like this now after drawing the hair particles let’s go back to the object mode and now to give them some thickness or basically to convert them into a mesh we’ll be using the Curve to mesh node so press shift plus a go to curve and in operations select the curve to mesh node let’s place it over here and now for the profile curve we’ll be using the curve Circle node so press shift plus a go to curve and in Primitives select the curve Circle node let’s connect it to the profile curve like this let’s reduce the radius to something like 0.1 or 0.2 let’s also add the set curve radius node so press shift plus a go to curve then in the right category select the set curve radius node let’s place it over here and then for the radius we’ll again be using the spline parameter node so so press shift plus a go to curve and in the read category select the spine parameter node let’s place it over here and connect the factor socket to the radius now since we are making the spikes as a result we need to invert the radius and for this we’ll be using the map range node so press shift plus a go to utilities and in MTH select the map range node we’ll place it after the spline parameter node and now to invert the effect simply change the two Min value to one and the two max value to zero and with this we have these simple spikes ready on the dragon’s head to give them some more detail we’ll go to the sculp mode again so press control+ tab select the sculpt mode now with the add option selected if I left click anywhere on the surface then these spikes will get added there and for the detailing we’ll be using the snake hook tool so let’s select it also let’s go to the front view by pressing one on the numpad or maybe CR + 1 to view the opposite side now if I left click and drag my cursor like this then you can see here that it’s creating this amazing effect on the hair particles let’s do the same with the remaining ones also and in this way we’ll be making the spikes for the head of the Dragon so we’ll complete it like this and yes do ensure that the mesh symmetry in the Y AIS is turned on so that whatever changes you do on one of the sides also gets applied to the other side I think that we should also delete some of the hair particles so I’ll select the delete tool let’s remove some of them by left clicking and this is how it looks now we have this simple looking dragon head where we added some hair particles and then also converted them into these spikes now let’s also go back to the object mode again and one thing that you might have noticed here is that these hair particles that we created are not visible on the head of this Dragon so to to solve this problem I’ll select it and here we have added the instance on points node and we connected it to this object info node which is having this Cube object or basically the original dragon head now to have the hair curves also we’ll be using the geometry to instance node so press shift plus a go to geometry and select the geometry to instance we’ll place it over here let’s also bring in the hair particles or this curves object by dragging it like this we’ll connect it to the geometry to instance Lo and with this we have these hair particles or these spikes added on the dragon’s head now moving ahead if I select the Dragon go to the top view by pressing seven on the numpad turn on the edit mode and with the draw tool turned on if I try to draw a curve like this then you can see here that I can easily draw as many dragons as I want however we have another issue here which is that the rotation of the head is not properly aligned and to solve this we’ll be using the Align Oiler to Vector node and we’ll also be capturing the attribute of the face normals so let’s do it practically first of all let’s add the Align Oiler to Vector node by pressing shift plus a there in the utilities select this one and select the Align Oiler to Vector node let’s place it over here connected to the rotation and now for the proper alignment we need to capture the attribute of each of the face normals and for this we’ll be using the capture attribute node if you remember in one of the previous chapters we discussed about the capture attribute node in complete detail however in the latest blender version it’s slightly updated so let’s add it and understand how it works now so press shift plus a go to attribute and select the capture attribute node we’ll place it after the curve to mesh node where it is connecting with the mesh to points node previously this capture attribute node used to have a value socket for the input and an attribute socket for the output but now in the updated version it allows you to do the same thing but on your own so first of all I’ll change the domain to the face and to calculate the face normal we need the input in the capture attribute node to be the normal so press shift plus a then in geometry and in the read category select the normal node we’ll place it over here and connect the normal socket to this input socket in the capture attribute node and by doing this it is now capturing the attribute of the face normal and for the output we have this socket over here so let’s take the socket and connect it to the Vector in the Align Oiler to Vector node and now you can see here that the rotation is now properly fixed and all the dragon heads are properly aligned and yes one more thing even after doing all these steps if the rotation is still not properly aligned then you can try to change the axis in the Align Oiler to Vector node but in my case the x-axis is working with the pivot set to Auto so you can try to change the Axis or the pivot until you obtain the perfect alignment now moving ahead let’s also give some wings to the dragon so come out of the edit mode press 7even to go to the top view and to make the wings let’s add a plane so press shift plus a go to mesh and select the plane press GX and move it over here let’s tab into the edit mode press two for Ed select mode select this Edge Let’s scale it down in the Y AIS so press s y and scale it down like this now let’s add some Loop Cuts so press contrl plus r left click and move it over here let’s add another one by pressing cr+ R then left click and move it over here let’s add two more Loop cuts for the center so press crl + r left click and move it slightly upwards let’s add one last Loop cut by pressing c cr+ r left click and move it over here or maybe I think that we should add two more Loop Cuts one of them on the top side here and the other one at the bottom so press crl plus r add a loop cut over here then press crl plus r again and add another loop cut over here now press one for the vertex select mode I’ll select this vertex press GX and move it like this let’s do the same with this one also move it in the x- axis like this and now if I change the angle then you can see that the wing is completely flat right now to give it a 3D look press three for the face select mode I’ll select this face then with the shift key holded select the middle phas and this one also let’s extrude them in the Zed axis by pressing e and extrude it like this now let’s come out of the edit mode and to give it a better final look we’ll be using the subdivision surface modifier so go to the modify properties click on ADD modifier and in the generate category select the subdivision surface let’s increase the level viewport to a value of two and with this we have the simple Wing ready for the dragon let’s also apply the shade smooth and it now looks perfect so we created this Wing just by using a plane scaling down one of its Edge then we added some Loop and extruded up some of the faces in the Zed axis then we applied the subdivision surface modifier and this is the final result now to complete the pair of wings tab into the edit mode press a to select everything move it in the x-axis like this and do ensure that this origin point is visible here and it will be at the center of both the wings so let’s create a duplicate of this Wing by pressing shift plus d move it in the x-axis like this and to rotate it press r z and type 180 and enter to confirm and now we have both the wings ready now let’s place these Wings on the dragons so I’ll select the dragon and now we’ll be adding an instance on points node for this I’ll select this one which we use for the dragon and the dragon hit press shift plus d to create a duplicate let’s place it over here then for the points we’ll take the geometry socket in the group input node and connect it to the points let’s connect the output to the Joint geometry node and for the instance we’ll be using the wings so in the seam collection These Wings Are saved as plain so let’s select the dragon then in the seam collection left click and drag the plane into the geometry nodes editor now I’ll connect the geometry socket to the instance and with this we have the These Wings added as the instance on different points of the curve or the dragon now first of all let’s fix the scaling of These Wings in the beginning near the head of the Dragon the size of the wing should be bigger and then it should reduce as it approaches the end so to achieve this result we’ll be using this fly parameter node so I’ll take the factor socket and connect it to the scale and this is how it looks now and moving ahead let’s also fix the rotation of the Wings and for this purpose we’ll again be using the Align Oiler to Vector node along with the capture attribute node so first of all I’ll select the Align Oiler to Vector node press shift need to create a duplicate let’s place it over here I’ll connect it to the rotation in the instance on points then for the attribute let’s select the capture attribute node press shift plus d to create a duplicate and place it in between the group input node and the instance on points now if you remember while fixing the rotation of the dragon’s head we used the capture attribute node and connected it to the normal in order to calculate the face normal however in this case we have added these Wings on the points of the curve and as a result for the capture attribute node the input that we going to use will be the curve tangent node node to add it here press shift plus a go to curve and in the read category select the curve tangent node let’s place it over here and connect it to the empty socket in the capture attribute node now let’s also change the domain to point and then I’ll connect the output to the Align Oiler to Vector node now to get the proper alignment we need to change the axis to align the vector and this pivot axis however right now with the Y AIS selected here and the pivot set to Auto I’m getting the perfect alignment however it might be possible in your case that you want to change the Axis or maybe the Pivot Point into something else depending upon how your scene is set up but for now I’ll change the PIV back to Auto and this is how it looks now one more thing to notice here is that the first Wing is placed at the beginning of the curve where we have the head of the dragon and to solve this problem we’ll be using the trim curve node so press shift plus a go to curve and in operations select the train curve node place it after the capture attribute node and before the instance on points and by using this node we can basically cut or trim the curve depending upon the starting and the ending value for example if I try to INE in the starting value then you will notice that the wings on this side of the Curve will begin to disappear because we have tramed the curve however if I change the start value back to zero and try to reduce the end value then in this case the same effect is seen from this side of the curve so for now I’ll keep the end value to something like 0.96 or 0.97 and this is how it looks now now let’s also give some material to the dragon and for this let’s go to the material properties and create a new material let’s change its name to dragon and enter to confirm now let’s also add the set m material node in the geometry nodes editor so press shift plus a go to material and select the set material node we’ll place it after this curve to mesh node which is connecting to the Joint geometry node let’s select the dragon material and now to modify the material let’s go to the Shader editor from here and also turn on the render view now to improve the lighting in the scene I’ll select this light in the scene collection in the object data properties change the type of light to Sun reduce the brightness to something like four or five now let’s select the dragons again and in the Shader editor let’s add the Warner texture so press shift Plus a go to texture and select the wner texture place it over here press ctrl+ T to connect it to the texture coordinate and the mapping node now just like always I’ll take the object socket and connect it to the vector then for the output I’ll connect the distance socket to the base color and now we have this texture with the spots on the dragon now to get the scale texture that we do see on the bodies of snakes and dragons simply go to the Warner texture then in the second option which is the feature output select the distance to Edge and now you can see that we are having the scaled pattern applied on the dragon’s body now to give some color to the texture let’s add a color ramp so press shift plus a go to converter and select the color ramp let’s place it over here let’s change the first color and we’ll be keeping the dark green color similarly for the second color let’s change it to the light green color and now this is how the texture looks let’s also increase the roughness to a value of one and to give it a 3D look we’ll be using the bump node so press shift plus a go to vector and select the bump node place it over here connect the normal to the normal in the principal bstf and for the input take the distance socket of the wner texture and connected to the height in the bump node let’s reduce the strength to something like 0.3 or 0.4 and now the texture looks like this now let’s also give the material to the wings so let’s select the original wings now go to the Shader editor and click on the new button let’s also change the name of this material to Wings and now let’s add the Warner texture so press shift plus a go to texture and select the Warner texture let’s place it over here press crl plus T to connect the texture coordinate and the mapping node now take the object socket and connect it to the vector let’s also connect the distance socket of the wner texture to the base color now just like the texture on the dragon’s body I’ll change the feature output from F1 to distance to Edge and now to give it some colors we’ll be adding the color ramp node so press shift plus a go to converter and select the color ramp place it over here now I’ll select the second pointer let’s change the color to something like red and this is how the wings look if you want you can set any other color that you like maybe green color maybe yellow or blue color but for now I’ll be assigning the red color let’s also increase the roughness to a value of one now let’s also give some material to the dragon’s head so for this I’ll select the original dragon head which is this cube in the scene collection and we’ll give it the same material that we have assigned to the body of the Dragon so in the Shader editor click here and select the dragon material and now this is how the dragon head looks now and yes if you want to do some changes in this material which is specifically applied to the dragon’s head then you can click on this icon which will create a duplicate of this material and now if I do any changes in the material then it will only get applied to the dragon’s head however I think that the original material looks perfect so I won’t do any changes but for the eyes we’ll be creating a new material and will increase the emission strength in it so with the original head of the Dragon selected tab into the edit mode now select those two faces which we extruded in for the eyes so I select this pH and with the shift key hold it select this face go to the material properties and let’s create a new material and click on the assign button let’s go to the emission and increase the emission strength to something like 10 and I’ll change the emission color to Yellow now let’s come out of the edit mode and this is how the dragon is looking right now we created this simple texture for the dragon’s body and the head then we created this red texture for the wings and for the ice we have used this material with the yellow emission if you want you can even change the color of this emission to something else like red or blue and to see the emission effect properly I’ll change the render engine from EV to cycles and this is how our scene looks finally let’s also give some material to these hair particles or the spikes that we created so I’ll select them go to the shareer editor and create a new material also to assign this material to these particles go to the geometry nodes editor from here let’s add a set material node so press shift plus a go to material and select the set material node place it after the curve to mesh and from here I’ll select the material. 001 now let’s go back to the sharer editor again and for the texture we’ll be using the noise texture so press shift plus a go to texture and select the noise texture place it over here press C crl + P for the texture coordinate and the mapping node connect the object to the vector and for the output I’ll connect the factor socket to the base color now to give some colors to it we’ll use the color ramp so press shift plus a go to converter and select the color Ram let’s place it over here now I’ll take this black pointer of the color ramp and move it like this in this way we’ll add some more black color to these horns or the spikes I’ll also change the render engine back to Eevee for now and right now I think that the texture looks fine so I’ll be finalizing this one however if you want you can change the color of this texture to something else like red green or blue or anything else which you think would look the best for your scene but for now I’ll change it back to the black color and with this we come to the end of this chapter in today’s chapter we learned about some new geometry nodes created some amazing dragons then we even understood about the hair nodes which we use for creating the these spikes we even created These Wings and also created these amazing textures and the best part about using geometry nodes is that if I select these dragons and tab into the edit mode then with the draw tool enabled if I draw a curve like this then I can easily make a dragon out of it so try to play around with these things try to give some more details to the geometry of the wings or the head of the dragon or maybe you can try to give some different colors to the dragon and in this way you’ll be able to create a scene of your own and yes in the next chapter we’ll be learning about some more geometry nodes and we’ll also use them in in order to finalize our [Music] scene in the previous chapter we started with the creation of this scene where we Ed the geometry notes to create these dragons and in today’s chapter we’ll be learning about all these topics in complete detail and we’ll also be finishing this scene now we are back in the scene and the first thing that we’re going to do today is to create a sun for the background along with the Sun Ray and for this we’ll be using the quadratic Bia node so first of all in the 3D view Port let’s add some object so press shift plus a go to mesh and let’s add a cube let’s move move it in the Y AIS like this now let’s open the geometry nodes editor from here and click on the new button to add the quadratic Basia node press shift plus a go to curve and in the primitiv select the quadratic baser node let’s place it over here and connect the curve socket to the group output now this will create a quadratic Basia curve in the scene let’s go to the top view to see it properly now here we have this quadratic Basia curve added because of this node and the first option that we have here is the resolution which basically controls the number of points or the number of edges of the curve then we have have three more options using which we can control the appearance of the curve the first option is the start and this one will control the position of the first control point that is present over here so if I try to change the position like this then the changes will be seen on the first control point in a similar way here we have the middle option which will be controlling the position of the control Point present at the middle of the curve so if I try to change the position like this then that particular point is getting displaced then finally we have this end option using which we can control the position of the last control point which is present over here so by using the quadratic Basia node you can easily modify your curve by changing the positions of the start middle and the end control point now the next topic of this chapter is understanding the curve to points node to add it over here press shift plus a go to curve and in operations select the curve to points node let’s place it over here and as the name suggests the curve two points node simply converts the curve into points then from the count option here you can control the number of these points by changing the value like this so it’s a very simple node which you can use to convert your curve into point point and it has three modes the evaluated mode the count mode and the length mode we just discovered the count where we can easily change the number of these points but let’s also discover the other two so I’ll first select the evaluated mode and in this option the number of points will basically depend on the resolution of the curve so if I increase the resolution from here the number of these points will increase and if I reduce it the number of points will also reduce then the third option that we have is the length and in this method the number of points is controlled by the length value so if I increase it the number of the points will reduce and that is because the length value added here is the minimum distance between any two points so as the distance or the length will increase the number of points will reduce for now I’ll change it back to the count mode now suppose you want to convert these points into vertices then for this we have the points to vertices node to add it here press shift plus a go to point and select the points to vertices node let’s place it over here and this node will simply convert the points that we received as the input into vertices and yes because now we have converted the points into vertices as a result the output that we getting here is also in the form of a mesh previously while using the quadratic Basia node the output was in the form of a curve then by using the curve two points node the output was in the form of points and then by using the points to vertices node the points got converted into vertices and we are now getting the output in the form of a mesh now to extrude these vertices let’s use the extrude mesh node so press shift plus a go to mesh and in the operations select the extrude mesh node let’s place it over here change the mode from faces to vertices and now all of the vertices have now been extruded into edges in in fact because of using the extrude mesh node the number of vertices will also have been doubled because previously we were having the vertices only on the inner side but now after extruding the vertices into these edges we are now also having the vertices on this outer side to check this let’s add the mesh to points node so press shift plus a go to mesh and in the operations select the mesh to points node let’s place it over here and now you can check that previously we were having only these points but after using the extrude mesh node we are now having these extruded points now suppose you want more points to be add add it in the area between each of these two points then for this you can use the subdivide mesh node to add it here press shift plus a go to mesh and in the operations select the subdivide mesh node place it after the extrude mesh node and now as they increase the level from here the number of subdivisions will increase and due to this the number of points will also increase now to add some other object like a UV sphere or an icosphere as instances on these points we’ll be using the instance on points node so press shift plus a go to instances and select the instance on points place it over here now for the instance object I’ll be using an icosphere so press shift plus a go to mesh and in The Primitives select the icosphere node place it over here and connect it to the instant socket let’s also reduce the radius of the icosphere to something like 0.1 now these will be used as the sun rays and for the main Sun object let’s add a UV sphere so press shift plus a go to mesh and in The Primitives select the UV sphere let’s place it over here let’s also add the joint geometry node so press shift plus a go to geometry and select the joint geometry node now I’ll connect the mesh socket to the Joint geometry node let’s also reduce the radius to something like 0.6 or 0.7 and now it looks perfect now to give it some material let’s go to the material properties click on the new button then in the emission I’ll change the color to yellow or orange and the emission strength to something like 10 or 11 and now to use this material in the geometry nodes editor let’s add the set material node so press shift plus a go to material and select the set material node place it over here and the name of this material is material. 002 so let’s select this material from this list and we now have this emission material applied to the Sun however to view the emission effect properly we need to change the render settings in the previous versions of blender with the EV render engine we used to have a bloom settings here using which you could have made the emission look better however in the latest version which is blender 4.2 the bloom settings have been removed from here and to get the same results we now have to use the composting and blender but in reality it’s a completely different topic which we’ll be covering later on in this course but for now we’ll be using the composting in order to fix the emission material so to open the composting workspace click on this composting workspace option and this window will appear where we can do all the works related to composting so for those of you who don’t know composting is basically used to change the way your final renders look it’s more like an image editing tool and to understand it practically first of all turn on the use nodes option from here and since we need to view the changes in the 3D viewport so for this I’ll change this dope sheet editor into the 3D viewport so click on this icon and select the 3D viewp let’s also expand this window like this turn on the render view now here we have the Sun that we created and and to view the changes that we make in the compositor click on this icon and change the option of the compositor from disabled to always now to get the bloom effect go to the compositor press shift plus a then in the filter select the glare node place it in between the render layers and the composite and from here change the glare type to bloom now from here change the quality to high and let’s reduce the size to something like six also slightly increase the threshold and we’ll be keeping it to a value of something close to 10 and with this the emission on the material is now looking perfect and yes one more thing it might be possible that you were not able to understand even a single thing that we did in the compositor so you don’t need to worry about that because we’ll be learning the compositors in full detail in the upcoming chapters but for now simply use this glare node change the glare type to bloom reduce the size increase the threshold and set the quality to high and now let’s go back to the geometry nodes Editor to view the same results over here click on this icon and change the selection from disabled in the compositor to always now let’s also fix the rotation and the position of this sun and for this we’ll be using the transform geometry node so press shift plus a go to geometry and in the operations select the transform geometry node place it after the set material node now first of all I’ll change the rotation in the x-axis to 90 let’s move it slightly upwards in the Z axis also and place it over here one more thing to notice in the scene is that the bloom effect is applied not only to the Sun but also to the eyes of the dragon and the reason for this is that whatever changes you make in the composting always get applied to the entire scene and not just a single object now let’s also scale it up so go to the transform geometry node let’s increase the scaling in all the three ax to something like two and now it looks like this we have these dragons and the simple Sun at the back and with this we are now ready to finalize our scene so let’s go to the camera view by pressing zero on the numpad turn on the lock camera to view from here I’ll change the view like this let’s also zoom out so that we can have both the dragons as well as the sun in the scene if you want you can even add some more Dragons by selecting them tabbing into the edit mode Let’s also go to the top view by pressing seven on the numpad and you can easily draw your dragons like this let’s do one more thing we’ll be creating a dragon in front of the Sun Also so let’s draw the curve and you might also get some errors like this but simply press contrl plus Z to undo and draw the curve again let’s create one more dragon and now it looks perfect let’s go to the camera view by pressing zero on the numpad and this is how our scene is looking now we have so many dragons in the scene along with the glowing Sun at the back if you want you can even change the color of the emission by going to the material properties and you can change the color from yellow to something like orange or red then you can also go to the composting and change the bloom effect from the different settings here like the threshold value or the size and with this we now arrive to the end of the chapter number 47 today we understood about some new geometry notes and use them to finalize this [Music] scene in this chapter and the upcoming chapter we’ll be understanding lots of new geometry notes and we’ll also be creating this amazing portal scene in blender so in today’s chapter let’s understand all these Topics in complete detail now first of all let’s go to the geometry nodes workspace click on the new button here and the first thing that I’m going to do is to change this Cube into a UV sphere so go to the geometry nodes editor press shift plus a go to mesh and in The Primitives select the UV sphere place it over here and connect the mesh socket to the group output now we’ll be using this UV sphere to create a scene with some lighting emerging out of it and for this we’ll be using some curves placed as instances on the points of the UV sphere so let’s understand it practically so first of all let’s add the instance on points node so press shift plus a go to instances and select the instance on points place it over here then for the instance object we’ll be using the curve line node so press shift plus a go to curve and in The Primitives select the curve line place it over here and connect it to the instant socket now these are the curve lines that are placed as instances on the different points of the UV sphere and we’ll be using them to create some lighting emerging out of the portal or the UV sphere and it will be connecting to the area outside the portal so for this let’s first add a set position node so press shift plus a go to geometry and in the right category select the set position node place it over here now we want that only the end points of this curve line to be connected to the world outside this portal and for this we’ll be connecting this selection socket to a new node which is called the endpoint selection node to add it over here press shift plus a go to curve then in the read category select the endpoint selection place it over here and connect it to the selection socket in the set position node now here we have two options the start size and the end size and since we want to affect only the end point of the curve line we’ll keep the end size to one but we’ll change the start size to zero now we’ll go to the 3D viewport and let’s add some random objects around the Sci-Fi portal so press shift plus a go to mesh and as select a UV sphere move it in the Y AIS like this press shift plus d to create a duplicate place it over here let’s create two more copies and place them around the portal now moving ahead the next node that we’re going to discover is the sample nearest node to add it here press shift plus a go to geometry and in the sample select the sample nearest node let’s place it over here now this node is very similar to the geometry proximity node it takes a geometry as an input and in the output it gives the nearest indices to the geometry now suppose you want to use these UV spheres added in the scene as the geometry input in the sample nearest node so for this I’ll select all these four UV spheres and we’ll join them together by pressing cr+ J now they’re converted into a single object with the name Sphere in the scene collection so I’ll select the portal again let’s track the sphere into the geometry noes editor connect the geometry socket to the geometry in the sample nearest node and now the sample nearest node will take these UV spheres as the input or basically as the sample and in the index output socket it will give the nearest indexes now to use this index socket somewhere we’ll be using the sample index node so press shift plus a go to Geometry then in the sample select the sample index node place it over here then I’ll take the geometry socket and connect it to the geometry in the sample index node now we’ll be using the sample index node to calculate the position at that particular index so first of all change the data type to Vector then for the value socket we’ll be using the position node so press shift plus a go to geometry and in the read category select the position node let’s place it over here and connect it to the value socket then I’ll connect the index socket of the sample nearest to the index socket in the sample index node now I’ll connect the output to the position socket in the set position node now let’s also understand what all we did here again first of all we use this object info node which is carrying the information about these UV spheres then we connected it to the sample nearest node and the sample index node this sample nearest node was calculating the index value of the points nearest to the geometry of the UV spheres and we use this index value as the input in the sample index node in order to calculate the position of those indexes then we connected it to the set position node in order to see the changes however to actually see the changes in the scene we have to use the realiz instances node to add it here PR shift plus a go to instances and select the realiz instances node place it in between the instance on points and the set position node and now we notice some changes here if I go to the object info node and turn on the relative from here then this is how the end points of the curve line get connected to the Spheres also if I try to move the UV spheres then you can see here that these curved lines were also changing and now moving ahead you can see that these curved lines are very straight and to give them some Randomness we’ll be using some texture so first of all I’ll create a duplicate of this head position node by pressing shift plus b let’s place it over here then I’ll add the noise texture node so press shift plus a go to texture and select the noise texure place it over here now I’ll take the factor socket and connect it to the offset in the set position node also turn off the normalize and now the curve lines are having this random pattern now to increase the randomness even more we need to increase the number of control points of the curve right now since the curve line is completely straight As a result there are only two control points one at the beginning and another at the end and to increase the number of of control points we’ll be using the resample curve node to add it here press shift plus a go to curve and in the operations select the resample curve node place it in between the two set position nodes and now with the help of the count value you can control the number of these control points so we’ll keep it to something like 8 or 10 let’s also reduce the scaling so we’ll keep the scaling to something like 1 or 1.5 and then to reduce that number I’ll go to the uere node change the number of segments to something like six let’s also change the number of rings to something like five or six or maybe I’ll keep both of the values to eight and this is how it looks now and yes if I select these curved lines press G to move it that it creates a very interesting Thunder lighting type of pattern which we needed for the Sci-Fi portal but to give it some thickness we’ll be using the curve to mesh node so press shift plus a go to curve and in the operations select the curve to mesh node place it over here then as usual we’ll connect the profile curve to the curve Circle node so press shift plus a go to curve and in the primitiv select the curve Circle node we’ll connect it to the profile curve socket let’s reduce the radius to something like 0.1 then suppose we want that the radius should be bigger at one end and smaller at the other end then for this we have the spline parameter node to use it we first need to add the set curve radius node so press shift plus a go to curve and in the right category select the set curve radius place it over here and to add the spine parameter press shift plus a go to curve and in the read category select the spline parameter node place it over here connect the factor socket to the radius and to control the effect let’s add the map range node so press shift plus a go to utilities and in the math select the map range node place it over here now to have the bigger radius on this end and the smaller radius at the opposite end simply go to the map range node change the two Min to a value of one and the two Max to a value of zero now let’s also reduce the number of these curve lines again so go to the UV sphere node let’s change the number of segments and the Rings to something like five then to view the UV sphere along with these curved lines at the center let’s add a joint geometry node so press shift plus a go to geometry and select the joint geometry node place it over here and to add the UV sphere if I try to connect the original UV sphere to the Joint geometry node then the reason it looks like this is that we have reduced the number of segments and the Rings here so for now I’ll first undo and add a new UV sphere node so press shift plus a go to mesh and in The Primitives select the UV sphere let’s place it over here and connect the mesh socket to the Joint geometry node also you can see here that some of these curves are emerging out of this UV spere so to fix this select the original UV spere node reduce the radius to something like 0.5 or 0.4 and this is how it looks now if I press G to move it then you can see that it’s creating this interesting pattern let’s also do one more thing I’ll select these UV spheres tab into the edit mode and we’ll be placing them properly because right now they are not properly placed in the XY and Zed AIS so first of all I’ll go to the top view by pressing zero on the numpad then to select a particular UV sphere first I’ll deselect all of them then with my mouse over one of the UV spheres if I press L then that particular UV sphere will get connected press G to move it and place it over here similarly I’ll deselect everything again by left clicking anywhere else in the 3D viewport take the mouse cursor to another UV spere press L to select it press G g x and move it over here let’s also move it in the y- axis like this let’s do the same with the third one press G and move it over here now I’ll select the fourth one by first deselecting then press L and move it slightly close to this UV sphere now this is how our scene is looking let’s select this one also press g y and let’s move it over here and now the scene looks perfect now let’s come out of the edit mode and if you want you can even create an animation of it where the central UV sphere will be rotating like this so to create this animation press n to open the toolbar and in the item category right now the rotation in all the three axises set to zero so let’s insert a key frame for these rotation values at the frame number one then I’ll take this pointer to the frame number 120 change the rotation in all the three axis to something like 1800° press I to insert a key frame and now if I take the pointer to the frame number one and play the animation then this is how the animation looks with the rotating UV sphere now the next topic for today’s chapter is understanding the edge angle node so for this first I’ll add a plane in the scene so press shift plus a go to mesh and select the plane press G X and move it over here tab into the edit mode Press Two for the Ed select mode select this Edge now let’s go to the front view by pressing one on the Lum pad now with that Ed selected press e to extrude it like this and now we have a plane in the scene with one of the edges extruded like this now I’ll go to the geometry nodes editor click on the new button and to add the edge angle node press shift plus a go to mesh and in the read category select the edge angle node let’s place it over here now this edge angle node will simply calculate the angle in between any two faces separated by an edge now since it will give the output in the form of angle so we’ll also need some input sockets to accept these values so let’s add the extrude mesh node by pressing shift plus a then in the mesh go to operations and select the extrude mesh node let’s place it over here and now both the faces of the plane are

    extruded now let’s go to the front view by pressing one on the numpad or maybe control+ one and now if I take the unsigned angle socket and connect it to the offset scaling in the extrude mesh node then now the offset scaling will be controlled on the basis of the angle that we are receiving from this node so if I tap into the edit mode and with this Ed selected over over here if I try to change the angle by pressing G then you will notice that the amount of offset scaling or basically the Extrusion is also changing if I bring both the planes in the same line then the offset scaling will reduce to zero however if I change the angle like this then this unsigned angle socket will consider the shortest angle in between both the faces and in this way we’ll control the offset scale value also but if I take the signed angle socket and connect it to the offset scale then this one also will calculate the angle in between both the faces and if that angle is less than 180° then the value will be negative and as a result the Extrusion gets applied to the opposite side and if I press G to move the edge and place it over here then you can see that this angle over here is less than 180° and as a result the Extrusion is being applied to the opposite side however if I take the unsigned angle socket and connect it again to the offset scale then in this case the Extrusion will get applied on this side only so with the unsigned angle it will simply take the shortest angle between the two faces and will apply the Extrusion accordingly however if I take the signed angle socket then in this case it it will check whether the angle is less than or equal to 180° and if the condition is true then the Extrusion will get applied to the opposite side and this is how the edge angle node works now we’ll be using this plane in order to make a portal around these UV spheres and for this I’ll go back to the front view by pressing CR + one on the numpad then take the unsigned angle in the edge angle node and connect it to the offset scale after that press G to move the edge and place it over here now press a to select everything then press GX and move it over here in such a way that this yellow origin point just touch is this Edge over here then to create the portal select this Edge then go back to the front view again now press G to move it like this and to make the first half of the portal we’ll be extruding this Edge so hold on control and if I right click anywhere then the edge will get extruded like this let’s do it one more time hold on control and right click over here now this is how the first half of the portal is looking right now let’s also come out of the edit mode and to add the faces on this inner side of the portal also we’ll be using the joint geometry node so press shift plus a go to geometry and select the joint geometry node place it over here and connect the group input to the Joint geometry now we also need to extrude this back part of the portal and for this we’ll be adding an extrude mesh node at the end so I’ll select this one press shift plus d to create a duplicate and place it after the joint geometry node now because of applying the Extrusion the inside faces here have again disappeared and to fix this we’ll again be adding a joint geometry node over here so I’ll select this one press shift plus d to create a duplicate and place it over here take this geometry socket and connect it to the Joint geometry node now one part of the portal is completely ready and to make the other part I’ll be adding another joint geometry node so I’ll select this one create a duplicate place it over here then for the duplicate part we’ll be adding a transform geometry node so press shift plus a go to geometry and in the operation select the transform geometry node place it over here now we’ll connect the geometry socket in the joint geometry node to this geometry socket in the transform geometry then for the output I’ll connect this socket to this joint geometry node and now let’s understand what exactly we did here see the original joint geometry node was carrying the information about this part of the fence however if you notice here closely we have connected it to this join geometry node two times first we connected it directly and second time we connected it using the transform geometry node and this transform geometry node will basically be controlling the duplicate that we created so if I go to the scaling value in the x-axis and try to change it then you will notice that at a value of minus one the portal looks completely perfect Also let’s move it in the x-axis like this let’s keep it to something like 1 M or 1.5 M now we’ll be placing this portal in place of these UV spheres surrounding the main UV sphere so I’ll select this press X to delete and to place this portal press 7 to go to the top view let’s move it in the x-axis and place it over here let’s go to the front view also and move it upwards in The Zed axis now to get the effect of these curve lines according to this portal I’ll select the UV sphere then in the object info node that we added here I’ll change the object from squere to plane now to ensure that this effect is visible all over the portal I’ll select it and move it down like this and then left click to finalize now let’s also give some material to the objects in the scene so I’ll go to the render view then to improve the lighting I’ll select the lamp go to the object data properties change the type of light to Sun reduce the strength to something like five or four let’s move it in the y- axis like this now rotate the light by pressing R and rotate it like this let’s create a duplicate of this light so press shift plus d move it in the y- axis and place it over here then press R to rotate it and keep the rotation like this so first I’ll select the center object then go to the material properties now this default material is added here so let’s add a set material node in the geometry nodes editor with this default material so press shift plus a go to material and select the set material node place it over here and in the list of materials we’ll be selecting this material now let’s go to the Shader editor from here and here we have the default principle bstf applied now to give it some texture we’ll be using the musk grave texture so press shift plus a go to texture and select the noise texture place it over here and as I already told you in the previous chapters blender has merged the musra texture with this noise texture and to get the same effect as the mus grave texture here we simply need to turn off the normalize option here now press ctrl+ T to get the texture coord and the mapping node take the object socket and connect it to the vector and to view the output I’ll take the factor socket and connect it to the base color now in the noise texture first of all I’ll reduce the scaling to something like one or two then I’ll increase the detailing to a value of 15 let’s also increase the roughness and I’ll keep it to something like 0.7 or 0.8 let’s also increase the Distortion to a value of something like 0.8 or maybe 1 now for the colors let’s add a color ramp so press shift plus a go to converter and select the color ramp place it over here now I’ll select the second pointer and change the color from white to Red then I’ll take the factor socket and connect it to the alpha in the principal bsdf the reason for doing this is that I wanted to make the black part slightly transparent Also let’s go to the render properties and I’ll change the render engine to Cycles then open the material properties again scroll down and in the viewport display settings do ensure that the blend mode is selected to Alpha hash or Alpha blend for now I’ll be selecting the alpha blend now let’s also work on the emission so for the emission color we’ll be keeping the same color that we get from the color Ram so I’ll take this color socket and connected to the emission color then I’ll increase the strength to something like 10 and to see the effect properly we also need to turn on the bloom settings so for this go to the composting workspace click on the Ed nodes and to add the bloom effect press shift plus a go to filter and select the glare node place it over here change the glare type to bloom and set the quality to high then I’ll keep the size to something like six and now I’ll go to the geometry nodes editor again and to view the effects here click on this icon and set the compositor to always and now the bloom effect is properly applied the reason why this portal is also glowing is that that the strength of the light in the scene is very high so I’ll go to the object data properties and reduce the strength to something like one let’s do the same with the other light also I’ll reduce the strength to a value of one and now this is how this material is looking right now if you want you can reduce the emission strength to something like five or six but I think that right now 10 looks perfect so I’ll finalize it and if you want you can even go to the render properties and change the render engine back to eveve and now this is how the scene looks you can also try to change the scale value here to something else or maybe the roughness and you can create a different type of material for this object at the center Also let’s add a plane below this so press shift plus a go to mesh and select the plane tab into the edit mode press a to select everything and scale it up 20 times let’s come out of the edit mode press g z and move it down like this now one thing that you can notice here after adding the plane is that in the material that we created here we are having some transparent Parts in the middle and that is because we connected the factor socket to the alpha if I remove it from here then previously it was completely black colored however by connecting the factor socket to the alpha this black color changed to transparent and as a result you can easily see through it now moving ahead let’s also modify this plane so I’ll go to the solid mode then click here and open the geometry nodes editor click on the new button and to control the size and the number of vertices of the plane let’s add a grid node in the geometry nodes editor so press shift plus a go to mesh and in The Primitives select the grid place it over here and connect it to the group output let’s increase the size to something like 20 or maybe let’s keep it to 50 and the number of vertices to something like 100 and now let’s add the split edges node so press shift plus a go to mesh and in the operations select the split edges node place it over here and to view its effect let’s also add the scale elements node so press shift plus a go to mesh and in the operations select the scale elements node place it after the split edges node and reduce the scale to something like 0.9 and now you can see here that because of the split edges node we are now having the separate faces scaled down due to the scale elements node now moving ahead the next topic for today’s chapter is understanding the face group boundaries node to add it here press shift plus a go to m and in the read category select the face group boundaries node let’s place it over here now this node simply finds the edges or the boundaries lying in a specific region to understand it in a better way I’ll take this boundary edges socket and connect it to the selection in the split edges node and now it will split the edges according to the face group ID that we input here now suppose you want some random edges so for the face group ID socket let’s use a noise texture node along with the compare node so press shift plus a go to texture and select the noise texture place it over here turn off the normalize then to add the compare node press shift plus a go to utilities and in the math category select the compare node let’s place it over here connect the factor socket to the value a and the result to the face group ID now let’s reduce the scale value to something like 0.1 and now let’s understand what all we did here hold down control shift and left click on the noise texture similarly with the control and shift key holded left click on the grid node also and in this way we are able to see this plane that we added along with the noise texture you can see that because of adding this texture we are having this black and white area and at the region where this black and white part mixes together or basically where we have this gray area this is the boundary which we used in the face group boundaries node if I delete the viewer note from here then you can see that now only those edges have disappeared which were present at the boundary in the noise texture to understand this concept in a better way let’s remove the split edges and the scale elements node then press shift plus a go to mesh and in the operations let’s add the extrude mesh node place it over here connect the mesh socket of the grid node to the extrude mesh and then connect the extrude mesh node to the group output now I’ll connect the face group on boundaries node to the selection let’s also increase the scaling of the texture to something like 0.5 then go to the extrude mesh and increase the offset scaling then only these edges are getting extruded that were present at the boundary in the noise texture and so this is the use of the face group boundaries node also to view the effect in a much better way I’ll change the mode to edges and reduce the offset scaling like this and now it’s very clearly visible that the Extrusion is being applied to only those edges where we are having this boundary in the noise texture so for now I’ll delete this viewer node let’s increase the offset scale scaling to something like 2 or maybe 1.8 let’s also reduce the scaling in the noise texture to something like 0.06 and this is how our scene looks now now moving ahead let’s also give some material to this plane so go to the material properties click on the new button and to set this material go to the geometry nodes editor press shift plus a go to material and select the set material node place it over here now I’ll select the material. 001 let’s go to the render View and to modify the material let’s go to the Shader editor from here now in the Shader editor press shift plus a go to texture and add the noise texture let’s place it over here press cr+ T to connect it to the texture coordinate and the mapping node now just like always take the object socket and connected to the vector and to view the results take the factor socket of the noise texture and connect it to the base color also turn off the normalize from here and we’ll be keeping the texture to exactly the same scaling as we did in the geometry nodes so let’s open the geometry noes editor from here and in the noise texture that we added here we set the scale to a value of 0.06 so in the Shader editor also I’ll change the scaling to a value of 0.06 and this is how it looks now also if you want you can set the detailing to something like 15 let’s also change the roughness and we’ll keep it to something like 0.6 or 0.7 and now it looks perfect to give some color to it let’s add a color ramp so press shift plus a go to converter and select the color ramp place it over here now we select this white pointer and we’ll give it to something like green color and if you want you can even assign this color to the emission color here so I’ll take the socket and connect it to the color in the emission section let’s also increase the emission strength to something like five or 10 then to make this black area slightly transparent I’ll take this Factor socket in the noise texture and connect it to the alpha in the principal bsdf now do ensure that all the parameters that you have set here in the noise texture are exactly same as the noise texture in the geometry nodes editor in this one we have set the detailing to 15 and the roughness to 0.642 so let’s go to the geometry noes editor again and in the noise texture I’ll change the detailing to 15 and roughness to a value of 0.642 now moving ahead let’s also give some material to the edges that we extruded here so for this let’s create a duplicate of the set material node so press shift plus d and place it over here then I’ll take the side socket of the extrude mesh node and connected to the selection the side socket is carrying the information about the extruded edges on the plane now let’s create a new material by clicking on the plus icon and then clicking on the new material button and to assign this material to the extruded edges click here and select the material. 002 now to modify this material go to the Shader editor from here let’s delete both of these nodes by pressing X and for the texture I will bring in the the same nodes that we used in this material. 001 so press a to select everything cr+ C to copy all the nodes then I’ll go to the material. 002 and press cr+ V to paste them now in the color amp I’ll select the second pointer and change the color to something like blue and this is how it looks now also let’s increase the scaling in the noise texture something like 0.15 let’s do the same with the material. 001 also go to the noise texture change the scaling to 0.15 Let’s also do the same in the geometry nodes editor so I’ll go to the scaling in the noise texture again and increase it to 0.15 and with this the material for the base or basically the plane is now completely ready and with this we now arrive to the end of the chapter number 48 in today’s chapter we learned about the understanding of lots of new geometry nodes and we use them to create this portal scene with this object and the portal then we even created a base where we used the face group boundaries node in order to extrude only the edges at the boundaries then we applied this beautiful looking material to it and in the next chapter we’ll be learning about some new geometry notes and we’ll also be continuing with the Sci-Fi portal [Music] scene in the previous chapter we begin with the creation of the Sci-Fi portal scene and in this chapter we’ll be learning about all these topics in complete detail and we’ll also continue with the scene and the first thing that we are going to do today is to give some basic material to this portal so to create the material go to the material properties and click on the new button also switch to the Shader editor from here and to view only the portal in the 3D viewport press the forward slash button let’s also add a light in the scene so press shift plus a go to light and select the sunlight let’s move it in the Zed axis like this press R to rotate the light and rotate it like this also let’s increase the strength of light to something like three or four and now let’s create the material so I’ll select the portal then in the Shader editor let’s add the noise texture so press shift plus a go to texture and select the noise texture place it over here press crl + T to connect it to the texture coordinate and the mapping node now just like always take the object socket and connect it to the vector now I’ll connect the factor socket of the noise texture to the the base color in the principal bstf and for the colors let’s add the color Ram so press shift plus a go to converter and select the color Ram place it over here now I’ll select this white pointer and change the color to the purple color let’s also reduce the brightness and this is how it looks now let’s also do some changes in the noise texture so let’s increase the detailing to 15 let’s also increase the scale value to something like 12 or 15 then in the principal bstf let’s reduce the roughness to something like 0.1 in order to add some reflection to it now to view the rest of the objects press the forward slash button again and this is how our scene looks now let’s go to the solid mode now moving ahead the first topic for today’s chapter is understanding the face neighbors node so for this let’s add a plane in the scene by pressing shift plus a then in the mesh select the plane let’s move it in the x-axis over here now tab into the edit mode press a to select everything and to subdivide right click and select the subdivide option let’s increase the number of cuts to a value of three let’s also scale it up and with this we have a subdivided plane in the scene now let’s come out of the edit mode now let’s open the geometry nodes editor from here and click on the new button to understand the face neighbors node I’ll first add the extrude mesh node here so press shift plus a go to mesh then in the operations select the extrude mesh node let’s place it over here now to add the face neighbor node press shift plus a then go to mesh add in the read category select the face neighbors node we’ll place it over here now we can connect this face neighbors node to the extrude mesh in order to extrude only some particular faces like we have two sockets the vertex count and the face count and so if I need that only those particular faces should get extruded who are having a particular number of vertices or faces neighboring that face then for this we can use this node to connect it to the extrude mesh node let’s also add the compare node in between so press shift plus a again go to utilities and in the math category select the compare node place it over here since the vertex and the phase count is an integer value so I’ll change the input type to integer then to set a value equal to the vertex count of the phase count I’ll change the operation from greater than to equal and now if I connect the vertex count to the value a and the result socket to the selection in the extrude mesh node then now you can see here that no Extrusion is being applied to any of the faces and that’s because due to the face neighbors node the Extrusion will get applied only to that particular face which is having the number of vertices around it equal to the value of B which is zero so if I tab into the edit mode press one for the vertex select then now you can see that each of these faces is having four vertices surrounding it so in order to extrude these faces I need to change the value of B to four and with this all of the faces are now getting extruded let’s understand it with the help of one more example so I I’ll change the value of B back to zero then I’ll select these two vertices over here and if I right click and select subdivide and now we have this one extra vertex added in between these two vertices also this particular face is now having five vertices surrounding it while the rest of them are still having four adjacent vertices so now if I go to the compare node and increase the value of B to four then you can see that all of these faces except this one will get extruded and if I change the value of B to 5 then in this case only this particular face will get extruded now the next socket that you have here is the face count and if I connect the socket to the value a and change the value of B to 1 then now nothing will get extruded and that’s because by using the face count node the comparison is made on the basis of the number of faces surrounding a particular face for example this selected face has exactly two faces adjacent to it one is this face and the second one is this face similarly this thing is true for all of these Corner faces because each one of them has exactly two faces neighboring it as a result if I go to the compare node and increase the value of B from 1 to two then now the Extrusion will get applied to only these Corner faces then if I select this face then this one has three faces surrounding it the first face is over here the second pH is this one and the third phas is this face so in simple words you simply need to check the number of faces that are adjusted to a particular face with the help of the edge and just like this face all of these faces that are present on the sides but are not the corner faces are having a face count equal to three so if I change the value of B in the compare node to three then in this case all of these faces will get extruded and so this is the use of the face neighbors node now just like the face neighbors node we also have a Vertex neighbors node to add it over here first I’ll delete this node by pressing X then to add the vertex neighbors node press shift plus a go to mesh and in the read category here we have the vertex neighbors node let’s place it over here and just like the face neighbors node this one also has the vertex count and the face count and as the name suggest this node will work on the vertices so if I tab into the edit mode press one for the vertex select then you can see that each of these vertices is being surrounded by a particular number of vertices and faces for example this vertex that is selected over here is surrounded by two vertices the first is this one and the second is this vertex so in this case the vertex count for this one will be equal to a value of two so if I go to the vertex count and connect it to the value a also I’ll change the value of B from 3 to 2 and now to extrude these vertices having the vertex count equal to a value of two go to the extrude mesh node and change the mode from faces to vertices now if I come out of the edit mode then you will notice that all these vertices having a Vertex count equal to value of two are getting extruded like this then you also have the face count socket which is used for comparing the number of faces surrounding a particular vertex for example if I select this vertex then it is being shared with two faces the first is this one and the second is this face similarly if I select this vertex then this is being surrounded by these four faces so for this vertex the face count will be equal to a value of four therefore if I take the face count socket and connect it to the value a then if I change the value of B to four and go to the object mode again then in this case all these vertices are getting extruded which are having the face count equal to the value of B which is four now moving ahead let’s understand the next topic of this chapter which is the face is planer node so for this let’s first remove these two nodes from here let’s also remove the extrude mesh node and connect the group input to the group output to add the face is planer node press shift plus a go to mesh and in the read category select the is face planer node let’s place it over here now the is face planer node or the face is planer node is simply used to check whether the triangles of the Quad or the Enon are planer or not see quad means any figure that has four sides and Enon means any figure having n number of sides now to understand this node in detail I’ll go to the top view by pressing seven on the numpad I’ll also turn on the annotate tool from here and select the annotate line and yes one more thing whatever changes I’m doing in the scene right now are only for making you understand the usage of this node so you don’t need to repeat these steps in your blender file now if I draw a line like this then now you can see that this quad is broken into two triangles this one and this triangle now in the geometry nodes editor if I press shift plus a then go to material and add the set material node place it over here then to create the material I’ll go to the material properties and create a new material Also let’s open the material preview mode and now if I try to change the base color from here and then if I remove the set material note from here by holding the alt button and dragging it like this then you can see that even though we are not using the set material node but still we are having the material. 004 applied and this is because it is the first default material that we created in the material properties for this plane object however if I create another new material and change the base color to the blue color this time then now to assign this particular material we need to use the set material node so I’ll place it over here select the material. 005 and now the material will get applied now if I connect the planer socket to the selection in the set material node then now this material. 005 will only get applied to those faces which are planer or in simple words the is face planer node will check if the triangle of the Quad or the Enon is in the same plane as others or not now if I tab into the edit mode and select this half of the plane by selecting all these vertices like this let’s select these also and now if I move them down by pressing gz and place it over here then now you will notice that some of these faces are not having this material. 005 but instead the default original material which was this original material is applied to these faces and this is because of the is planer node by connecting it to the selection socket we now got this material. 0 0 5 or the blue material applied to only those faces which were lying in a plane or simply those faces which were having the same normal in this case all of these blue faces are having their normal in the positive Z AIS for the top faces also which are blue colored however for these orange faces the normal or the perpendicular will be something like this which is not in the same axis as compared to the other faces now this is face planer node also has this threshold value which controls the threshold after which the face will no longer be considered to be planer to understand it in a better way if I slightly increase the threshold then at a particular value you will notice that this node is now considering these faces also to be planer and therefore applying the material. 005 to them so you can simply control the threshold to control the distance after which the face will not be considered as planer for now I’ll remove these annotations from here now let’s come out of the edit mode and delete this plane now moving ahead we’ll be creating a kind of path or a bridge that will take us to the portal for this let’s add a plane in the scene Also let’s switch to the mode so press shift plus a go to mesh and add the plane move it in the y axis and place it over here also let’s move it slightly upwards in the Z axis and then to change its scaling using the geometry nodes click on the new button let’s add the grid node so press shift plus a go to mesh and in The Primitives select the grid node place it over here connect the mesh socket to the group output and let’s increase the size in the Y AIS to something like 20 M let’s also increase the size in the x-axis so something like 2 m now to extrude the plane let’s add the extrude mesh node so press shift Plus a go to mesh then in the operations select the extrude mesh node place it over here after the grid node and now suppose you want to scale down the top face then for this we’ll be using the scale elements node so press shift plus a go to mesh and in the operations select the scale elements node we’ll place it over here to scale down only the top face I’ll connect the top socket to the selection let’s reduce the scale and also in the extrude mesh node turn off the individual now suppose you want to apply some Distortion to the sides then for this we’ll add the set position node so press shift plus a go to geometry and in the right category select the set position node place it over here then to create the Distortion we’ll connect the offset to the noise texture so let’s add it by pressing shift plus a then in the texture select the noise texture place it over here connect the factor socket to the offset to view the Distortion effect properly we also need to subdivide the mesh so let’s add the subdivide mesh node so I’ll press shift plus a then in the mesh go to operations and select the subdivide mesh node we’ll place it over here let’s also increase the levels now the Distortion is being applied to all of the faces however we needed the Distortion effect on all the faces except the top for this we’ll be connecting the compare node to the selection socket in set position node and we’ll be using it to control the faces where the noise texture is applied so press shift plus a go to utilities then in the math category select the compare node we’ll place it over here change the input type to Vector connect the result socket to the selection and now to select all the faces except this top face I’ll change the operation to not equal then as we know that the normal of this top face is in the positive Z axis so I’ll go to the value of x B and change the Z axis to one then for the vector a we’ll be using the normal node so let’s add it over here go to the geometry and in the read category select the normal node we’ll place it over here connect it to the vector a and now the Distortion is being applied to all of the faces whose normal is not in the positive Z axis also right now the noise texture is being applied in all the three axis meaning the X Y and Zed axis and in order to apply the noise texture only in the X and Y AIS we’ll be using the combined X node so press shift plus a go to utilities then in the vector select the combine XYZ node we’ll place it over here let’s also connect the factor socket to the Y AIS now let’s reduce the scaling in the noise texture so we’ll reduce it to something like 1 or 1.5 now moving ahead suppose you want that this path or the bridge should have two materials for the top the material should be same as that of this portal and the bottom it should have the material that we added to the floor then for this we’ll be using the set material node along with the a face planer node so press shift plus a go to material and select the set material place it over here first of all let’s apply this material. 003 which is the same material that we applied to this portal then for the distorted part we’ll create a duplicate of this node place it over here and change the material to the material. 001 which we use for the floor now in order to get this material. 003 which is the purple colored material only on the top face we’ll be using the is face planer node so press shift plus a go to mesh and in the read category select the is face planer node place it over here connect the planer socket to the selection and now if I hide this floor by pressing H then you can see that this green material which we applied to the floor is now applied to the sides of the portal now even though this green material is applied to the sides and the bottom however we still have some of the faces with this purple material of the portal so to increase or decrease it you can try to change the value of threshold so if I increase it the portal material will increase and if I reduce it the portal material will begin to disappear also you can increase the levels in the subdivide mesh to five in order to get a much better look on the bridge now let’s let’s go to the solid mode again let’s unhide the floor and to place it properly in the scene let’s go to the front view by pressing one on the numpad Press G to move it and place it over here let’s go to the side view now move it in the Y AIS like this and now this is how our scene is looking right now now it’s time to finalize the scene so first of all let’s add the camera view at this position so press control alt Zer on the numpad and we now have the camera over here then turn on the lock camera to view and let’s change the position like this let’s also zoom in now we’ll be doing some changes in the scene to make it ready for rendering so first of all go to the render View and now we’ll be creating a sky texture for the background so for this go to the Shader editor from here and with any of the object selected simply click here and change the Shader type to world now we have this node system over here using which we can control the materials applied to the world to get the sky as the background let’s add the sky texture over here so press shift plus a go to texture and select the sky texture place it over here connect the color socket to the color in the background now to make it look like realistic Sky first I’ll increase the ozone value to 10 then we need to change the sun elevation to either a value close to 0° or 180° right now I think that the sun elevation of something like 180 or 181 looks perfect it’s giving this look of a sunset at the background then coming back to the scene now we’ll be creating some fire drops and for this let’s add a UV sphere in the scene so press shift plus a go to mes select the UV sphere let’s move it in the Zed axis and place it over here to focus only on the UV sphere press the forward slash button now tab into the edit mode to make it look like a droplet first I’ll select the stop vertex then press o to turn on the proportional editing and if I press G to move it in the Zed axis and move it like this then now we have a shape which kind of looks like a droplet to make it look even better I’ll turn off the proportional editing and with only the top Vortex selected I’ll move it in the Z axis like this and now it looks perfect so we’ll come out of the edit mode also to give it some material I’ll change the Shader type to object and we’ll be assigning this material. 001 which we assigned to the floor however in this case we need to make it look like fire drops so we need to do some changes in the material also so we’ll create a duplicate of this material by clicking on this icon so first of all I’ll increase the scaling in the noise texture to something like 6 or 7 let’s also change the color so I’ll select the second pointer which is green color right now and change the color to something like orange and now this is how the fire drop looks now also I think that we should reduce the scaling in the noise texture to something like 7 or maybe 7.5 and now it looks perfect now to use it as the rain drops throughout the scene I’ll first go to the solid mode then press the forward slash button to remove the focus from the Raindrop and now we’ll be adding a cube in the scene then we’ll convert it into volume and distribute these raindrops inside that volume so press shift plus a go to mesh and add the cube tab into the edit mode Let’s scale it up 20 times now come out of the edit mode and let’s go to the geometry noes editor from here click on the new button and to convert it into volume let’s add the mesh to volume node so press shift plus a go to mesh and in the operations select the mesh to volume node we’ll place it over here now to distribute some points in the volume let’s add the distribute points in volume node so press shift plus a go to point and select the distribute points in volume place it over here let’s reduce the density to something like 0.1 then to add the rain drop as an instance on these points we’ll be using the instance on points node so press shift plus a go to instances and select the instance on points we’ll place it over here and for the instance object we’ll be using this raindrop which is saved with the name Sphere in the scene collection so let’s select the cube again and drag the sphere into the geometry nodes editor now I’ll take the geometry socket and connect it to the instance let’s reduce the scaling to something like 0.2 Also let’s reduce the density even further so we’ll keep it to something like 0.03 and now I think that it looks perfect so let’s go to the camera view by pressing zero on the numpad let’s also turn on the render View and now this is how our scene is looking however as you can clearly see the number of these raindrops is still very high so for this I’ll try to reduce this density in the mesh to volume node so let’s keep it to something like 0.1 or maybe let’s slightly increase it to 0.3 let’s also increase the scaling in all the three axes to a value of something like 0.3 D5 let’s also change the rotation in the y- AIS in order to give the raindrops a slightly tilted look now let’s also do some changes in the material by going to the Shader editor let’s select the original raindrop from the scene collection and in the Shader editor first of all I’ll break this note Connection in between the factor socket and the alpha in the principal bstf so hold on the control button right click and drag like this let’s also increase the scaling in the noise texture to something like 14 or 15 then to give it a glowing effect we’ll increase the roughness to a value of something close to 0 0.8 or 0.9 now our scene almost looks ready however we also need to fix the rotation of this path or the bridge that we created so go to the top view by pressing seven on the numpad let’s move it in the y axis like this then go to the side view and we need to bring it down as well so press gz and move it down like this let’s go to the camera view again let’s select the portal along with this Fireball that we created and let’s move them in the Z axis upwards like this and then left click to finalize let’s go to the render view again and now this is how the final scene is looking if you want you can do some changes in the material of the central Fireball that we created for example I think that we should remove the connection between the factor socket and the alpha so let’s remove it previously we connected both of them together in order to replace the black color in the texture with a transparent look but right now this material is giving a much better look then if you want you can also try to change the material of the floor for example in this green material we can change the color to something else like the red color or any other color of your choice so try to do these changes in the materials also try to change CH the parameters in the geometry nodes editor like the Extrusion the noise texture also if you remember in the previous chapter we animated this Fireball from the frame number one to the frame number 120 so you can try to create an animation with this and this brings us to the end of chapter number 49 of the blenda master [Music] course in this chapter and the upcoming chapter we’ll be learning about lots of new geometry notes and we’ll be using them in order to create this lighting scene for today’s chapter our Target will be to understand all these topics ICS in complete detail and begin with the creation of this lighting scene now first of all let’s go to the geometry nodes worksspace and the first topic for today’s chapter is understanding the gradient texture node so for this first I’ll delete this Cube by pressing X then press shift plus a go to mesh and let’s add a plain object in the scene now to understand about the gradient texture node in the geometry nodes we first need to understand about the same gradient texture node in the Shader editor so for this click here and select the Shader editor from this list click on the new button and to add the gradient texture simply press shift plus a then go to texture and from here select the gradient texture we’ll place it over here then press crl plus T to add the texture coordinate and the mapping node then as usual take the object socket and connect it to the vector and to view the output first of all let’s go to the render View and to apply the gradient texture hold on control shift and left click on the gradient texture node let’s also go to the top view by pressing seven on the numpad and just like the name suggest the gradient texture node simply gives a gradient as the material now instead of understanding it in terms of the Colors Let’s also try to understand in terms of mathematical value so with this gradient texture applied the value will change from minus1 to 1 in the same direction where the color changes initially at this position the value is minus one and I have explained it to you A lot of times that whenever the value is less than or equal to zero then the color which is assigned is always the black color as a result at this position we see that the color is black then the value increases from minus1 to 0 so even at the value of 0 which is at the center the color is black and then the value begins to increase from 0 to 1 and since the value is getting increased from zero as a result we see a shift in the color from complete Black to the white color now let’s also understand the gradient texture node in the geometry nodes editor so for this click on this icon again and select the geometry nodes editor click on the new button to control the size or the number of vertices of this plane press shift plus a go to mesh then in The Primitives select the grid node place it over here connect the mesh socket to the group output and you can also see that by adding the grid node the material that we applied which is the gradient texture has also disappeared and that’s because whenever we add any object using the geometry nodes then in that case we need to use the set material node in order to assign the same material but for now we won’t be assigning any material to this plane let’s also go to the solid mode and now before adding the gradient texture node in the geometry nodes editor let’s also add an extrude mesh node so press shift plus a go to mesh then in the operations select the extrude mesh node place it over here it looks like a cube because it has extruded the face depending upon this offset scaling value but suppose you want that instead of adding any particular number here the offset scaling should instead depend upon the gradient texture so let’s start TR to do it so press shift plus a then go to texture and select the gradient texture place it over here connect the color socket to the offset scaling and you can see that we got some unexpected result Also let’s do one more thing which is to increase the number of vertices of this grid to something like 50 I’ll also increase the size in order to view it properly so I’ll change it to a value of 5 m and now this is how our plane is looking after connecting the gradient texture to the extrude mesh node now to understand what exactly is happening here hold on control shift and left click on the gradient texture and then similarly left click on the grid node now you can see here that the viewer node is only connected to the grid node and the gradient texture and as a result you get the same result that we saw while understanding the gradient texture in the Shader editor now just like before the value at this part is equal to minus one then in the middle it is zero and in the end the value is equal to 1 also if I again hold the control and the shift button and left click on the extrude mesh node then now this viewer node is connected to the extrude mesh and the gradient texture node and you can see here that the color is changing from complete Black to the white color as a result in in this case also the value on this part which is touching the bottom is equal to minus1 then as it approaches the middle the value increases to zero but since the value is still less than or equal to zero as a result it is still black colored and as soon as the value becomes positive the color again changes to White similarly this gradient texture connected to the offset scale initially gives a value of minus1 to this part as a result the Extrusion gets applied in the opposite direction then as it approaches the middle the gradient texture sends the value of zero to the offset scale and therefore this middle part is not extruded and then again again as it approaches the end the value increases to positive 1 and therefore the offset scale will be positive and therefore the Extrusion is seen in this upward Direction so in simple words the gradient texture changes the value of the offset scale from minus1 to a value of positive 1 now you can also see that this gradient texture node has some gradient types for example the linear quadratic easing and with each one we get a different type of result for example if I select the radial then now you can see that the value changes from this point in the radial Direction in simple words if I go to the top You by pressing seven on the numpad then over here the value is equal to zero then it increases like this and in the end the value is again equal to positive 1 also if you look closely then the Extrusion is also getting applied in a similar way on this part over here there is no Extrusion and so it is completely flat then as we approach this end we notice some slight Extrusion similarly on this part there is some more Extrusion and as it approaches the end the Extrusion effect even increases more so in this case with the radial gradient type selected the value changes from this point in a radial Direction and in a similar away the offset scaling in the extrude mesh node is also changing now if I go to the top view by pressing seven on the numpad and suppose you want that instead of the gradient texture being applied only once it should be repeating itself then for this we need to use the math node with some specific operations so press shift plus a go to utilities and in the math category select the math node place it over here let’s also connect it to the offset scale and now if I click on the operations list then over here we have this ping pong operation so I’ll select it and by using this operation I can control the value at which the gradient ends so initially the value will still be equal to zero however whatever value I insert in the scale here will get applied as the ending value for example if I change the scale to one then in this case the value is changing from 0 to positive 1 that is from the black color to complete white color however if I reduce the scale to something like 0.5 then in this case the value will change from 0 which is black to a value of 0.5 which is a mix of black and white or simply the gray color so for now I’ll change the scale back to one then create a duplicate of this node and place it over here and we we’ll be using this node in order to multiply this effect so from the function I’ll select the multiply and then if I try to increase the value from here then you can see that the effect of gradient texture is getting multiplied so if I keep it to a value of 10 then in this case the effect of gradient texture is applied 10 times for example here the value will be equal to zero then somewhere over here the color is completely white and as a result the value will be equal to 1 then again the value decreases to zero and the color changes to White and it continues in a similar way also if I try to change the view like this then you can see that because of multiplying the radiant texture effect the Extrusion is also getting affected so for now I’ll delete the viewer node from here and now this is how our plane looks right now now moving ahead the next topic for today’s chapter is understanding the RGB curves node so for this I light a plane in the scene so press shift plus a go to mesh and select the plane let’s move it in the x-axis over here and just like the gradient texture node we’ll be understanding the RGB curves node first in the Shader editor and then in the geometry noes editor so click here and select the Shader editor let’s also go to the render View and now for understanding the RGB curve node I’ll also need the gradient texture node so let’s do one thing I’ll apply the same material that we previously used to understand the gradient texture node so click here and select this material. 001 in your blender file it might be possible that this material gets saved simply with the name material instead of material. 001 now just like we did in the geometry nodes editor we’ll be adding the math node with the multiply and the ping pong function so press shift plus a go to converter and select the math node place it over here change the operation to ping pong change the scale value to positive 1 then for the multiply I I’ll create a duplicate of this math node and place it over here let’s also change the function to multiply and change the value to 10 let’s also change the gradient type from the linear to the radial and now it looks like this let’s also go to the top view by pressing seven on the numpad and now finally we can add the RGB curves node so press shift plus a go to color and select the RGB curves node we’ll place it over here now this RGB curves node is used to control the way the RGB channels look for those of you who don’t know what RGB is it basically means red green and blue color and these three colors are the prim colors of light by using different values in the RGB channels you can create any type of colors to understand it in a better way let’s add a color ramp node so press shift plus a go to converter and select the color ramp place it over here and you can see that over here the color mode is selected as RGB also if I click over here and change it to RGB then it allows you to input any value in the red green and the blue channels and depending upon these values you’ll be getting a unique color each and every time so for example if I take this color to the red color then you can see that the other two values have changed to zero and the value in the red channel is equal to 0.81 if I increase it to a value of one then in this case the brightness will increase similarly if I select the second pointer and change the color to the blue color then now you can see that the other two values which is of the red and the green channels is zero or approximately equal to zero you can try to change the position of this pointer in order to change the value to exact zero and in the blue channel the value is equal to positive one now if I take the RGB curves node and drop it after the color ramp then in this case I can use this node to to control the RGB channels over here you can see that we have four options C RGB C stands for the combined channels meaning that if this one is selected then we’ll be controlling all the three channels collectively then the next one is the r and this one will control the red Channel similarly G controls the green Channel and B controls the Blue Channel now if I click anywhere on the curve a point or basically a handle will get created and if I left click and drag like this then the position of the handle will change and we’ll notice some differences in the color by moving this handle in the upwards Direction like this the brightness has increased similarly if I take this handle and bring it down then in this case the brightness will reduce and this is how the colors are looking right now so by changing the way this curve looks you can control the way how the colors look on your object also if I click anywhere else on the curve then another point or another handle will get created and I can use both the handles in order to modify the way the colors look in the material if you want to reset all the things that you did here simply click on this icon and select reset curve so basically this is how the RGB curves node works in the Shader editor for now I’ll delete this plane from here by pressing X let’s select This Plane again and now let’s understand the RGB Curves in the geometry nodes so click here and select the geometry nodes Editor to add the RGB curves node press shift plus a go to utilities then in the color select the RGB curves node now we’ll drop it after the math node with the ping pong operation just like before if I click anywhere on the curve a handle will get created and if I try to move the handle then you will notice that it manipulates the way the gradient texture was looking so it completely depends upon you about how you want the texture to look on on the object also you can select the end handles over here by left clicking and if I drag it like this then the position of this handle will also change so try to adjust the different Handles in order to change the way the gradient texture or basically the Extrusion value looks because of connecting the offset scale to the gradient texture so for now we’ll be keeping it very simple I’ll bring down this end point over here and by doing this you can see that the height is also reduced so there is no right or wrong curve which needs to be there in the RGB curves node it completely depends upon you about how you want your scene to look like so try to play with the different handles of the curve also you can try to change the values in the math node and get different types of results you can also do the same with this math node with the multiply operation and we’ll be getting some different results but for now I think that it looks perfect so I’ll finalize this now moving ahead we’ll now be creating some lighting in our scene so for this let’s first go to the solid mode and to create the lighting let’s add some random object in the scene so press shift plus a go to mesh and I’ll select the plane let’s move it in the Z axis over here then go to the geometry nodes editor and click on the new button now to to control the scaling of the plane from the geometry nodes let’s add a grid node over here so press shift plus a go to mes then in The Primitives select the grid node PR it over here connect the mesh socket to the group output let’s increase the size to something like 2 m or maybe 2.5 M now to make the lighting we’ll be using some curve lines as the instances so press shift plus a go to instances and select the instance on points place it over here and for the instance object let’s add a curve line node so press shift plus a go to curve then in The Primitives select the curve line node place it over here connect the curve so to the instance now we have these curve lines placed as the instances on different points of the grid and suppose you want that the end points of the curve line should be touching the nearest surface of this plane then for this we have the sample nearest surface node but to use it we also need to add the set position node so press shift plus a go to Geometry then in the right category select the set position node we’ll place it over here then press shift plus a again go to mesh and in the sample select the sample nearest surface node we’ll place it over here now the sample nearest surface node will sample any value of the surface which is nearest to the points of the curve line also in the data type you have many options like the float integer vector and whatever you will select here that particular data type will be sampled by the sample nearest surface node now we also have the mesh socket in this node where we need to connect the target mesh object or in this case this plane that we have added here so go to the scene collection left click and drag the plane into the geometry nodes editor take the geometry socket and connect it to the mesh socket in the sample nearest surface node also in the object info node select the relative option and now suppose you want that this value socket in the output should sample or basically generate the position of the nearest surface then for this first of all change the data type to vector and then we’ll connect the value socket to the position node so press shift plus a go to geometry and in the read category select the position node place it over here connect it to the value now for the output I’ll connect this value socket to the position in the set position node now you can see here that the position of these curved lines placed as the instances has changed however it is still not perfect if I select these curve lines and press G to move it you will notice that we can’t move them upwards to fix this problem we need to use the realized instances node so press shift plus a go to instances and from here select the realiz instances node place it in between the instance on points and the set position node and also if you remember I told you that we needed only the end points of the curve lines to touch the surface of the plane to achieve this result we need to connect the selection socket in the set position node to the end point selection node so press shift plus a go to curve and in the read category select the endpoint selection node place it over here take the selection socket and connect it to the selection in the set position node since we need only the end point to be selected so change the start size to zero and now you can see that we have these curve lines added over here with the end points snapped to the nearest surface of this plane also if I press G to move them then they’re also changing in The Zed axis this time and this is because of the realiz instances node that we added after the instance on points node now since we’ll be using these curved lines to make some Thunder Lighting in the scene so we also need to add some Distortion to it right now they’re completely straight and to add some Distortion we need to add another set position node so I’ll select this one press shift plus d to create a duplicate and place it over here now for the Distortion we’ll be using the noise texture added to the position node so for this press shift plus a go to utilities and in the vector select the vector math node place it over here now we need to connect this node to the position socket in the set position node so we’ll connect it like this then for the two Vector values we’ll be using a position node and the noise texture node so press shift plus a go to geometry and in the read category select the position node place it over here connect it to any of the two vectors then for the other one let’s add the noise noise texture node so press shift plus a go to texture and select the noise texture place it over here connect the factor socket to the vector now to apply the Distortion effect properly we also need to increase the number of control points in the curve Lines by default they have only two control points one at the beginning another at the end so to add more control points we’ll be using the resample curve node so press shift plus a go to curve then in the operations select the resample curve node place it over here now we finally have something which looks like the Thunder lighting however if I try to move it down by pressing G then you can notice that it’s still not perfect so to solve this problem you simply need to change the value in the offset so let’s reduce it to something like – 0.8 or maybe – 0.5 and now if I try to move it by pressing G then in this case the lighting looks much better than before now to make it look real we also need to convert it into a mesh so let’s add a curve to mesh node so press shift plus a go to curve then in the operations select the curve to mesh node place it over here for the profile curve we’ll be using the curve Circle node so press shift plus a go to curve then in The Primitives select the curve Circle node place it over here connect the curve socket to the profile curve Also let’s change the radius to something like 0.1 and now to make it look like it has bigger radius over one end and smaller at the other we’ll be using the set curve radius node so press shift plus a go to curve then in the right category select the set curve radius node place it over here for the radius we’ll be using the spine parameter node so press shift plus a go to curve then in the read category select the spline parameter node let’s place it over here take the factor socket and connect it to the radius in the set curve radius node now since we need the bigger radius on the top and the smaller radius at the bottom we need to invert the the radius and for this we’ll be using a map range node so press shift plus a go to utilities then in the math select the map range node we’ll place it after the spline parameter node and to invert the radius simply change the two Min value to one and the two max value to zero now to fill these top faces go to the curve to mesh node and turn on the fill gaps Also let’s further reduce the radius in the curve Circle node so we’ll keep it to something like 0.05 and now this is how the lighting scene is looking right now also if you want to increase their number

    then simply go to the grid node that we added initi and by increasing the number of vertices here we can increase the number of curved lines that we used as the instance here so let’s go to the vertices option in the X and Y AIS and increase it to something like five to place them apart we can increase the size from here so let’s keep it to something like 3.2 or 3.3 M let’s also keep the number of vertices to four instead of five and this is how it looks now and also if you want the lighting to look a bit different then you can try to change the scale value in the noise texture that we added over here so if I reduce it to something like 2.5 or maybe two then it looks like this all so to increase the number of points you can go to the resample curve node and increase the count value from here also to make the turns more sharp you can go to the roughness value in the noise texture and try to increase it like this and finally I think that the Thunder Lighting in the scene looks perfect we also arrive to the end of the chapter number 50 today we learned about some new geometry nodes and use them to create the simple scene in the next chapter we’ll be using some more new geometry nodes to create some clouds in the scene and to finalize our lighting [Music] scene in the previous chapter we begin with the creation of this lighting scene and in today’s chapter we’ll be understanding all these Concepts in complete detail and we’ll be using them to finalize our scene so we are back in the scene where we created this plane with the help of gradient texture and the RGB curves node then we created this thunder lighting with the help of all these geety nodes and now the first topic for today’s chapter is understanding the instance to points node now the instance to points node is different from this instance on points node that we have used a lot in this course we use this instance on points node in order to place a particular object as the instance on different points of another object and in the output we used to get these instances but let’s also understand the instance two points node by adding it in the geometry nodes editor so press shift plus a go to instances and select the instances to points node let’s place it over here and now this node basically takes the instances as the input and converts them into points so here if I take the instances socket in the instance on points node and connect it to the instances in the instance two points node and then to see the result if I hold on control shift and left click on the instances to points node then you you can see here that at the position of the instances we now have these points added now suppose you want to place a particular object as the instance on these points then for this we can add an instance one points node after the instance two points node so I’ll select this one press shift plus d to create a duplicate and place it over here then for the instance I’ll be adding a simple Cube so press shift plus a go to mesh and in The Primitives select the cube object we’ll place it over here connect the mesh socket to the instance now before moving ahead let’s also place all these nodes properly in the scene so that there’s no confusion so I’ll move these nodes that were connected to the set position node over here similarly let’s select these nodes and move them up like this now suppose you want to change the position of these cubes that we added here then you can do it directly from the position socket in the instance to points node so to give them a random position let’s first add a vector match node so press shift plus a go to utilities then in the vector select the vector match node let’s place it over here connect the vector socket to the position then for the first Vector socket let’s add a position node so press shift plus a go to geometry and in the read select the position node place it over here connect it to the the first Vector then to add some Randomness to the position we’ll be connecting the random value node in the second Vector so press shift plus a go to utilities and select the random value node we’ll place it over here change the data type from float to vector and connect the value socket to the vector socket and now because of the vector math node with the add operation connected to the position and the random value some random value between 0 and 1 is being added to the position of all of these cubes placed as the instances also you can control the amount of Randomness from the minimum and the maximum values here so if I go for the minimum values select all the three that is the X Y and Z axis and try to change them like this then the amount of Randomness will also change basically higher the difference between the minimum and the maximum values more will be the amount of Randomness let’s also go to the max values and change it to something like 0.4 or maybe 0.5 and now for each of these cubes a random value between – 0.3 and postive 0.4 will get added to their position now we’ll be using these cubes that we added here in order to make some clouds in the scene so for this we also need to add some Distortion to the cubes that we have placed as instances over here so for this we’ll first add a set position node after the cube node so press shift plus a go to Geometry then in the right category select the set position node place it over here and if you remember we did the same process in the Thunder lighting that we created in the last chapter we use the set position node over here connected it to the vector match node with the add operation and connected the two Vector sockets to the position and the noise texture so for this one also we’ll be connecting the vector match node to the position socket and this Vector match node with the add operation will be connected to the position socket and the noise texture so I’ll select all the three nodes let’s create a duplicate of them and place them over here now I’ll take the vector socket and connect it to the position to increase the Distortion let’s first go to the noise texture and increase the scaling to something like five let’s also increase the number of vertices so go to the cube node select the number of vertices in all the three axis and increase it to something like four or five now to make these cubes look like clouds we need to convert the mesh into volume so for this we’ll be adding the mesh to volume node after the instance on points so press shift plus a go to mesh and in the operation select the mesh to volume node we’ll place it over here and now you can see that the mesh is converted into volume let’s also increase the density from here in order to see it properly now even though the cubes are converted from mesh to volume but to make them look like real clouds we need the volume to be distributed all over this area without any empty spaces in between and for this we need to distribute some points in the volume so for this we’ll be using the distribute points in volume node so press shift plus a go to point and select the distribute points in volume node place it over here we have all these points distributed throughout the volume volume and to again convert it into volume or make it look like Cloud we need to convert these points into volume so let’s add the points to volume node so press shift plus a go to point and select the points to volume node we’ll place it over here and now if I change the view again you will notice that we still have these empty spaces but to fill them up with the clouds simply go to the distribute points in volume node and increase the density from here this will increase the number of points and as a result the volume will also begin to increase let’s also increase the density in the mesh to volume node like this and now this is how the clouds are looking in the scene to view the Thunder lighting along with these clouds we’ll be using a joint geometry node so press shift plus e go to geometry and select the joint geometry node we’ll place it before the group output now I’ll take the volume socket and connect it to the geometry in the joint geometry node to view the result here first I need to remove the viewer node from here so I’ll select it and press X and now you can see that we are having the clouds along with the Thunder lighting however we also need to change the position of the clouds in order to place them properly in the scene so for this I’ll go to the set position node that we added over here and try to change the offset in the xaxis like this so we’ll keep it to something like minus one and to be more accurate let’s go to the top view by pressing seven on the numpad and we can now see everything properly so we’ll move it in the x axis like this let’s also move it in the y axis like this also if you want to increase the size of the clouds you can go to the size option in the cube and try to increase it like this however for now I think that the scene looks perfect so we’ll finalize this and yes if I select the clouds and try to move them by pressing G then you can see that it’s creating this amazing effect along with the Thunder lighting and with with this our scene is now ready to finalize so first of all let’s go to the render view to improve the lighting in the scene I’ll select this lamp go to the object data properties and change the type of light to Sun let’s also reduce the strength to something like four or five let’s also create a duplicate of this light so press shift plus d move it in the xaxis over here press R to rotate the light let’s also rotate it in the x-axis like this and now it looks perfect so first of all we’ll be creating a material for this plane and if you remember we made a material using the RGB curves node and the gradient texture in the Shader editor you can even check it from the material properties we have this material. 001 that we created in the last chapter so to add this material over here press shift plus a go to material and select the set material node we’ll place it over here and from the list of the materials I’ll select the material. 001 and you can see that we have this gradient texture with the red and the blue color that we created in the Shader editor so if you want you can try to change the things like the handles in the RGB curves to give it a different look like this or maybe the colors in the color ramp like you can set any other color maybe yellow or the green color but for for now I’ll go with the blue color only but we reduce the brightness to change it to the dark blue color now the plane looks perfect and now we can create the material for the clouds and the Thunder lighting so first of all let’s go to the geometry noes editor again select the cloud and now we have to create two separate materials one for the cloud and the other for the Thunder lighting so go to the material properties click on new material we’ll change the name of this material to cloud and let’s create one more material click on the new button and change its name to lighting to apply these materials I’ll go to the geometry nodes editor and we have two nodes connecting to the Joint node one of them is the curve to mesh node which is carrying the information about these Thunder lightings and the other one is the points to volume node which is carrying the information about these clouds so let’s add two set materials node so press shift plus a go to material and select the set material node place it over here let’s create a duplicate and place it after the curve to mesh node now for the first one I’ll select the cloud material and for the second one I’ll be selecting the lighting material to modify the material let’s go to the Shader editor from here also since we’ll be making the material for the clouds let’s also change the render from EV to Cycles now do ensure that in the material properties this Cloud material is selected now since the cloud is not a mesh but a volume so instead of the principal bstf node we’ll be using the principal volume node so I’ll select this press X to delete then to add the principal volume node press shift plus a go to Shader and select the principal volume node place it over here connect the volume socket to the volume in the material output now we have the clouds in the scene to change their color go to the color option and to make them darker I’ll reduce the brightness from here then you have the option to control the density so if I increase it the density of the volume will increase then you have the option to control the emission strength and the emission color but we won’t require these things right now however however if I try to increase the black body intensity to something like 0.1 or maybe 0.2 then you will notice a slight glow of red color around the clouds in the scene but I think that we should reduce it to a value of approximately 0.15 and now it looks perfect moving ahead let’s also create the material for the lighting so I’ll select it from the material properties and for this one we’ll be using the noise texture so pressure shift plus a go to texture and from here I’ll select the noise texture then to add the vector mapping and the texture coordinate node press crl + T then just like always take the object socket and connect it to the vector now to view the output here I’ll take the factor socket and connect it to the base color if you want you can increase the scaling from the scale parameter over here but for now we’ll be focusing on giving some color to the lighting so for this we’ll be using the color ramp node so press shift plus a go to converter and select the color Ram let’s place it over here now we’ll be changing the first color which is black to white color by inreasing the brightness from here then I’ll select the second pointer and for this one we’ll be choosing the light blue color so I’ll take my pointer over here then to increase the amount of blue color I’ll move this pointer in this direction also we’ll go to the emission let’s increase the emission strength to something like two and for the color we’ll be using the same color that we get from the color Ram so I’ll take the socket and connect it to the emission color to view the emission effect properly we need to do some changes in the composting so I’ll open the composting workspace from here then click on the use nodes to see the changes that we do in the 3D view Port also so I’ll change this window which is the dop sheet Editor to the 3D view Port so click on this icon and select the 3D view Port also I’ll enable the render view by clicking over here and now to improve the effect of a mission we’ll be using the glare node in the compositor so press shift plus a go to filter and select the glare node we’ll place it over here to ensure that you see the changes in the 3D view Port also click on this icon and change the option in compositor from disabled to always then to get the bloom effect which is required for the emission I’ll change the glare type from streaks to bloom also change the quality from medium to high and now with the help of these parameters I can easily control the bloom settings in the scene so first of all I’ll reduce the size to something like 7 then if you want you can even try to change the threshold value but for now I think that the scene looks perfect we have this amazing Bloom effect applied in the 3D viewport which is giving a realistic look to the emission material that we added to the lighting in the scene let’s go to the geometry nodes workspace again and to view the same changes over here also click on this icon again and in the compositor select the always option and now I think that the scene is completely ready and it’s totally up to you if you want to change the color of your clouds or maybe the color of lighting to something else like the dark blue color or maybe the red color so you can do the changes accordingly but for now let’s also go to the camera view by pressing zero on the numpad let’s enable the lock camera to view from here I’ll zoom out if you want you can also change the color of the background to a specific color and to do this go to the World Properties by clicking on this globe icon then in the color if I set any particular color then that color will be applied as the background in the 3D view port and with this we now arrive to the end of the chapter number 51 in this chapter we used a lot of geometry notes in order to finalize this amazing lighting [Music] scene in today’s chapter we’ll be understanding about the simulation nodes or the simulation Zone also we’ll be creating an amazing animation with the help of these geometry nodes so first of all let’s go to the geometry nodes workspace by clicking here then to add the geometry no system click on the new button in the geometry noes editor now if I press shift plus a then here we have a category which is known as simulation and in this we have the simulation zone so let’s add it over here and now you can see that we have a system of two nodes and each of them is having the name simulation so in simple words we have one simulation input node and one simulation output node by using these two nodes we can create some simulations or some animations in the scene and that to by using the geometry nodes only now the way the simulation Zone works is that it takes an input then performs some operation in the middle which depends upon the nodes that we use and then it gives the result from the simulation output node and the simulation or the animation that it creat Crees changes from one frame to the next frame so let’s understand this practically first of all I’ll take the geometry socket of the group input node and connect it to the geometry socket in this simulation input node then for the output I’ll connect this socket in the simulation output to the geometry socket in the group output node so now that all of the nodes are connected with each other you might be expecting that it would have created an animation but if I press the space bar to play the animation then you will notice that no animation is created till now let’s take the pointer in the timeline editor back to the frame number one so to create the anim we need to add some nodes in between the simulation input and the simulation output node so suppose you want to create an animation where the position of this Cube changes by a particular distance in a particular axis so for this let’s first add the transform geometry node using which we’ll control the position of the cube so press shift plus a go to geometry and in the operations select the transform geometry node we’ll place it over here and now if I go to the translation in the y- AIS and change it to a value of 0.1 M then now what will happen is that the simulation nodes will create an animation where the position ition of this Cube will change by 0.1 m in the Y AIS and this will happen each and every time the frame changes so if I press the space bar to play the animation this time then now you notice that we have this animation where the position of the cube is changing in the Y AIS by 0.1 M frame by frame also you can try the same thing with the other parameters in the transform geometry node for example if I take the pointer to the frame number one again and suppose I change the rotation in the Y AIS to 5° and if I again play the space bar then this time we have an animation created where the position as well as the rotation of the cube is changing with each and every frame now suppose you want to create an animation where we can see each of these cubes frame by frame and it should be like the scaling will also reduce as the number of Cubes will increase so let’s try to create it practically first of all I’ll change the rotation value back to zero then to view the cube each and every time the frame changes let’s add the joint geometry node so press shift plus a go to geometry and select the joint geometry node we’ll place it after the simulation input node and connect the group input to the geometry socket in the joint geometry node let’s also increase the translation to 1 M and now if I take the pointer back to the frame number one and play the animation again then you can see here that it creates an animation where we can see each and every Cube separately in the 3D viewport whose position is being changed by a value of 1 M and this is because we added the joint geometry node and connected it to the original Cube also if you want to create the animation where with each passing frame the scale value also reduces then for this you can either go to the scale parameter in the transform geometry node or you can add the scale elements node but for now I’ll be using only these values to create the animation where these cubes will scale down so if I change the value in all the three axes to 0.95 then in this case the scaling of each of these cubes will reduce to 0.95 times the cube on the previous frame so if I take the pointer to the frame number one press the space bar to play the animation then you will notice that the position as well as the scaling of the cubes is changing with each and every frame so this is how the simulation Zone works in the geometry nodes editor it creates the animation depending upon the nodes that you add in between the simulation Zone and the change with each frame will depend upon the values that we add in the different parameters of these nodes now moving ahead we’ll be creating an animation where we’ll be controlling the position of the cube or any object by using another object like an empty object in the scene so for this first of all I’ll remove the transform geometry node from here by pressing X let’s connect the geometry socket in the joint geometry node to this geometry socket in the simulation output node let’s also take the pointer back to the frame number one now since we want to create the animation where the position of this Cube will depend upon some other object like the empty object or something else so in the view Port press shift plus a then go to empty and select the plane axis let’s scale It Up by pressing s and now you can see that an empty object is created which does not have any mesh or volume it is simply existing in the scene so I’ll select the cube again to control the position with respect to the empty axis that we added we need to add the transform geometry node after the group input so press shift plus a go to geometry and in the operations select the transform geometry node we’ll place it over here and one thing to notice here is that we have not added this transform geometry node in the simulation Zone whichever nodes we add in between between the simulation input and the simulation output will only be considered the part of the simulation zone now I’ll go to the scene collection let’s track the empty object into the geometry noes editor and to use the empty axis to control the position of the cube first I’ll change this to relatives and control the location socket to the translation in the transform geometry node now before playing the animation if I go to the 3D view port and select the empty axis and try to move it then you will notice that a copy of the cube is also moving along with it so for now I’ll right click now with this empty axis selected if I press the space bar to play the animation and try to move the empty axis like this then you will notice that we have these multiple cubes being added in the scene depending upon the position of the empty axis to make it look better let’s select the cube again go to the frame number one let’s also bring the empty axis back to the original position so I’ll select it press alt plus G to clear the location of the empty axis now with the cube selected I’ll go to the geometry nodes editor let’s scale down the cube to something like 0.7 and suppose we want that in the animation the scaling of the cubes should also change then for this let’s add the scale elements node in the simul ation zone so press shift plus a go to mesh and in the operations select the scale elements node let’s place it over here now if I change the scale value to a value of 0.9 or maybe 0.91 then this time with each of the passing frame the scaling of the cube will also reduce to 0.91 each time so to play the animation I’ll select the empty axis again press the space bar and if I press G to move it like this then you will notice that it’s creating this amazing animation where the scaling of the cubes is also reducing now I’ll take the pointer back to the frame number one let’s also clear the location of the empty axis by pressing alt plus G select the cube again and in the geometry notes editor we’ll do some changes in the scaling in order to make the animation look much better so first of all I increase the scaling in the scale elements to something like 0.96 let’s also change the scale in the transform geometry node from 0.7 to a value of 0.8 now let’s select the empty axis again press the space bar to play the animation and move it like this and with this we have a beautiful animation created where we have so many different cubes and their size is also changing and we are able to control all of this just by moving the empty axis now I’ll go to the frame number one again let’s also clear the location of the empty axis One More Time by pressing alt plus G select the cube and now suppose you want to save this animation in the timeline editor and for this we need to insert different key frames at the different frames of the different positions of the empty axis in the timeline editor so first of all I’ll go to the side view by pressing one on the numpad select this empty axis and with this empty axis placed on the 3D cursor I’ll press I to insert the key frame now we have a key frame inserted at the frame number one let’s take the pointer to the frame number 40 let’s also change the position of this empty axis by pressing G and I’ll place it over here let’s insert a key frame at this position also so press I and we have another key frame inserted over here now if I take the pointer back to the frame number one and play the animation then you will notice that we have an animation like this being created in the 3D view port to make it look better I’ll select the cube again and we should change the scaling in order to give it a much better look so I’ll go to the transform geometry node and in the scale value I’ll enter the value equal to 1 this will scale up the cubes and for the animation I’ll change change the value of scale in the scale elements node to something like 0.92 also if you want we can create this animation with some other object like maybe a UV sphere and to do this instead of the group input node we’ll be using the UV sphere node so press shift plus a go to mesh and in The Primitives select the UV sphere node we’ll place it over here connect the mesh socket to the geometry in the simulation input let’s also connect the mesh socket to the geometry in the transform geometry node let’s take the pointer back to the frame number one and play the animation again now we have this UV sphere being animated and just like this you can replace the UV sphere with any object that you like for today’s chapter we’ll be creating a simple star in the scene and replacing the UV sphere with that star so to model the star let’s first add a plane in the scene so press shift plus a go to mesh and add the plane tab into the edit mode to focus only on the plane press the forward slash button let’s also go to the top view by pressing seven on the numpad and we’ll need some more vertices so right click and select subdivide now to model the star I’ll select this vertex let’s move it up in the Y AIS like this and place it over here then I’ll select this vertex let’s move it in the xaxis like this then select this vertex move it up in the Y AIS and place it over here let’s do the same with this one also we’ll move it in the x-axis like this and now we need to change some position of the vertices in order to finalize the star so first of all I’ll select these top three vertices and we’ll move them down in the Y AIS like this also we need some more points in between these two edges I’ll right click and select subdivide again then I’ll select these two vertices move them down in the Y AIS and place them over here let’s also scale them down in the x-axis so so press s then X and scale it down like this to make it look symmetrical I’ll select this vertex and move it down slightly in the Y AIS let’s also select these two vertices at the bottom and scale them down in the xaxis like this now our sty looks completely ready to give it some thickness press a to select everything and extrude it in the Zed axis now let’s come out of the edit mode and this is how the star is looking in the scene now to give it a realistic look let’s apply the bevel modifier to it so go to the modifier properties click on ADD modifier and in the generate select the bevel modifier let’s increase the number of of segments to a value of three and now it looks perfect to give it a smooth look I’ll right click and select shade smooth Now to create the animation by using this star instead of the UV sphere I’ll first press the forward slash button to view the rest of the objects then I’ll select this UV sphere and we’ll copy all these geometry nodes from here and paste them in the geometry notes of the star that we created so press a to select everything crl plus C to copy now let’s also delete this from the scene so press X to delete select the star go to the geometry noes editor and click on the new button now I’ll select these two noes press X to delete and to paste the notes that we copied simply press control+ V the reason why we see a UV sphere is that in the geometry notes editor we added this UV sphere to be used as the input so I’ll delete it from here then I’ll take the group input and connect it to the simulation input and also to the transform geometry node Now to create the animation again I’ll go to the top view This Time by pressing seven on the numpad let’s take the pointer back to the frame number one select the empty AIS let’s also delete all the key frames that we previously inserted over here so in the timeline editor press a to select everything X and click on delete key frames now at the frame number one the position will be at the 3D cursor so press I to insert the key frame let’s take the pointer to somewhere near frame number 20 let’s give it a random position so press G to move it and place it at any random position let’s insert a key frame by pressing I and we’ll do the same thing a few more times in order to create the complete animation so let’s take the pointer to the frame number 40 and this time I’ll change the position of this empty axis to over here press I to insert the key frame take the pointer to the frame number 60 let’s move it down like like this press I to insert the key frame again then I’ll go to the frame number 80 and this time I’ll move it over here let’s insert a key frame again and let’s do the same thing one more time at the frame number 100 let’s place the empty access over here press I to insert the key frame and now the animation is ready to be seen so I’ll go to the frame number one press the space bar to play the animation and now we have this animation created with these stars that are moving and scaling down now let’s also give it some glowing material so for this let’s first go to the render view then I’ll select the stars and change the window to the Shader editor click on the new button and since we need to make the glowing material so in the principal bsdf I’ll go to the emission let’s change the color from here and let’s keep it to something like pink color and yes it completely depends on you that which specific color you need as the emission color for these Stars let’s also increase the strength to something like two or maybe three and to apply this material let’s go to the geometry nodes editor again then press shift plus a go to material and select the set material node we’ll place it over here and from the list of the materials I’ll choose this material. 001 to view the emission effect properly go to the compos in turn on the use nodes then press shift plus a go to filter and select the clear node place it over here change the clear type from streaks to bloom change the quality to high let’s reduce the size to something like six and to view the result let’s go to the geometry noes workspace and from here change the compositor settings from disabled to always with this we now have these glowing stars in the scene and if you want you can even control the amount of this glow from the composting workspace like you can try changing the bloom size and in this way you will be able to modify the scene so try to play around with these set settings try to change the color of the stars or the emission strength or maybe the position of the mty axis in order to create a different type of animation and with this we now arrive to the end of this chapter today we learned about the simulation Zone and even created a simple animation using [Music] it for those of you who do not know anything about compositing it is basically a tool in which you simply use the note system in blender in order to enhance an image or a sequence of images it also includes the things like changing some specific colors in the image the glowing effect in the image and many more interesting things which can easily be done simply by adding a node in the editor and all this will give you renders a completely different and a unique look so in this chapter we’ll be understanding about how this compositing works in blender and we’ll also be learning about some compositing nodes so we have opened a new blender file and to begin with working with the compositing we first need to open the compositing workspace so on the top you have this workspace named as compositing so I’ll select this and in this workspace here we have the compos depositor editor then below this we have the dop sheet editor and in the end we also have a timeline editor now the dop sheet editor and the timeline editor will be used only if we are working on a sequence of images or in simple words an animation but if we are working on still images then we won’t require the dop sheet editor and the timeline editor now to work on the compositing we first need to bring in some nodes so for this first click on the use nodes option and this will enable the compositing nodes in the workspace now we have these two nodes one is the render layers which is the input and and then we have the composite node which is the output so the render layers node will give the input of the image on which the compositing is to be done and it will give the most recent rendered image of that particular file as the input then that image will be used as an input by the composite node or any other node which is connected in between the render layers and the composite node so suppose I go to the layout workspace again and we have this default cube in the scene now if I want the rendered image of this simple default cube in the compositing workspace then for this simply click on render and from here select the render image now we have this rendered image let’s close it for now let’s go to the compositing workspace again and right now this render layers is not having the image that we rendered and that’s because we added this node before rendering our image so to fix this problem click on this cross icon then click here and select the scene now you will notice that on the top of this render layers node we are now having the image that we rendered also whatever changes we’ll do in the compositing will get applied to this render image now in order to view the changes that we do here directly in the compositing workspace we have to use choose a node which is called the viewer node to add it over here press shift plus a go to output and here we have the viewer node so let’s select it and place it over here now if I take the image socket in the render layers and connected to the image socket in the viewer node then now we have this rendered image of the default Cube added at the back of the editor also do ensure that this backdrop option is turned on in order to view the image in the compositing editor now suppose you want to change the size of the image at the back then for this we can use the scale node so press shift plus a go to transform and here we have the options like the rotate scale and transform and we can use any of these in order to change the rotation scale or the transformation of the image at the back so if I select the scale and drop it in between the render layers and the viewer node then with the help of the X and Y values I can control the scaling of this image so let’s skip it to something like 0.6 or 0.4 then suppose you want the image to be rotated then for this we have the rotate node to add it over here press shift plus a go to transform and select the rotate let’s place it over here and yes you can also place it after the scale note as it won’t make any such difference now if I go to the degree and try to increase it then you will notice that the image at the back is getting rotated so with the help of the rotate node you can easily control the rotation of this image now moving ahead suppose you want to control the position of this image then for this we have the translate node to add it over here press shift plus a go to transform and select the translate node we’ll place it over here and by changing the values in the X and Y AIS we can easily control the position of this image now moving ahead we also have a node which serves the purpose of these three nodes the translate rotate and the scale node and this is the transform node so first of all let’s delete the three nodes by pressing X let’s also connect the image socket in the render layers back to the image socket in the viewer node now to add the transform node press shift plus a go to the transform category and here you will find the transform node so I’ll select this and place it over here and now you’ll notice that we have four parameters the first two are the X and Y values which simply controls the position of the image then we have the angle which will be controlling the rotation of the image then in the end we have the scale value which as the name suggests will be controlling the scaling of the image now let’s try to do some very simple things with this image at the back and by doing this we’ll also be understanding about a very simple compositing node which is the brightness contrast node to add it over here PR shift plus a go to color and in the adjust here we are having the brightness contrast node so I’ll select this and place it over here now this brightness contrast node is connected in between the render layers and the composite node however to see the changes at the back we also need to connect it to the viewer node so if I take the image socket and connect it over here then you will notice that the transform geometry node will get disconnected and that’s because the viewer node can only take one input at a time so let’s undo this and now instead of connecting the transform geometry node directly to the input we’ll be connecting it to the brightness contrast node so I’ll take the image socket in the brightness contrast node and connect it to the image socket in the transform node and now you can see then the image will be received from the renderers by the brightness contrast node and the result will be transferred to the composite node as well as the view viewer node now in the brightness contrast node we are having two options the first one is the brightness and the second one is the contrast and just like the name suggest the brightness parameter will control the brightness or basically the amount of white color in the scene so if I increase this value you will notice that the scene is now looking very bright also if I take the brightness value to a negative number then you will notice that the amount of black color will increase so the brightness value can be used in both the ways if you take it to a positive value the brightness will begin to increase and if you take it to a negative value the brightness will reduce and the amount of Darkness or the black color will increase now the second option that you have is the contrast and contrast basically means making the brighter pixels even more brighter and the darker pixels even more darker so if I increase the contrast from here you will notice that we are now having two contrast colors in the image one of them is complete white color and the other one is complete black color and now suppose you want that this image at the back should get rendered so for this simply click on render and select render image and here you will notice that the image that is finally rendered will also have the compositing effects applied to it if you want to save the final image then simply click on the image option and from here you can save the image at your desired location now let’s close this window now with this we have learned about the basics of compositing in blender and now suppose you want to use the same compositing nodes for some external image and not for the one that you render in the blender file and to do this go to the compositing workspace again and now we need to open the image editor in the workspace so for this I’ll be converting this dope sheet into the image editor so for this simply click here and from the list of the editors select the image editor now for this chapter I’ll be adding that image which I rendered in the chapter number 51 of this course where we created this lighting scene by using geometry notes and yes if you have not yet completed that chapter then you can get the same rendered image in the description below now I hope that you have downloaded that image now to open that image click on the open Button then open that particular folder where you have saved that particular file then select it and click on open image now we have this image added in the image editor let’s zoom out and to use this image in the compositor editor we need to use the image node so to add it PR shift plus a go to input and here we have the image node so I’ll select it and place it over here we’ll be using this image node which will act as an input for the rest of the nodes we can also delete the render layers noes from here so I’ll select it and press X to delete now let’s take the image socket and connect it to the image in the brightness contrast node and to add this image in the image node click on this icon and from this list select that particular image now we have the image added at the back and if you you notice closely the contrast effect that we applied with the help of this brightness contrast node can also be seen on the image at the back so whatever changes I do in the compositor nodes now will simply get applied to the image that we are receiving as the input now moving ahead we’ll be using the RGB curves node to add it over here press shift plus a then go to color and in the adjust select the RGB curves node let’s place it over here now if you remember we understood about the RGB curves node in one of the previous chapters also while understanding the geometry nodes we explored that this C stands for the combined channels R stands for the red Channel then G stands for the green Channel and b stands for the blue channel so for those of you who don’t know RGB means red green and blue channels and these are the three primary colors which can be used in order to create any particular color then in the middle of the RGB curves node we have this graph using which we’ll be controlling the red Channel or the green Channel or the blue Channel or all three of them by selecting the combined Channel now to modify this curve simply left click on any point on the curve and this point will get created and then if I left click and drag it like this the position of this point will change in the curve and you will also notice some differences in the image in simple words if I try to move the pointer in the upwards Direction then in this case the brightness of the image as a whole will increase and on the other hand if I take this pointer downwards then in this case the brightness of the image will reduce if you want to reset the curve back to the original then simply click here and from this dropdown menu select the reset curve now if you notice closely we have two more pointers in the RGB curve which are present by default one of them is this pointer on the top and the other one is this pointer at the bottom now both of them have some specific function now with this bottom pointer selected if I try to move up then in this case the brightness of all the black pixels will increase and that is because this particular pointer controls the black or basically the dark pixels and this one at the top controls the white pixels so by moving this pointer upwards the brightness of the black pixels will increase and if I try to move it down then in this case the brightness of the black or the dark pixels will reduce so similarly if I select this pointer at the top which is controlling the white pixels and bring it down like this then in this case the brightness level of the white pixels will begin to reduce and if I move it upwards then the brightness of the white pixels will be increased so you can use the RGB curves node in order to control the brightness of the image whether you want to increase it or if you want to reduce it so you can use the RGB curves node for this also there’s one more use of the RGB curves node which is to control the contrasting in the image if you remember we understood about the contrast option in the bright contrast node and you can achieve the same result by using the RGB curves node also so for this you simply need to create a point over here and move it up then create another point over here and we’ll move it down so we need to make a curve which has an s- like shape and by using the position of these pointers you can control the amount of contrasting and the way your image looks so to add the contrast effect in the image you simply have to create a curve like this one and then you won’t even need the brightness contrast node also if I change the value in the contrast back to zero then you can see the effect in a much better way that if I try to move these pointers then the contrast of the image colors changes like this also if you want to see the final image in this image editor then simply click here and select the viewer node now this is the image that is generated after compositing is applied and if you want to save this image then go to the image option and you can save the image from here now one more thing if you want to close this side tool bar then simply press the N key and now you have more space to work in the compositor now we just discovered the combined channels in the RGB cves node but as I already told you we have three more options the red channels the green Channel and the blue channel so let’s just cover each one and we’ll first start with the red channel so I select it and now I can use this curve to basically increase or reduce the amount of red color in the image so if I select a point in the middle and move it up like this then in this case the amount of red color in the image will increase to see the result properly let’s increase the size of this image editor and now we can see the result properly so by moving this pointer in the upwards Direction you will increase the amount of red color and when moving this pointer down the amount of red color will reduce and now the image looks like this so when the pointer is in the middle there will be a balance in the red color by moving it up the amount of red color will increase and yes it will also depend on which particular position you are placing your pointer for example if I move it in the right also then in this case the image will look slightly different from the previous result but again in simple words the amount of color will depend on the position of this pointer now moving ahead let’s also discover the green Channel and in this one also if I left click in the middle then a pointer will get added and if I move it upwards then in this case the amount of green color will increase and if I move it down then we’ll hard ly see any green color in the image similarly if I select the blue Channel then create a point in the middle and move it up then in this case the amount of blue color will increase and if I move it down then we’ll hardly see any blue color in the image now moving ahead let’s also discover the color balance node so first of all I’ll remove the brightness contrast node so hold on the ALT key left click and drag it like this press X to delete it then if you want you can also remove the RGB curves node from here so hold down the ALT key again left click and drag it away and press X to delete it then to add the color balance node press shift plus a then go to color and in the adjust select the color balance node let’s place it over here and also connect it to the transform node that is connected to the viewer node now in the color balance node we have three different options first one is the lift second is the gamma and the third is the gain and for each of these three options we have this color wheel and a brightness controller so this node is used to balance the colors in the image according to these three options so the first one which is the lift controls the dark areas or the shadows in the image then the second one which is the gamma controls the midtone area and the last one which is the gain controls the brighter areas are basically the highlights in the image so in the Thunder lighting image that we have here the lift will control this darker area which is the background and the clouds the gain will control this thunder lighting and the gamma will control the midtone areas where we are having a balance of the highlights and the Shadows now if I go to the first option which is the lift and try to change the color in this color wheel to something like the green color then you will notice that the maximum effect of this color correction will be seen on this background and the clouds and that’s because they were more like the shadow regions or the darker regions in the image you wouldn’t be able to see much difference in the lighting of the image you can try the same with other colors also like the blue color or maybe the red color the change in the color will be observed much more on the darker areas like the background and the clouds if you want to reset the color back to the white color then simply place your cursor on this color wheel and press the backspace button in a similar way if I go to the brightness bar and try to reduce the brightness then you will notice that the effect of the reduction in brightness is mostly visible on the background and the clouds but not on the lighting and the Shadows or the reflections created by it now moving ahead let’s also discover the gain option which controls the lighting in the scene let’s also press crl plus Z to undo and press the backspace to reset the color now we have the original image and in the gain option if I increase the brightness from this brightness slider then you will notice that the brightness of this thunder lighting region has increased much more in comparison to the rest of the image similarly if I go to the color wheel and try to change it to the red color let’s also reduce the brightness and now you can notice that the color of ther lighting is now changing according to the color wheel you will also notice that the color of the clouds is also changing and see that’s because the majority of light in the scene is coming from this thunder lighting which is being controlled by the gain parameter here let’s also change it back to the default color and now let’s move to the gamma so this one will control the color balance in the midtone regions of the image and if I try to change the color then you will notice that the color change is visible on almost all the regions of the image be it the clouds or the Thunder lighting or even the plane so by using this option you can try to do the color correction of the mid tones or in most of the cases the entire image for now let’s reset the color to the default value let’s also reduce the brightness and yes in most of the cases you’ll be using the lift or the gain because these two will help you to control the colors in the darkest and the brightest regions respectively now moving ahead we’ll be exploring the Hue saturation value node so first of all let’s remove the color balance node from here so hold down the alt button then left click and drag this away press X to delete and now to add the Hue saturation value node press shift plus a go to to color and in adjust here we have the Hue saturation value let’s place it over here and connect the image socket to the transform node now this node is based on a color model which is HSV which obviously stands for Hue saturation and value by using these three parameters we can create any type of color and to understand it in a better way you can look at this image and understand how each of these three parameters control the different things in colors now let’s also understand this concept in a practical way in the compositing editor so first we’ll go to the value parameter and if I reduce it you will notice that the image will become darker and if I increase it the brightness of the image will increase so the value parameter controls the amount of brightness in the image because if I reduce this value to zero then we’ll have no brightness and if I increase it to its maximum value of two then in this case we’ll be having the maximum brightness however if you want to increase the brightness even further then you can click on this value and suppose I enter five then in this case it will now be controlling the value from 0 to 5 previously if I press control+ Z the value was between 0 and but after I type any particular number here for example if I type seven then in this case the amount by which you can control the value or basically the brightness will increase like this so now it is giving us the option to control the value from zero to a value of 10 but for now I’ll reduce this value to something like 2 or 1.5 now the next parameter that we have is the saturation and this one will control how colorful our image looks so if I reduce the saturation to zero then in this case there will be no colors in the image and it looks like a black and white image however if I begin to increase this value you’ll start to notice some colors in the image and if I take it to the maximum value of two then in this case the image becomes very much colorful by default at a saturation value of one the image looks like this with a higher brightness however if I increase the saturation value to its maximum then now the image looks much more colorful than before and now the last one that we have is the Hue parameter and in this image you can see that the Hue basically controls the colors that you’ll see in the image so if I try to change this value then you will notice that the colors in the image will be begin to change so with each different value in the Hue parameter we’ll be having some different colors at the default value equal to 0.5 we’ll be having the original image however if I try to increase or reduce the value then in this case we’ll be having some different colors depending upon the value in the Hue parameter now moving ahead the next node that we going to discover will be the blur node to add it over here press shift plus a go to filter then in the blur category select the blur node we’ll place it over here and now this is a very simple node which can be used to create the blur effect in the image and to do this you simply have to change the values in the X and Y parameters over here so if I try to increase the value in the X to something like 40 or 50 then you will notice that the image is getting blurred in the x-axis or basically the horizontal Direction similarly if I take this value back to zero and change the value in the y axis to something like 60 then in this case the blur effect is being applied in the y- AIS or the vertical Direction however in most of the cases you will need a blur effect which is uniform throughout and to achieve such a result you need to ensure that the values in the X and the Y Y axis are equal so if I enter 60 in both the X and Y parameters then you will notice that we are now having an equal blur effect applied in both the directions and now moving ahead we’ll be discovering the glare node so for this let’s first go back to the layout workspace and now to understand the glare node we first need to make something in the scene which has some emission material applied to it so to understand it in a better way I’ll first delete the cube from here by pressing X then press shift plus a go to mesh and select the monkey object let’s go to the camera view by pressing zero on the numpad let’s rotate the Mony object in the Zed axis by pressing R and Zed and rotate it like this let’s also change the camera’s position by clicking on this log button and let’s keep the camera view to something like this now moving ahead we need to create some material for the monkey object so first of all let’s go to the render view now to create the material I’ll change this window of the timeline editor into the Shader editor so for this click on this icon and select the Shader Editor to create a new material click on the new button and now we’ll be creating a material with some noise texture and the emission applied to it so for this press shift plus a then go to texture and select the noise texture we’ll place it over here and to connect it to the texture coordinate and the mapping node press crl + T and just like always I’ll take the object socket and connect it to the vector I’ll take the factor socket and connect it to the base color and to add some colors let’s add the color ramp node so press shift plus a go to converter and select the color ramp we’ll place it over here with the first pointer selected I’ll change the color by increasing the brightness and I’ll be keeping the red color then for the second pointer I’ll select it and change the color to something like yellow I’ll select the first pointer again and change the color to Blue instead of red also I’ll change the interpolation type from linear to constant let’s select the yellow pointer and change the position like this now to control the scaling go to the noise texture and we’ll increase the scaling like this let’s also increase the detailing and the roughness also to something like 0.8 and now to use the same material for the emission also I’ll go to the principal bstf then in the emission I’ll first increase the emission strength to something like four or five and for the color I’ll take this color socket in the color amp node and connected to the emission color now you can see here that we are not able to see the effect of emission properly on this material and to solve this problem we have to use the glare node in the compositing editor so first of all go to the compositing workspace and right now we are having this image that we added however to get the image that we’ll render in the 3D viewport we first need to remove this image node so I’ll select it and press X to delete then press shift plus a go to input and from the scene select the render layers let’s place it over here connect the image socket to the image in the blood node now let’s go to the layout workspace again then go to render and select render image this image is now rendered but it looks like this because all the changes that we did in the compositor are now being applied to this rendered image so I’ll close this window then go to the compositing workspace now first of all I’ll remove this blur node so I’ll select it and delete it by pressing X let’s also remove this Hue saturation value node so I’ll select this and press X to delete now I’ll take the image socket and connect it to the image in the transform node then I’ll take the image socket and connect it to this composite node now finally we can add the clear node and see how it works so press shift plus a go to filter and select the clear node let’s place it over here to view the result over here take the image socket and connect it to the transform node and now you will notice some changes in the rendered image now in the glare node by default the glare type is selected as streaks and as a result in the rendered image you can see these streaks added at each and every place where we are having the emission material then from here you can control the quality of the glare in most of the cases the best option is to select the high quality then and the iteration means the number of times to run a particular filter through the algorithm the higher the value of iterations the better will be the result but it will take some more render time so mostly you’ll be keeping the iteration value to something like three or four then if you want to control the number of these streaks then you can use the streaks parameter from here so if I reduce it the number of streaks will reduce in the streaks effect and if I increase this value then the number of streaks in the effect will increase then the next thing that you have is the angle offset and by using this parameter you can control the angle of these streaks for example if I keep this value to zero then the angle offset is equal to 0° and the streaks look like this however if I change the angle offset to 45° then in this case the angle of the streaks will change like this then the next thing that you have is the mixed parameter and the mixed parameter takes the value from minus1 to positive 1 if I take the value of mix to its minimum value of minus1 then in this case the effect won’t be applied at all and you will be seeing the original image then if I increase this value and take it to a value of zero then in this case we get the streaks effect applied and then if I increase the value of mix to its maximum value of one then in this case we’ll be seeing only the streaks effect and not the rest of the surroundings so to get a realistic result we’ll be keeping the mix value to zero and now it looks perfect also if I go to the glare type option then you have four more glare types and the first one is the most important which is the bloom so I’ll select this and with the bloom you can basically control the glow of the emission first of all let’s reduce the size from here and we’ll be keeping it to something like four or five and right now the glow effect is being applied to all the parts that had the emission material but to give it a realistic look we need the glow effect to be applied only to certain regions and not to all the regions and for this we have to use the threshold value so if I begin to increase it you will notice that the glow effect has reduced or in simple words it’s only being applied to some specific regions as per the threshold value so if I increase it it will only apply the glar effect to the pixels that have a value

    greater than the threshold value and if I reduce it then the glare filter will get applied to many more pixels for now I’ll keep the threshold to something like 3.5 or 4 now to understand the remaining layer types I’ll be creating a duplicate of this node so press shiftless D and move it over here then I’ll take the image socket and connect it to the image in the transform node and now we are having two clear nodes with the bloom type selected and as a result the amount of glow in the rendered result has also increased but if I change the clear type to the ghosts then this specific type will create a haze over the image and create this special dispersion effect just like the other types you can control the iteration value from here or the mix value and similarly the threshold value moving ahead the next type that you have is the fog glow and this one will basically stimulate some glow around the bright objects in the image it’s very similar to the bloom effect that we added over here to see the effect in a better way simply increase the size from here and you will notice that the glow effect has now increased now the next one that you have is the simple star now the simple star is very similar to the streaks type that we saw initially the only difference between the two is that the simple star will create the streaks which look like a simple star so you can try to change the different glare types and these parameters and in this way you can give your emission material a unique look however in most of the cases we only use the bloom effect along with the streaks clear type and with this we now arrive to the end of the chapter number 53 today we learned about how the compositor Works in blender and also about a wide range of important compositor [Music] notes in the previous chapter we begin with the introduction of the compositor and used it to create some changes in the rendered images and in today’s chapter we’ll be moving one step ahead in the blend compositor and we’ll be understanding about the concept of layers masks so to begin with I’ve opened this file that we created in the last chapter where we made the simple material for this monkey object and worked on the compositing now since we need to work on the compositing in this chapter also so first of all we need to render this image of the monkey model so click on render and select render image now this image is rendered with the compositing effects applied now let’s close this window and open the compositing workspace from here now the concept of layers and masks are basically used used to define a region where the effect of the compositing is to be applied layer basically means a separate image or a separate video which is to be used as the source then we have the mask which is used to create a specific region in the image where you want the effect to be seen now first of all I’ll remove this clear node with the Ghost type so hold down the alt button left click and drag it away press X to delete and with this we are having only the rendered image with the bloom effect applied to it now in the compositor you can see that we have the render layers node and that’s because it is acting as a source of the rendered image also if I press shift plus a then go to input and select the image node and drop it over here then this node will also act as a layer because it will also be a source of an image in the compositor so this one will be one of the layers and this image node will be the other layer now to open an image click on this open Button then open any image that you wish to add in the compositor so for now I’ll be selecting this image which we created in one of the previous chapters of the course you can find the link of this image from the description of this video now click on the open image now suppose you want to combine this rendered image as well as the image that we added so to view both of them together we need to add the mixed node so press shift plus a go to color and in the mix select the mix color node we’ll place it over here let’s also connect it to the transform node using the image socket and now the reason why you see a white image is that in the mixed node we are having three parameters the first one is the factor and the other two are the images in the first image we use this rendered image of the monkey object but since we have not connected anything to the second image it gives us the option to select any particular color then by using the factor value we can control the mixing of the two images if I change the factor value to zero then you will be seeing only the original image or in other words only the first image will be visible if I begin to increase this Factor value and take it to a value of 0.5 then in this case there will be an equal mixing of both the images with each other also you can try to change the color from here to maybe blue or green and you will notice the same change in color in the final image also however if I increase the factor value further to something like one then in this case only the second image will be visible which in this case is the orange color now to use this image that we added over here as the second image I’ll take the image socket and connect it over here with the factor value of one it is showing us only the second image and not the first one however if I reduce the factor value to something like 0.5 then in this case we are able to see both the images mixed with each other in this case also if I reduce the factor value to zero then we’ll be seeing only the first image then if I begin to increase this value we’ll begin to see a mix of both the images and if I further increase the value of factor to something like one then only the second image will be visible so for now let’s reduce this value of factor to something like 0.8 or 0.9 and this is how it looks now also if I click over here then you have several blending modes and with each one you’ll be getting a different type of result for example if I select the dark in blending mode then in this case for each of the color components it will take the smallest of the two values being Blended and as a result the result will look like this similarly if I select the multiply then it will will look like this and now moving ahead we’ll be understanding about the concept of masks in compositing so to add a mask over here press shift plus a here we have a category known as the mask and in this category we have two options the Box mask and the ellipse mask so if I select the Box mask and place it over here and to view the result I’ll connect the mask socket to the viewer node and with this we have the simple box added over here similarly if I press shift plus a again then in The Mask if I select the ellipse mask place it over here connect it to the viewer node then now we are having the shape of an ellipse added over here now suppose I have to use this ellipse mask to control the region where this multiply effect will be applied so first of all I’ll break the node Connection in between the glare node and the multiply node so hold down the control button right click and drag your cursor like this let’s also connect the image socket in the transform node back to the viewer node now I have removed the image of this monkey from the multiply node as a result we now have the option to control the color in place of the first image for now I’ll be keeping the gray color and to use this ellipse mask node in the multiply node simply take the mask socket and connect it to the factor now this node will control that particular area where the effect of the multiply node will be applied so to change this area we need to change the settings in the ellipse mask node such as the width or the height so first of all I increase the width like this let’s also increase the height also we can create a vget effect in this image to achieve this result first I need to break the note Connection in between this image node and the multiply node so hold down the control button right click and drag your cursor like this then I’ll take the image socket and connected to the image one then for the second color I’ll change this to the gray color let’s also bring down the brightness from here and we want this gray color to be applied not in this region inside but instead on the outside region for this we have to use the invert color node to add it over here press shift plus a then go to color and from here select the invert color node we’ll place it after the ellipse mask node let’s also reduce the factor value to something like 0.6 or maybe 0.7 and now you will notice that we are having a kind of vget effect applied to this image I’ll also delete the Box mask node from here so I’ll select this and press X to delete now first of all I have this ellipse mask node which we used to create this mask in the form of an ellipse then we use the multiply node in order to create a multiply effect on this original image then in the option of adding the second image we use the gray color for creating the simple vgate effect around the image however when we directly connected the ellipse mask to the factor in the multiply node this multiply effect was being applied to the inner region and to invert this effect on the outer region we have to use the invert color node so we connected it to the factor socket in the multiply node and with this we have the simple wiet effect also you can make this effect softer by using the blur node so for this go to the compositor press shift plus a then in the filter go to blur and select the blur node place it after the invert color and now if I select the X and Y AIS and increase the value to something like 100 then here you will notice that the vigant effect is looking much better than before if I remove it from here then previously the effect look like this however after using the blur node this this is how the final result looks also if you want you can try to change the factor value in the invert color node to change the multiply effect but for now we’ll be keeping it to the value of somewhere near 0.75 or 0.8 similarly you can also try to change the values of the width or the height in the ellipse mask node and in this way you’ll be able to change the region where the effect is being applied and with this we have now understood about the concept of the layers and the masks in the compositor and with this we now arrive to the end of this chapter [Music] in the previous two chapters we begin with the introduction of compositors in blender then we studied about the concept of layers and masks in blender and in today’s chapter we’ll be understanding about the Crypt mat now we have the default blender seene and to begin with the understanding of the crypt mat we first need to create three suzan models in the scene so first of all I will delete this Cube by pressing X then press shift plus a go to mesh and select the monkey model let’s also go to the camera view by pressing zero on the numpad let’s rotate it in the Zed AIS like this let’s turn on the lock camera to view from here and change the view like this let’s also create a duplicate of the suzan model by pressing shift plus d let’s place it over here let’s also rotate it in the Zed axis like this let’s create another duplicate so press shift plus d again and place it over here let’s rotate this one also in the Zed AIS like this and now the scene looks perfect for the background we’ll be adding a plane in the scene so let’s turn off the lock camera to view now press shiftless a go to mesh and select the plane let’s move it downwards in The Zed AIS and place it over here now tabing to theed edit mode Let’s scale it up to maybe 20 or 30 times let’s go to the camera view again now for the back side first I’ll enable The Edge select mode by pressing two then I’ll select these two edges let’s extrude them in the Z axis like this then left click to finalize let’s go to the camera view again now to give the corners a smooth look I’ll select these three edges let’s apply the bevel to it so press crl + B increase the number of segments with the help of your scroll wheel then left click to finalize now let’s come out of the edit mode right click and select shade Auto smooth now if you remember in the previous chapter we understood about the concept of masks where we discussed that the masks in the compositor are used to define a particular region where the effect of the compositor will be seen and today’s topic which is the Crypt mat is an amazing feature that will automatically generate the mask for each of the objects or any materials in the scene now to practically understand about the cryptomator the interview let’s also improve the lighting in the scene so press seven on the numpad to go to the top view select This Light press shift plus d to create a duplicate and place it over here let’s create one more duplicate by pressing shift plus b and we’ll place it at the back of the three monkey models let’s place it over here then I’ll select this light let’s move it over here so that it is slightly away from the objects in the scene similarly this one also let’s move it over here now let’s go to the camera view by pressing zero on the numpad and this is how the scene looks then if you want to give some material to the light then go to the object data properties with the light selected and change the color from here for now I’ll change the color of the selected light to something like pink or maybe blue let’s select the other light from the seene collection let’s change the color of this light also so let’s keep the color to light blue color now I’ll select the plane go to the material properties and to create a new material click on the new button now go to the base color and let’s change the color to something like red then I’ll select the monkey object go to the material properties click on the new button and for this one I’ll be assigning the green color let’s apply the same material to the other monkey objects also so I’ll select this one go to the material properties click on this icon and select the material. 002 let’s do the same with this one also I’ll select it go to the material properties click here select the material. 002 also if you want to give them a slightly smoother look then you can right click and select shade Auto smooth let’s do the same with the other two also by right clicking and selecting the shade Auto smooth now in order to use the Crypt mat feature in the compositor we first need to enable the Crypt mat in the properties editor so for this go to the view layer properties from here then scroll down and here you will have a category known as the Crypt matat from here enable the Crypt mat in object material and the asset now before moving to the compositor first need to render this image so click on render and select the render image now here we have the rendered image so let’s close this window and now we are ready to go to the compositing workspace so click here and to add the nodes enable the use nodes option now you can see here that in the render layers node we are having many more outputs related to the Crypt mat I’ll change the dop sheet editor into the image editor in order to see the output so click here and select the image editor let’s also add the viewer node over here so hold down the control and shift button and left click on the render layers node now the viewer node is added over here let’s also close this side toolbar by pressing the N key now in the previous versions of blender these sockets in the render layers node related to the Crypt mat were very useful but in the recent versions of blender we can understand about the Crypt mat without even using these sockets also in the image editor click here and select the viewer node now we are having the final image both in the compositor as well as the image editor coming back to the concept of Crypt mat we need to add the Crypt mat node so press shift plus a go to mask and here you have two op s the Crypt mat and the Crypt mat Legacy node the Crypt mat Legacy node is that node that was previously used in the older versions of blender however in the recent versions blender added this normal Crypt mat node which we need to use right now so I’ll select it and place it over here now in this the scene is selected where we have these monkeys and if I click over here then it gives you the option to select the crypto mat layer so we have three options the crypto object the crypto asset and the crypto materials so with the crypto object selected it will enable us to create a separate mask for any of the objects and whatever changes we do in the compositor will only get applied to that specific object so to assign a particular object we need to click this plus icon and now we need to select that particular object from the image at the back where we want to create the mask so for now I’ll be selecting this first monkey object which has the name suzan 002 so I left click and here you can see that the suzan 002 is added as the matte object Also let’s add the scale node in order to scale down the image at the back so that it’s properly visible so press shift plus a go to transform and select the scale image we’ll place it over here let’s reduce the scaling in the X and Y AIS to something like 0.5 or 0.6 and now it looks perfect moving ahead if you want to view the mask that the Crypt mat node created then simply take the image socket in the Crypt mat node and connect it to the viewer node now you can see this image at the back or this image in the image editor that a mask has been created in that area where we had the suzan do2 object similarly if I take the mat socket and connect it to the viewer node then you will notice that only the area of this monkey object object which is the suzan .002 is colored as white because of the crypt mat and the entire region around it is colored as black now this also means that I can do any changes in the compositor and apply it only to this specific mask region so for this I’ll again connect the scale node to the viewer node and just for understanding this concept I’ll be adding the Hue saturation value node so press shift plus a go to color and in the adjust select the Hue saturation value node we’ll place it over here let’s also connect the Hue saturation value node to the scale node and now suppose I do any changes in any of the parameters of this node like the Hue value or the saturation value then the change will be visible on the entire image however by using the Crypt mat node we can apply this effect only on a particular object so for this I’ll take the matte socket and connect it to the factor in the Hue saturation value node and now you can see in this image that the compositing effect because of the Hue saturation value node is now being applied only to this monkey object which is the suzan 002 similarly if you want to select any other object also then click on this plus icon again and now you can select that particular object by simply left clicking on it it’s also displaying the name of the objects where the cursor is placed so if I select this monkey object also then the same changes will get applied to the suzan .001 so this is the use of the cryptomator which allows you to create a mask for a specific object or a material or an esset and by using it you can apply the compositing effect to only some selected objects in the scene also suppose I need to remove a specific object from the Crypt mat node then for this click on this minus icon and select that object that you want to remove so if I select this suzan 002 then in this case the Crypt mat node will no longer work on this object and you can also see this over here in the mat objects where it shows the name of only the suzan .001 which is this monkey object now moving ahead the next option that we have is the crypto asset so I’ll select it let’s also remove the suzan .001 by clicking on this minus icon select the suzan model and now the crypto asset allows you to apply the compositing effects to some selected objects which have a specific relation in between them to understand it in a better way let’s go to the layout workspace and suppose I select this monkey object and with the shift key hold it if I select the plane at the bottom then both of them are selected and we’ll be making this plane the parent of the suzan model so let’s understand it by doing it practically first of all press contrl plus p and the parent menu will appear now select the object and with this we have assigned the plane to be the parent of the suzan model which means that if I select the plane at the back and try to move it then in this case even if we have not selected the suzan model it will still move with the plane now before going to the compositing workspace we first need to to render this image again so click on render and select the render image now the image is rendered so let’s close this window and open the compositing workspace again now in the Crypt mat node if I click this plus button and take this pointer to the plane then as expected it shows the name plane however if I take the pointer over this monkey object then in this case instead of showing the suzan do2 name it is still showing plane and that is because we made this plane the parent object of the suzan model this means that if I left click either on the plane or on this suzan model then in this case the compositing effect will be applied to both the parent and the child object which in this case is the plane and the suzan 002 and this is how the crypto asset works in the Crypt mat node moving ahead let’s also understand the crypto material but before that let’s also remove this plain object from here so click on this minus icon and select the plane now click here and select the crypto material Now by using the crypto material I can select a particular material in the scene and add it over here and then all the objects having that particular material will get the compositing effect app to them so if I click on this plus button and take this pointer over any of the suzan model and left click then in this case all the objects having the same material as this suzan model will be having the compositing effects applied to them so in simple words you are having three options in the Crypt mat layer the first one is the crypto object which will apply the effect according to a specific object that we select then by using the crypto asset it will consider the parent and the child object as one and as a result if I select any one of the two then the compositing effects will be seen on both the objects and then the last one that we have have is the crypto material and with this the compositing effect will be applied to all the objects in the scene having a specific material now moving ahead in this chapter we’ll also be understanding about the posturi node so first of all I’ll remove this U saturation value node by holding the alt button left clicking on the U saturation value node and drag it away like this press X to delete it and to add the posturi node press shift plus a go to filter and select the posturi we’ll place it over here let also connected to the image socket of the scale node now this posturi node reduces the number of colors in the image and also converts the smoother gradients into sharp transitions in this node you have the steps parameter and by using this you can control the intensity of this effect now suppose I want to use the Crypt mat along with this node however unlike the Hue saturation value node this one is not having any Factor socket in it so in such cases where a specific node does not have any Factor socket to connect the Crypt mat node we have to use the mix node along with it so press shift plus a go to color and in the mix select the mix color node place it over here now take the image socket in the render layers node and connect it to the first image then take the image socket in the posterz node and connect it to the second image and with the factor socket in the mix node we can create a connection with the Crypt matat node so first of all I’ll remove this mat ID by clicking on this minus icon and selecting the material on the suzan now I’ll change the layer in the Crypt mat layer option and select the crypto object let’s also connect the mat socket to the factor in the mix node now suppose I want that this posturi effect should be applied only to a specific object for example this suzan model so to achieve this result click click on the plus button and select the suzan 002 to view the result take the image socket and connect it to the scale socket also and now you can see that this posterize effect is being applied only to the suzan 002 object similarly if you want to select any particular object then click on the plus button again and select that particular object and with this we now arrive to the end of the chapter number 55 today we understood the concept of Crypt mat like its usage in the compositor we also understood about the different Crypt mat layers and in the end we also explored the simple posturi node [Music] in this chapter we’ll be understanding about the concepts of constraints in blender now the first question which arises is that what exactly are the constraints so in blender constraint basically means to control the properties of an object for example the properties of this Cube like its location or the rotation or the scaling by targeting this object to a secondary object in the scene for example if I press shift plus a then go to mesh and select any other object for example a cylinder let’s also move it in the y-axis over here then now by using the constraints of blender I can control the properties of this Cube object by targeting this object to the secondary object which is the cylinder or in simple words you can also say that the constraints help you to define a relationship between different objects in the scene to access the constraints click on this icon which is the object constraint properties and if I click on ADD object constraint then here you will see a list of all the constraints available in blender now each one of these has a specific function which we’ll be learning in this chapter and the upcoming two chapters now in today’s chapter we’ll be covering all these transform constraints then in the next chapter we’ll be covering the tracking constraints and in the following chapter we’ll be discussing about the relationship constraints we won’t be discussing about the motion tracking constraints because they are not practically used much in blender so to begin with the first constraint that we’re going to explore today is the copy location constraint so with this Cube object selected I’ll go to the constraint properties click on ADD object constraint and in the transform select the copy location now as the name suggest this copy location constraint will force the object on which it is applied to take up the location of the target object so in the copy location constraint if I go to Target and click on this eye dropper and with this if I select the cylinder object then you will notice that the position of this Cube will change moreover if I try to move this Cube by pressing G then you will notice that we are not able to change the location of this Cube and this is because of the copy location constraint due to this constraint this Cube will now have the same position as that of the cylinder that we added so if I select the cylinder let’s also scale It Up by going to the edit mode so that we can see it properly in the scene now if I try to move this cylinder by pressing G then you will notice that the same change in location will also get applied to the cube object so this is the use of the copy location constraint and if I select the cube again then you will notice that we have two more options the axis and the invert so with the axis we can control that in which axis should the location be copied for example if I turn off the Y and the Z axis then in this case the copy location constraint will only work in the x-axis so if I select the cylinder and try to move it in the x-axis then you will notice that the same change in Position will also get applied to the cube however if I try to move it in the y- axis then the position of the cube is not changing similarly if I try to move it in the z-axis then in this case also only the position of the cylinder is changing and not that of cube so in this way you can control that particular axis whose location you want to be copied then you have the invert option and if I select the invert in the x-axis then in this case if I try to move the cylinder in the x-axis then you will notice that both of them are now moving in the opposite directions of the x-axis one of them is moving in the negative xaxis AIS and the other one is moving in the positive x-axis similarly if I turn on the Y AIS and also the invert in the y- axis then in this case if I try to move the cylinder in the Y AIS then now also their positions in the y axis are opposite to each other so this is the use of the axis and the invert in the copy location constraint now moving ahead just like the copy location constraint you also have another constraint which is known as the copy rotation so I’ll select this one let’s also remove the copy location constraint from here so click on this cross button and now just just like the previous one the copy rotation constraint will control the rotation of an object with respect to the other object so if I go to the Target and with this eye dropper I’ll select the cylinder now in the axis all the three that is the X Y and Z are turned on and so if I select the cylinder and try to rotate it in the x axis by pressing RX then you will notice that the same rotation is being applied to the cube as well similarly in the Y AIS also and the z- axis as well then if I select the cube again and turn on the invert in all the three axis and select the cylinder again with this if I try to rotate the cylinder in the x-axis then you will notice that even if they are both rotating in the x-axis but their directions are opposite similarly if I press Y for the rotation in the y- axis then in this case also the direction of rotation is inverted and in the z- axis also the rotation of both the objects is in the opposite direction now moving ahead the next constraint that we going to see is the copy scale constraint so first of all I’ll remove this constraint by clicking on this cross icon then go to add object constraint and in the transform select the copy scale now for the Target object I’ll click on the eye dropper and select the cylinder now just like the previous two constraints the copy scale constraint is used to control the scaling of one of the objects with respect to the other object so with all the three axes turned on if I select the cylinder and try to scale it in the x-axis then you will notice that the same scaling effect is being applied to the cube also similarly if I scale it in the y- axis then the cube will also scale in the y axis like this similarly in the z-axis also if I change the scale of the cylinder the scaling of the cube will also change now if I select the cube again then in the copy scale constraint we have one more option which is the power and with this we can control the intensity or basically the power with which the scale effect is to be applied for example if I increase the power to a value of two and select the cylinder again and try to scale it up in the z-axis then you will notice that in this case the factor by which the scaling changes in the cube is much greater than before so to summarize we studied about three constraints the copy location the copy rotation and the copy scale and now the fourth one that we have is is the copy transforms so I’ll select this let’s also remove the copy scale now the copy transforms constraint will control the entire transformation of the object meaning the location the rotation as well as the scaling with respect to some Target object so if I go to the Target option and select the eye dropper then I’ll select the cylinder now you will notice that the position of this cube is now changed to the position of the cylinder also if I select the cylinder and try to move it then the cube will also get the same location similarly if I try to rotate the cylinder then in this case also the same rotation will get applied to the cube as well and similarly if I try to change the scale of the cylinder then now also the same scaling effect will get applied to the cube in the scene we’ll be discussing about another constraint which is the limit distance constraint so first of all I’ll remove this copy transforms constraint by clicking on this cross button then go to add object constraint and from the transform select the limit distance constraint now this constraint controls the maximum distance between the object on which it is applied and the target object so let’s understand it practically first of all I’ll go to the Target object click on the eye dropper and select the cylinder now in the distance if I type 6 M then in this case the maximum distance between the cylinder and the cube object will always be 6 M so if I try to move the cylinder in the x-axis then you will notice that its location is getting restricted and this is because of the limit distance constraint similarly if I try to move it in the Y AIS then in this case also the change in the location is being restricted because of the distance value of 6 m in the limit distance constraint similarly if I try to move it in the Z axis then now also the limmit distance constraint will work and this is how the position of the cube is being controlled now moving ahead the next object constraint that we’ll explore is the limit location so I’ll select this let’s also remove the limit distance now this constraint will control the limit by which you can change the location of your object for example if I turn on the minimum X and keep the value to 0 m also I’ll go to the maximum let’s turn it on in the x-axis and change the value to something like 8 or 10 m now if I try to move the cube in the X x axis then you will notice that I won’t be able to move it in the negative xaxis however if I try to move it in the positive xaxis then in this case even if the cube will move but the location will get restricted to that particular value which we’ll input in the maximum parameter similarly if I input 5 m in the minimum and try to move the cube in the x-axis then in this case the change in location of the cube is only possible from a distance of 5 m to a maximum of 10 m in the x-axis just like this you can also try this with the y or the the z-axis so for example if I change the maximum in the Z axis to something like 15 M and try to move the cube in the z-axis then in this case the position of the cube will only go to a maximum of 15 m in the z- axis and not Beyond it so this is the use of the limit location constraint now moving ahead the next one that we’ll explore will be the limit rotation so I’ll select this let’s also remove the limit location also to move the queue back to the 3D cursor press alt plus G in order to clear the location now just like the limit location controlled the location of the cube in the different axis this particular constraint which is the limit rotation will control the rotation of the cube in the different axis for example if I turn on the y- axis and with the minimum value set to 0° I’ll change the maximum to something like 45 then in the 3D view Port if I try to rotate the cube in the Y AIS like this then you will notice that its rotation in the Y AIS is now locked from 0 to 45° similarly if I go to the x- axis and in the maximum if I type 90° and try to rotate the cube in the XA axis then you will notice that the rotation of the cube is now limited from only 0° to 90° in the xaxis similarly we have another object constraint which is the limit scale so first of all I’ll remove this limit rotation then go to add object constraint and in the transform category select the limit scale with this constraint we can control the minimum and the maximum values to change the scale of this Cube for example if I turn on the maximum in the x-axis and change the value to 1.5 then in this case if I try to scale up the cube in the x-axis then you will notice that the maximum value by which we can scale the cube is now restricted to 1.5 similarly you can try the same with the other axis also and with the minimum also like if I turn on the minimum X and change the value to 0.5 then in this case the scaling in the x-axis is now locked from a minimum value of 0.5 to the maximum value of 1.5 so if I try to scale it down in the x axis like this then it will only get Scaled down to 0.5 and if I try to scale it up then it will scale up by 1.5 now moving ahead the next object constraint that we’ll discover is the maintain volume constraint but before that I’ll first remove the limit scale from here and before adding this maintain volume constraint I need to explain one simple concept to you see by default each side of the cube meaning the length breadth and height is equal to 1 M and therefore the mathematical volume of this Cube will be equal to length multiplied by breadth multiplied by the height which equals to 1 M Cube or if I tell you in terms of unit then the volume will be equal to 1 cubic units now if I go to the add object constraint and select the maintain volume then this Con rint will allow you to change the volume of your object with this volume parameter and because the volume will change so the length of the site should also change which we can control with the free axis for example if I change the volume to something like three then now it will try to maintain the volume of three by changing the length of the sides according to the free axis similarly if I change it to the x-axis then in this case the length of the different sides will change like this and if I change the free access to the Z then in this case the length of the different sides changes like this in simple words whichever access is selected over here the length of the object will not change in that particular axis you can also confirm it by changing the volume from here even if I reduce it or increase it the length of the side in the z-axis is not changing at all and this is the use of the maintain volume constraint now let’s move to the last topic for today’s chapter which is the transformation constraint now you might think that we also have the transform cache in the transform category however this transform cache constraint is not commonly used in blender so for now I’ll be selecting the transformation constraint let’s also remove the the maintain volume constraint and now this transformation constraint allows you to control the location rotation and the scale of the object with respect to some other object which will act as the target so first of all I’ll go to the Target and with the ey dropper tool I’ll select the cylinder now I’ll open the map from and the map 2 and here you will notice that we are having so many options in both of them so let’s understand each thing one by one first of all you have the option to control the location or the rotation or the scale and by using any of these you can control that specific parameter of one of these two objects so if you have opened the map from then whatever changes you will do over here will be for the Target object which is the cylinder and whatever changes you will do in the map 2 these will get applied to the object on which the constraint is applied or in this case the cube object Now by using the transformation constraint if I go to the map from and in the location I’ll change the maximum value in the x-axis to 10 m and in the map 2 if I go to the rotation and change the value of Maximum in the x-axis to 90° then in this case when I’ll move the target object which is the cylinder in the x-axis from 0 to 10 m the rotation of the constrained object which is the cube will change in the x-axis from 0 to 90° so if I select the cylinder and try to move it in the x-axis like this then here you see that with the change in location of the cylinder the rotation of the cube is also getting changed from a value of 0° to 90° similarly if I select the cube again then you can do the same thing with the other parameters also like the scaling or the rotation then you can also change the parameter in the map 2 which is controlling the Cube like the location rotation and the scale parameter so basically with the transformation constraint you will use the map from to control the transformation of the target object and that change in transformation will be used to control any one of the three transformations of the constrained object which is the cube also one more thing to notice here is that if I select the location in the map from and the rotation in the map 2 and try to move the cylinder in the x-axis then you can clearly see that the change in the transformation is working only at a particular value of location which we have set in the transformation constraint which is 0 to 10 m in the x-axis however to make this process infinite you simply need to turn on the extra poate option over here so if I turn it on and try to move the cylinder in the x-axis then in this case the rotation of the cube will keep on changing every time the position of the cylinder changes in the x-axis so this is how the transformation constraint and the other constraints in the transform category work in blender and with this we now arrive to the end of the chapter number 56 [Music] in the previous chapter we discussed about the basics of constraints and also covered all the transform constraints and in today’s chapter we’ll be understanding about the working of all the tracking constraints now we have opened this blender file and to access the tracking constraints go to the object constraint properties then click on ADD object constraint and for the objects in the scene we have these five kinds of tracking constraints so the first one that we have is the clam 2 constraint so let’s add this now this clam 2 constraint simply clams or locks the position of the object on which it is applied to another object which will be the target object for example if I go to the 3D viewport press shift plus a then go to curve and select the bzier curve let’s tab into the edit mode scale it up like this let’s also go to the top view by pressing seven on the numpad and to control the way this curve looks we need to add some more points so right click and select subdivide we’ll repeat this step two to three times so that we have a high number of points then to change the position of these points I’ll simply select them and press G to move their position I’ll place it over here let’s also select this one move it over here and if if you want to change the way how your curve looks then you can select any of these handles and press G to move them now the curve looks perfect so we’ll come out of the edit mode now if I select the cube again and in the object constraint I’ll go to the Target object and with this ey dropper tool I’ll select the Basia curve and now you will notice that if I try to move this Cube then we can’t move it freely because its position is now locked according to the Target object or the bzier curve and this is the use of the clam to constrain this object constraint will simply clamp the position of your object as per the target object selected over here which is the Bas see a curve in this case also in the clam to constraint you have an option which is the cyclic and if I turn it on and try to move the curve like this then you will notice that after it reaches the end it will again appear at the beginning of the curve so if you want you can try to create an animation with it where the position of a particular object will depend on a baser curve simply by using the clam 2 constraint now we’ll move to the next object constraint which is the track two constraint so first of all I’ll delete this Cube and also the curve that we added over here so press X to delete press shift plus a go to mesh and select the monkey object go to the object constraint properties and in the add object constraint select the track to constraint Now by using the track to constraint you can make the local axis of an object always Point towards another object which we as as the target to understand it in a better way we first need to understand what exactly are the local axis of an object so for this first go to the object data properties then in the viewport display turn on the show axis now you will notice that on the selected object we are having three axis the x axis the y axis and the z- axis however these three axis are different from the global axis present in the scene by default and this is because if I try to rotate this monkey in the z- axis like this then you will now notice that it is pointing the Y AIS in this direction however in the scene the global y AIS is represented by this green line similarly the local x-axis of this object is also in this direction which is different from the direction of this red line in the scene representing the global x-axis so each of the object has its own local axis the local x-axis the local y axis and the local z-axis now let’s go to the object constraint properties again and now for the Target object I’ll be selecting this slamp so click on this eye dropper and select the lamp and now by using the track axis you can Define that which particular local axis should be pointing towards the light or the lamp by default the minus z- axis is selected and as a result you can see here that the local minus Z axis is pointing towards the light similarly if I select the x-axis then in this case you can see here that this local x-axis is now pointing towards the light then then over here you also have an option which is known as the up and this one will control that which particular local axis should be in the upwards direction for example with the y- axis selected by default you can see here that the y- AIS is pointing towards up similarly if I select the z-axis then the z- axis is pointing towards up and now suppose you want that the face of the monkey object should always be pointing towards the light and for this you need to identify that on which particular local axis the face of the monkey lies and if I look closely then the local Y axis is present at the back of the head and as a result the front face of the monkey object must be present on the local minus y AIS so in the track axis if I select minus y then now you will notice that the face of the monkey is now pointing towards the light also if I try to move it in any direction then you can see here that the track to constraint is causing the minus y local axis of this particular monkey object to always Point towards the target object which is the light in this case now the track to constraint is very important because in most of the cases you’ll either be using the clamp two if you want to lock the position of your object object to a Target object or this track to constraint if you want the local axis of your object to point towards the target object also the other three constraints that are left which are the damp track the lock track and the stretch two are also very similar to the track two constraint and now we’ll be moving towards the next type of object constraint which is the lock track constraint so first of all I’ll remove the track to constraint from here by clicking on this cross icon then go to add object constraint and in the tracking category select the lock track now this one is also very similar to the track to constraint and the only difference difference is that it will make the object on which it is applied to point towards the target object only along a particular axis to understand it practically I’ll go to the Target object click on the eye dropper and select this light now in the track axis the Y is selected and as a result you can see here that the local axis which is pointing towards the light is always the y- AIS and similarly if you want the face of the monkey to point towards the light you can select the minus y AIS in the track access option however you can see here that whenever I try to move it it is not looking up and down and not even tilting its head and this is because of the locked axis over here by default the z-axis is selected and it basically means that the only axis in which the monkey will rotate will be the z-axis and so this is the use of the lock track constraint however as I already told you in most of the cases you won’t be using this but instead the track to constraint that we previously discussed now moving ahead we’ll be understanding about the next type of object constraint which is the stretch to constraint to add it over here first I’ll remove the lock Track by clicking on this cross button then click on ADD object con straint and in the tracking category select the stretch two constraint now the stretch two constraint also works in a very similar way to the track two constraint and the only difference between the two is that in case of the stretch two the object will begin to stretch or show some contraction depending upon the distance between the constrained object which is the monkey and the target object which will be this light so first of all I’ll go to the Target object click on this eye dropper and select the light object and now you can see here that if I try to increase the distance between the two objects then the monkey object will show the stretching and if iy try to bring them closer then in this case the monkey object will show the contraction like this and yes by default it takes the original distance between the two objects to determine the stretching effect however if you want to input any particular distance value then you can go to the original length and change the distance from here also if I click on this cross button then it will take that particular value as the distance which is originally present between the two objects now the next constraint that we’ll understand is the dam track constraint so to add it first we need to remove the stretch to constraint then go to add object constraint and in the tracking category select the damn track constraint now as I already told you now just like the other two this constraint is also very similar to the track two constraint that we previously studied the only different thing in this particular constraint is that it does not give you the option to control the up Axis over here because if I go to the add object constraint and select the track two then here you can see that we were having the option to control the up AIS and this particular option is not present in the dam track constraint for now I’ll remove the track to constraint and in this one I’ll click on the ey dropper for the Target object and with this I’ll be selecting the light in the scene now since the track axis is selected as y as a result the local Y axis of this monkey object is pointing towards the light if you want the face of the monkey object to point towards the light then simply select the minus y- axis over here and now if I try to move this monkey then you can see here that the dam track constraint will basically take the minimum amount of rotation which is required such that the local negative y AIS of your object will keep pointing towards the target object so this is the use of the dam track constraint but again I’ll be repeating this that in the entire list of the tracking constraint you should only focus on the clam two and the track two constraint because these are the ones which are practically used in blender and with this we now arrive to the end of the chapter number 57 today we understood about all the five types of tracking constraints and in the next chapter we’ll be understanding about the relationship [Music] constraints in the previous two chapters we begin with the introduction of constraints then we covered all the transform constraints and also the tracking constraints and in this chapter we’ll be understanding about all of the relationship constraints present in blender so to begin with we first need to add a suzan or the monkey object in the scene so press shift plus a go to mesh and select the monkey object let’s move it in the x-axis and place it over here now the first type of constraint that we’ll be understanding in this chapter is the action constraint so with this monkey object selected go to the object constraints properties click on ADD object constraint and in the relationship category select the action constraint now this action constraint allows you to control an action creat in the action editor and that to by using another object which will be the target object in the scene to understand it in a better way first we need to open the action editor so for this go to this timeline editor click here and in the animation category select the dope sheet editor then click over here and from the mode you have to select the action editor Now to create an action I’ll first select this monkey object and suppose you want to create an action of around 50 frames where this monkey will rotate in the x-axis so first of all we need to insert a key frame at the frame number one so press I and and a key frame is inserted over here then I’ll take the pointer to the frame number 50 now let’s rotate it in the x-axis like this and left click to finalize to insert a key frame at this rotation press I and now you can see that we have created this simple action in this action editor also you can see here that this action is saved with the name suzan action and now by using the action constraint we’ll be using this cube in order to control this action even when we have removed it from the action editor but before removing this action first we need to save it so for this click on this fake user button now I’ll click on this cross icon to remove this action and if I now try to move this pointer then you will see that the monkey object is no longer getting rotated now in the action constraint go to the action and from here select the suzan action since we need to control this action with the help of this Cube so we need to set it as the target object so go to Target click on this eye dropper and select the cube now suppose I want that whenever I move this cube in the Y AIS only then this monkey object will show the suzan action then for this go to the Target settings and in the channel select the V location now if I go to the max value and set it to something like 10 then what it basically means is that this particular action of the suzan or the monkey model will be controlled by the Target object which is the cube according to the location in the y- AIS and to see the action the location should be between 0 and 10 in the y- AIS also in the action settings we need to turn on the object action and we also need to set the frame settings in order to view the action so in the frame ending I’ll enter 50 and now if I select the cube and try to move it in the Y AIS then you can can see here that we able to see the action or the animation of the monkey object simply by moving the target object and this is the use of the action constraint it allows you to control the action of the constrained object simply by changing the location rotation or the scaling of the target object in any of the three axes now moving ahead the next constraint that we have over here is the Armature constraint however to understand this we’ll also need the knowledge of character modeling and character rigging which we’ll be covering later on in this course so we’ll not be discussing about this constraint right now and now the next one that we have here is the child of constraint so I’ll select this let’s also remove the action constraint now the child of constraint allows you to define a parent child relationship in between any two objects in the scene if you remember we studied about the concept of parenting an object in some of the previous chapters also but we’ll again revise it by using the child of constraint now because I’m using the child of constraint on this monkey object as a result it will make the monkey object the child of the object which we set as the target over here for example if I click on this eye dropper and select the cube object then now we can say that this cube is the parent object and this monkey or the suzan model is the child object now the concept of parent object basically means that whatever changes I’ll do in the location rotation and the scale of the parent object which is the cube will also get applied to the child object which is the monkey in this case so if I select the cube and try to move it then you will notice that the same change in the location is also being applied to the monkey object similarly if I try to rotate it then in this case also the same rotation effect is being applied to the monkey object similarly if I try to scale it up or scale it down then the same effect of scaling will be applied to both the parent object as well as the child object so basically this is how the concept of parenting Works in blender also if I select the monkey object again then in the child of constraint you have some more options to control the specific changes which should be applied to the child object for example in the location rotation and the scale parameters all the three axes are turned on by default which means that the changes in these three parameters in any of the three axes that will do to the parent object will also get applied to the child object but suppose you want that only the location in the X and the z-axis should be applied to the child object then for this go to the location and we’ll turn off the Y AIS now if I select the cube and try to move it in the x-axis then you can see here that the same change in location will get applied to the monkey object similarly if I try to move it in the z- axis then the same change in location is applied in this case also however if I try to move the cube in the Y AIS then now you will notice that the change in the location is no more affecting the monkey object and this is because we have turned off the y- axis in the location in the child of constraint and yes you can also try this with the rotation or the scale now let’s move to the next topic for today’s chapter which is the follow path constraint so for this first we need to remove the child of constraint so click on this cross icon then go to add object constraint and select the follow path constraint now this follow path constraint simply makes the object on which it is applied to follow the path of a curve in the scene for example if I press shift plus a then go to curve and select the Basia curve let’s tab into the edit mode press S2 scale L up now let’s come out of the edit mode Let’s also hide this Cube object so I’ll select it and press h to hide and now suppose I want that this monkey object should follow the path of this curve so to achieve this result go to the follow path constraint then enter Target click on this ey dropper tool and select the curve object also to place it properly on the curve we need to ensure that its location values in all the three axis should be 0 m and to do this simply press alt plus G in order to clear the location and now you can see here in the object data properties that the location in all the three axes for this monkey object is equal to 0 m and also because of this follow path constraint the monkey object is now placed at one of the ends of the curve and to make it follow the complete path first we need to fix the position over here so go to the follow path constraint and click on fix position then because we need the monkey object to follow the curve so enable the follow curve and by doing this the rotation of the monkey object is also fixed according to the curve now if I click on the animate path then an animation will get created where this monkey object will follow the path of this curve and to view the animation simply go to the offset factor and try to change the value like this so by using the follow path constraint you can make any object in the scene follow a specific curve object then over here you also have the options like the forward axis which basically defines which particular local axis of the object will point along the curve to view the local axis of this monkey object simply go to the object properties then in the viewport display turn on the show axis now you can see here that this y AIS of this monkey object is pointing along the curve and this is because the forward axis over here is set as the Y AIS similarly if I choose the x- axis over here then in this case x-axis is pointing forward along the curve similarly you also have the up Axis option which simply defines that particular axis which is pointing towards the upwards Direction so if I choose the y- AIS over here then now you can see that the local axis which is pointing towards the up is the Y AIS and so this is how the follow path constraint Works in blender and now moving ahead the next type of constraint that we’ll explore is the pivot constraint so first of all I’ll remove the follow path constraint let’s also delete the curve so I’ll select this press X to delete let’s also unhide the cube object in the scene and move it in the x-axis now to add the pivot constraint go to the constraint properties click on ADD object constraint and in the relationship select the pivot constraint now this pivot constraint basically allows you to change the position of the Pivot Point according to a specific Target object for those of you who don’t know what exactly a pivot point is it simply means that point along which a particular object rotates you can also see that whenever we select any object we have this tiny yellow dot present and this is actually the pivot point of the object similarly if I select the suzan model then you can see this yellow dot which is the pivot point of the monkey or the suzan object now suppose I want that instead of having a pivot point at the center of the object it should rather be present at the position of this suzan model then to do this go to the pivot constraint then in the Target click on the eye dropper tool and with this select the suzan object and now if I try to rotate this cube in the Y AIS then you can see here that it is taking the monkey object as the Pivot Point since it is rotating around it so the pivot constraint is a simple constraint which allows you to set the Pivot Point at any Target object in the scene now moving ahead the next type of constraint that we’ll explore is the floor constraint is the floor constraint so first of all we’ll remove the pivot constraint from here then click on ADD object constraint and in the relationship category select the floor constraint now this particular constraint uses the position of a Target object and it kind of makes a wall Beyond which the main object on which the constraint is applied cannot go to understand it in a practical way go to the Target object and with the ey dropper tool select the suzan for the monkey model now this monkey model will act as a wall which will not permit this Cube object to pass through it and that particular axis where this will be applied can be changed from here so you can choose the x- Axis or the Y AIS or the z- Axis or the negative directions of any of the three so for example if I select the x- axis and try to move this cube in the x- axis towards the monkey object then you will notice that we are not able to take this Cube Beyond this monkey object in the x-axis similarly if I select the y- axis over here and try to move the cube in the y- axis then you will notice that we are not able

    to change its position in the y axis beyond the y-axis position of the suzan model so this is how the floor constraint Works in blender it simply allows you to create a wall which works in a particular axis and the object on which it is applied will not be able to pass through that position value in a particular axis now moving ahead the last type of object constraint the last type of object constraint that we’ll explore today is the shrink WAP constraint so first of all I’ll remove the floor constraint then go to add object constraint and in the relationship select the shrink wrap constraint now to understand this constraint I will remove this monkey object from the scene so press X to delete it let’s also clear the location of this Cube object so I’ll select it and press alt plus G and now we’ll be adding a UV sphere in the scene so press shift plus a go to mesh and select the UV sphere let’s place it over here to view everything properly let’s go to the front view by pressing one on the numpad now select the cube on which we applied the Shing wrap constraint tab into the edit mode Let’s scale it down like this and now we are ready to understand the shink wrap constraint so this is a very simple con straint which restricts the movement of the object on which it is applied to the surface of the target object to understand it practically first I’ll go to the Target then with the help of this eye dropper I’ll select the UV sphere and now you can see here that this Cube object is now attached to the surface of the UV sphere also if I try to move it by pressing G then you will notice that we are not able to move it beyond the surface of this UV sphere and this is the use of the shrink wrap constraint over here you also have an option of distance and by increasing this value we can control the distance between the constrained object which is the cube and the target object which is the UV sphere also with a distance set to a value of 1.9 if I try to move it then you can see here that it is still moving in a similar way or basically in a circular way just like it did around the surface of the uis spere the only difference is that the distance between the uis spere Surface and the cube object has now increased and with this we now arrive to the end of the chapter number 58 today we learned about the relationship constraints in blender and their practical usage in complete [Music] detail in today’s chapter we’ll be understanding about the working of the drivers their practical usage the driver editor and a lot more so the first question which arises is that what exactly are the drivers so in simple words the drivers are the functions or the scripts which use the properties or the values to affect some other properties in most of the cases the drivers are used to control the animation of one property like the location rotation scale Etc based on the value of some other property now to understand all this practically let’s first add a monkey object in the scene so press shift plus a go to mes and select the monkey object let’s move it in the x-axis over here now we’ll be creating a driver that will make this monkey object rotate in the z-axis according to the position of the cube in the Y AIS so for this with this monkey object selected go to the object data properties and since we need to rotate it in the Z AIS so go to the rotation in the Z right click and here you will find an option which is ADD driver so I’ll select this now it shows some settings but we’ll be exploring them later on so I’ll take my mouse cursor away and now you can see here that the rotation parameter in the z-axis is now turned into purple color and this thing basically indicates that we have added a driver for this specific parameter now for the drivers in blender we also have a separate type of editor which is called the driver editor and to open it let’s expand this timeline editor click here and in the animation category select the drivers now if I select the monkey object then you can see here that first of all we have the name of the object then we have the list of drivers where we have the Z Oiler rotation which simply represents that we have added a driver for the rotation in the z-axis now if I left click on the Z Oiler rotation then now we have some more options in this side tool bar and if I select the drivers over here and scroll down then these are the same settings that we saw when we added the driver over here you can even check it again by taking the cursor to the rotation Z in the properties editor then right click and select the edit driver and now you can see over here that all of these properties are exactly the same as in the side toolbar in the driver editor now in the end you have the option to select an object and suppose I left click over here then it gives us the list of the object to be selected so if I select the cube object then what it basically means is that this particular parameter which is the rotation in the z-axis where we added the driver will now be controlled by the cube object and since the X location is selected in the type by default as a result if I select the cube and try to move it in the x-axis then by doing this the rotation of the suzan or the monkey object is also changing in the z-axis and basically this is the use of the drivers they simply allow you to control any specific parameter of an object simply by controlling some other parameter of another object in the scene now moving ahead we can also view the curve in the driver editor and to do this you simply need to press the home button in the keyboard and now this is the graph which is also known as the F curve now this horizontal axis will represent the position of the target object in the x-axis and this vertical axis will be representing the rotation of the suzan object in the z-axis now in the side toolbar we have an option which is called the driver type and by default the scripted expression type is selected over here which basically means that it will allow us to control the driver with the help of an expression now in the expression the V means the variable meaning that the rotation of this suzan model is dependent upon the position of this Cube object then after variable we have plus 0 which simply indicates the initial rotation of the monkey object now to understand it with the help of an example I’ll go to the expression and we’ll change this from variable + 0 to variable + 10 and press enter and now you can see here that the initial rotation of the suzan model has now changed and if I still select this Cube object and try to move it in the x-axis then in this case also the suzan or the monkey object is rotating in the z-axis so whenever it’s written variable plus any number in the expression it basically means that the number is representing the initial value of the parameter which is being controlled by the driver also you can see in the driver value that it shows 10 right now however if I change it back to variable plus 0 then in this case the driver value is now equal to zero now you can also use this expression in order to make the rotation of this monkey object faster and to do this we have to change this to variable multiply which will be represented by this aeic symbol and then if I type any number for example two and try to move the cube in the x-axis then you will notice that the rotation of the suzan model is much faster than before to see the effect in a much better way I’ll select the suzan object again let’s multiply this by a much higher number like 10 and now if I select the cube and move it in the x- axis then the change in speed of rotation is properly visible now so in this way you can use this expression to control the initial value of the parameter for example the rotation in this case and also the speed of change in that parameter meter now moving ahead the next type that we have over here is the average value and to understand this we first need to do some changes in the scene first of all select the cube create a duplicate of this Cube by pressing shift plus d and move it over here now select the suzan object or the monkey object again and now we’ll be removing this driver in the Z rotation so right click and select the delete drivers and we’ll be creating another driver for the location in the Z AIS so go to the object properties and in the Z location right click and select add driver now go to the driver editor left click on the Z location and in the driver type select the average value now by using the average value we’ll basically be considering the average change in parameters of both of these Cube objects in order to define the change in location of this suzan model to understand it in a practical way first we need to add both of these Cube objects in the driver properties so for the first Cube object go to this input variable and in the object select the cube object also we’ll be using its location in the z-axis in order to control the location of this suzan model in the z-axis so in the input variable change the type to Z location and now to add the other Cube click on ADD input variable and you can see here that this input variable which was added by default has the transform Channel type so in this new one also I’ll click here and in the type select the transform Channel now in the object select the cube. 001 and in the type select the Z location now suppose I select both of these cubes and move them in the z-axis then the same change in location will also get applied to this monkey object however if I select any one of them and try to move it up in the the z- axis then you will notice that this monkey object is still moving up in the z-axis but almost by about half the value of the cube and this is because in the driver type we have selected the average value as a result it is taking the average value of the Z location of both of these cubes in order to set the Z location for this monkey object you can also view this in this side tool bar that for the first Cube the value is equal to approximately 12 and for the other Cube the z- location value is set to zero as a result the average of both of them will be 12.3 313 + 0 / 2 which is equal to approximately 6.15 and if I scroll up then the driver value which is affecting this suzan model is equal to 6157 which is nothing but the average value of the Z locations of both of these cubes now moving ahead the next type that we have here is the sum values and if I select this then in this case it will take a sum of both of these values which are representing the Z location and as a result the suzan or the monkey object will move up in the z-axis by that added value for examp example for this first Cube the value is equal to 12. 313 and suppose to select the other Cube also and move it up in the z- axis by 5 m then now you can see that in the driver’s property the value for the first cube is equal to 12. 313 and for the second Cube the value is equal to 5 which means that the driver value for the monkey object is equal to the sum of both the values which is equal to 17. 313 and you can also see this in the 3D viewport that the Z location of the suzan or the monkey model is having a value which is equal to the sum of locations in the z-axis for both of these cubes then the next type that we have here is the minimum value and if I select this then now it will take the minimum of both the values or in simple words it will take the minimum value of the location in the z-axis of both of these cubes in this case this first Cube has the location in the z-axis equal to 12313 M and the second Cube has a value of location in the z-axis equal to 5 m as a result the minimum value is equal to 5 m and therefore this monkey model is also taking the minimum value which is equal to 5 m now just the opposite of minimum value we also have a maximum value type and if I select this then now it basically takes the maximum value of the Z location so for the first Cube the location in the z-axis is equal to 12. 313 and for the second Cube the location in z-axis is equal to 5 m as a result the maximum of both the values is equal to 12313 and as a result the location in the z-axis for the suzan object is also equal to 12313 M and with this we now arrive to the the end of this chapter today we understood about the fundamentals of drivers in blender their practical usage then we understood about the input variable and in the end we also explored all of these five types in the driver’s [Music] properties in today’s chapter we’ll be understanding about a simple yet interesting topic in blender which is the shape Keys now to begin with let’s first delete this Cube object so press X to delete and to understand the concept of shape Keys we’ll need a slightly complex object so let’s add the suzan or the monkey object in the scene so press shift plus a then go to mesh and select the monkey object let’s also apply the subdivision surface modifier to it so you can either press crol + 2 or you can go to the modifier properties and add the subdivision surface modifier now suppose I ask you to create an animation where this Cube object moves in the x-axis so you will think that it’s very simple because you will insert a key frame at this position for the frame number one by pressing I then you will take the pointer to the frame number 40 or 50 move the monkey object like this and press I to insert another the key frame and just by doing this the simple animation of this monkey object moving in the x-axis will be created however if I tab into the edit mode and select any particular face by first enabling the face select mode by pressing three then if I select this phas and move it in the z-axis like this then now the question that I’ll ask you is that how will you create an animation where this particular face of the monkey object will be moving in the z-axis because if I return back to the object mode and try to move this pointer then you can see here that whatever changes we’ll do in the edit mode of an object object are not animated in the timeline editor and as a result only the final edited object is seen throughout the animation also if I go to the edit mode again and try to press I to insert a key frame for this particular face then you will see that the insert faces is turned on and it is not performing the function of inserting a key frame and the reason for this is very simple when you are in the object mode pressing the I key will insert a key frame however in the edit mode pressing the I key will turn on the insert faces so returning back to the question of how exactly can you animate any particular faces or the edges or the vertices of an object in the edit mode then for all of these things blender has given us the feature to use the shape keys so to understand this practically let’s first undo all the changes we did to the monkey object let’s also come out of the erate mode now to use the shape case we first need to go to the object data properties so click on this green color triangular icon which is the object data properties and here you have a section known as the shape Keys now if I click on this plus icon then a basis shape key will be added which simply carries the information about the original and the UN modified state of a 3D object so it’s basically like a reference point for all the other shape keys that we add over here so if I click on the plus button again then now we are having a shape key with the name of key 1 so practically this is the first shape key that we have added for the suzan or the monkey object now with the key1 selected and this value parameter set to zero if I go to the edit mode of this monkey object select a particular face and move it in the z-axis like this let’s also get back to the object mode then you will see that when the value is equal to zero we are able to see the original and the unmodified object however if I begin to increase this value then you will see that the changes that we did in the edit mode are now being applied to the monkey object so when the value is set to zero you will see the original object and by increasing the value you will begin to see the changes now if you want you can even create an animation with the help of shape keys to do this go to the timeline editor for the frame number one I’ll change this value to zero and to insert a key frame you can either click on this white dot or else you can right click and select insert key frame and another way to insert the key frame is to take the cursor over with this value parameter then press I and the key frame is inserted now I’ll take the pointer to somewhere near frame number 60 then in the value parameter enter one and insert a key frame again then if I take the pointer back to the frame number one and press the space bar to play the animation then you can see that the monkey object is moving in the x-axis and the animation that we created by using the shape key can also be seen in the animation timeline and so basically this is the use of the shape Keys also you can create more than one shape keys and to do this simply go to the object data properties again and in the shape Keys category click on this plus button now the key to is added which means that a second shape key has been created and to make the changes tab into the edit mode Let’s also go to the front view by pressing one on the numpad let’s zoom in press one for Vortex select let’s also turn on the x-ray mode by pressing alt plus Z and I’ll be selecting some random vertices over here let’s move it in the z-axis like this and return back to the object mode Let’s also turn off the x-ray mode and now if I go to the shape keys and with the key2 selected if I try to increase the value then you will now see that this monkey object changes from the original state to something like this now if you want you can even create a similar effect on the other side of the suzan model also by using the shape keys and to do this with the second key selected click on this icon and from here select the new shape from mix now a new shape key is created and since we need to get the same effect that we got from the key number two on this other side also so we basically need to mirror the shape key and to do this click on this icon again and from here select the mirror shape key now if I increase the value then then you will see that we are getting the same result on this side of the monkey object like we previously got by using the second key and so this is how the shape keys are used to create the animations in blender and with this we now arrive to the end of this [Music] chapter in this chapter we’ll be exploring some of the amazing add-ons that can be used in blender we’ll also be understanding about their installation process and we’ll be using them in the blender software in order to understand how they work so first of all in blender you have two types of add-ons the first type type is the pre-installed add-ons that blender already provides you on downloading its software and the second type is the downloadable add-ons which we basically need to download from some external websites and then we can install them in blender and the first add-on that we’ll be exploring today is the blender kit add-on the reason for placing this blender kit add-on on the rank number one is that it’s a very useful tool for anyone who is using blender because it gives you the access to a wide range of high quality models materials and brushes and the best part is that you can directly install this add-on in your blender software and directly add any model material hdri Etc in your blender file now to download the blender kit add-on you simply need to visit this website blender kit.com and I’ve dropped its Link in the description of this video the blender kit add-on provides you an extensive library of 3D models materials hdris a variety of 3D scenes brushes and many more things now blender kit offers you both the free as well as the premium plans the free version is for those of you who are just starting out and require some basic asset but if you’re looking for more advanced features with more than 36,000 models 13,000 plus different materials over, 1500 scenes and around 2800 hdis in a single package then you can try the blender Kit full plan it starts at just $4 a month if you take the yearly plan and if you take the 30-day plan then this will cost you $6 for a single month and the best part is that you can get an additional 10% discount on all the blender kit Plans by using the link that I have dropped in the description of this video so if you decide to purchase the pre prium or the full version then you can check that link and get an additional 10% discount from jb3d Studio so whether you decide to choose the free version or the premium version blender kit is definitely the best add-on which is available for blender and to download this add-on you can click on the download blender kit button and then if I click on the download button then now the zipped file having the free blender kit version will get downloaded on your PC now to install the blender kit add-on in the blender software go to edit then select the preferences and in the add-ons category click on this drop down and select the install from dis then open that particular folder here you have downloaded the blender kit zip folder then left click to select the zip folder and click on the install from disk now in the add-ons category you will find this blender kit online asset library and do ensure that this particular box is checked now let’s close this window and in the blender file you can see here that we have an additional toolbar at the top which is due to the blender kit add-on now over here you have some icons where the first one is the find models the second one is for finding the materials the next is for finding the scenes then you have the find hdis and the last one is the find brushes now with the find model selected if I go to the search bar and type any model’s name for example car and press enter Then you can see here that it provides us a wide range of car 3D models to add in our scene however not all of these are available for free because all these models which are having this lock icon at the bottom can only be accessed in the premium or the paid version of the blender kit addon however the 3D models without this lock icon for example this car can be used in the free version now suppose I want to add this car in my 3D scene then to do this simply left click on the car and drag it into the 3D viewp similarly you can try the same with a materials also so click on the find materials icon and you can apply any of these materials to any object in your scene also you can go to the search bar and type any materials name for example if I type wood then this will display a list of all the materials which resemble with the wood now suppose I want to apply any of these materials to this Cube object then for this simply left click on any of the materials drag it into the tdv port and release it on any object in the scene and now you can see here that the wood material is applied to this Cube object in the scene similarly you can try this with other materials also and so it’s a very convenient way to add any 3D models or apply any materials and moreover you also have some more options like the find scenes and this will allow you to add any of these scenes in your blender projects and out of these some of them are available for free and the others which have this lock icon at the bottom are only available in the premium version then you also have the option of of finding the hdis so by using these you can directly add any HD or environment in your blender file for example suppose I select this one so I simply need to left click and drag it into the 3D view Port then select the resolution to download and click on the okay button now if I go to the render view then you can see here that we are having this hdri added as the environment that we downloaded from the blender kit add-on and now moving ahead the number two add-on that we have on our list is the sell fracture add-on this particular add-on helps you to break apart the objects just with a few clicks and the best thing about this add-on is that it is already available in blender which means that we don’t need to download the self fracture add-on from any external website now to get the sell fracture add-on go to edit then select the preferences now click on get extensions then search for sell fracture and then the self fracture extension or the sell fracture add-on will appear in the list so click on the install button let’s also close this window and now to understand how the sell fracture add-on Works in blender we’ll be adding a Taurus object in the scene so first of all let let’s delete this Cube object so press X to delete then press shift plus a go to mesh and select the Taurus object now click on ADD Taurus to change the settings of the tus object let’s first increase the minor radius let’s also reduce a minor radius like this and now our object looks perfect now we’ll be using the cell fracture add-on on this Taurus object and to do this go to the object settings and in the quick effects select the last one which is the cell fracture then this menu will appear where we don’t need to change anything so click on okay and now you will see that the single Taurus object is now converted into multiple broken pieces in fact if I select any single piece by left clicking on it and try to move it then you can see here that we are able to separate out any single piece however one thing to notice here is that the cell fracture add-on creates a duplicate of the Taurus object that we used and then applies The Broken Pieces effect on it this means that the original Taurus object is still present at this location and to confirm this go to the scene collection and select the original Taurus object let’s move it up in the z-axis and now you can see that this object at the top is the original Taurus and this one at the bottom is the Taurus object which is made up of separate broken pieces of the Taurus object now if you want you can even create some amazing animations by using the cell fracture add-on and to do this let’s first delete the rest of the objects from the scene so select the original Taurus press X to delete let’s also select this car and delete it select the lamp and the camera and press X to delete now we are only having this tus object in the scene which is made up of all these separate objects which you can see in the scene collection so we are having a total of 100 different cells or these broken pieces in this tus now if I select any broken piece then press o to turn on the proportional editing and try to move this piece then you can see here that because of the proportional editing the rest of the pieces around the selected one are also showing the movement as a result we can also create an animation out of it so first of all let’s undo this by pressing cr+ Z then press a to select everything press I to insert a key frame and with this we now have a key frame inserted at the frame number one then I’ll take the pointer to the frame number 40 or maybe 50 select any random piece and with the proportional editing turned on press G to move it in the z-axis now since we need to insert a key frame not only for the selected object but also for those who were influenced by moving up of this piece so we’ll be selecting all these pieces by pressing a then press I to insert a key frame and now if I take the pointer back to the frame number one and press the space bar to play the animation then you can see here that we have a simple animation created where this Taurus object is being broken down into separate pieces and they’re also moving up in the z-axis and so this is how the cell fracture add-on Works in now moving ahead the next add-on that we have on our list is the grung jit add-on and this particular add-on allows us to create wear and tier effect to the models in the scene just with a single click and to download the grung it add-on you need to open this website and I’ve dropped the link of this website in the description of this video so this is the grit add-on which helps us to add V and tier to the blender models and if I scroll down then here you can see that this add-on can be downloaded for free on this website so to download this go to the fair price enter zero if you want to get it for free and click on add to cart now over here it will ask you for your email address and any tip that you want to add so enter your details over here and after that click on the get button now this download page will appear and we’ll be downloading this ZIP file which is made for blender 4.0 and the newer versions so click on the download button and after downloading the zip folder we’ll return back to our blender file now to install the grit add-on in blender go to edit then select preferences then select the add-ons click on this drop- down arrow and click on the install from disk now open that particular particular folder where you have saved the zip folder that we downloaded then select the grunged folder and click on install from disk let’s also close this window now we’ll be using the gudget add-on in order to add V and tier to a suzan model in the scene so press shift plus a go to mesh and select the monkey or the suzan model turn off the proportional editing by pressing o let’s move the monkey object in the x-axis and place it over here let’s also go to the render View and now to use the grit add-on press n to open this side toolbar then over here you will have a category known as grit so left CLI to selected and in this you have some settings like the resolution the quality the scaling of the V and tier effect for now we’ll be keeping the default values only and to apply this add-on click on apply grit then click on okay and now you can see here that this monkey object is having a completely different look previously it was not having any materials however it is now having a realistic material with some V and tier effect added to it also if you want to view this material in the Shader editor then to do this let’s go to the timeline editor click on this icon and select the Shader editor and now you you can see here that in the Shader editor we are having a system of different nodes which are combined together by the grung add-on in order to create this material for the suzan object the different parameters in the different nodes help you to control the specific things in the applied material but the most common thing that you might want to do is to change the color of this model so to do this you need to select this grung node then in the base color if I change it to Yellow then you can see in the 3D view Port that the base color of the suzan object is also changing similarly you can also try the same with the other objects like a a cube or a cylinder and add the V and tier by using the grung add-on also before applying this you can change the resolution or maybe the quality and while doing this do remember that if you set very high quality or very high resolution that it might take very long period of time to apply this add-on and in some cases it might even crash and now moving ahead the next add-on that we’ll be exploring is the alt tab ocean and water add-on by using this particular add-on we can generate animated ocean scenes of various scales and sizes in our blender file and to install this add-on you need to visit this website whose link is available in the description of this video and as you can see here that the full version of this add-on is available for $0 so we can download it for free so click on the purchase button then click on continue to check out and it will ask you to create a new account or log to an existing account and then after completing all the steps you need to download the zi folder which is nam as all tab water and after downloading it we’ll return back to the blender file now to install this add-on go to edit then in the preferences go to get extensions and from this drop- down button click on install from disk now open that particular folder where you save the zip folder then select it and click on install from disk let’s also close this window and now to use the alt tab ocean add-on press the N key to open the side toolbar and over here you will have another option which is the alt tab ocean and in this menu you are having two options the first one allows you to choose any specific ocean type from this entire range of different styles and sizes of ocean for now I’ll be selecting the ocean one and then the second thing that you have here is the water material so you have different kinds of materials which you can use for the ocean to be added for now I’ll be selecting the water small and now to add the ocean in the scene simply click on this upend button and with this we have this ocean added in the scene to view it properly go to the material preview mode and now this is how the Ocean looks also the best part about using this add-on is that it not only creates the ocean but also animates it and to view the animation I’ll switch this to the timeline editor then take the pointer back to the frame number one and press the space bar to play the animation and now you can see here that we have have this beautiful animated ocean scene created and that to by simply selecting the ocean and its material and clicking on the upend button similarly if I select any other material then it will get applied to the ocean and the scene will look like this and so this is how this ocean add-on Works in blender now before ending this chapter we’ll try to create this image and that do by using some of the add-ons that we understood in this chapter so for this let’s first delete everything by pressing a to select all and press X to delete now press shift plus a go to mesh and select the taus object zoom in and in the add taus settings I’ll increase the minor radius to something like 0.4 or 0.5 and now the basic structure of the Taurus object is ready now to add some V and tier to it go to the side toolbar and select the grung add-on I’ll keep the resolution to 1K and the quality to the high settings now click on apply grung then click okay and within a few seconds the grung add-on will add the V and tier to the Taurus object the reason why it appears like this is that in the render view we are having this hdri added as a result the lighting effect is also being visible on this object in the scene as a result I’ll be removing this hdri and to do this go to the World Properties then in the surface left click on the color and from here select the disconnect nodes now we have the default blender layout and to get some lighting in the scene we’ll be adding a sunlight so press shift plus a go to light and select the sun let’s move it up in the z-axis and place it over here to increase its intensity or the power go to the object data properties and in the strength we’ll increase it to something like 2 or three press R to rotate the light and move it in the x-axis let’s also create a duplicate of this light by pressing shift plus d move it in the xaxis and place it over here press R to rotate it and this is how the scene looks also to have some light at the bottom part we’ll be adding the point light so press shift plus a go to light and select the point let’s move it down in the z-axis and place it over here to increase the intensity of light go to the object data properties and in the power I will enter 2,000 wats let’s also place it in the Y AIS create a duplicate of it and place it over here now our scene is having enough light and to modify this material on the taus object we need to open the shade editor so for this I’ll switch this timeline Editor to the Shader editor by clicking on this icon and in the general category select the Shader editor now we have this entire node system and first of all to increase and decrease this fear and tier effect as a whole we have to use the randomness parameter if I increase it the randomness will increase and this is how the object looks also if I go to the grunge amount parameter and try to increase it then the amount of grunge effect will increase but for now I’ll be keeping this value to something like 0.3 and the next option that you have is the cracks amount and by using this one you you can control the amount of cracks in this material so we’ll keep it to the default value of 0.3 also to change the base color of the Taurus object go to the base color one and from here you can change the base color of the object in the scene so for now I’ll be choosing the yellow color and now this is how it looks similarly if I go to the base color two and change the color then you will notice that the base color for the remaining part of the Taurus is being changed by this parameter but right now I’ll be selecting the white color only but you can choose any color that you wish to apply on your object and now moving ahead we’ll break this tus object into different Pieces by using the cell fracture add-on and for this go to the object settings and in the quick effects select the cell fracture now click on okay and this add-on will break the Taurus object into multiple different pieces and now with all these pieces selected let’s move them up in the z-axis and place them over here now I’ll select the original Taurus object and press X to delete and now to move all these broken pieces down in the z-axis again we need to select all of them and the best way to do this is to go to the scene collection then left click to select the taus cell then scroll down and in the end you will find this tus cell. 099 so with the shift key holded left click on the taus cell. 099 and by doing this all the pieces of the Taurus object are now selected in the scene now let’s move them down in the z-axis and place them over here and if you want you can also select any single piece then press o to turn on the proportional editing and if I move it up in the z-axis then this is how the Taurus object looks but yes to ensure that you have turned on the proportional editing so that the influence of moving this particular object can also be seen on the other objects surrounding it so in this way you you can create amazing cell fracture effects simply by applying the cell fracture add-on and with this we now arrive to the end of the chapter number 61 today we explore some add-ons that can save a lot of our time and yes don’t forget about that 10% discount on the blender Kit full plan which will help you to take your blender projects to the next [Music] level in this chapter we’ll be understanding about the fundamentals of particle system in blender the different settings and the options available in particles now the first question which arises is that what exactly is the use of the particle systems so the particle systems are used to simulate effects like fire dust cloud smoke and also for creating things like hair grass fur and other strand based objects now to practically understand about the particle systems in blender let’s first delete this Cube by pressing X then press shift plus a go to mesh and add the UV sphere now to understand about the particles we first need to open the particle properties and for this click on this icon which has the name particle properties and to create a default particle system for the this UV sphere simply click on this plus button now a particle system has been created and over here you have two types of particles to select from the first particle type is the emitter which allows to emit the particles from the vertices or the faces or the volume of a mesh object and then the second particle type that you have is the hair and we’ll be understanding about this type in the next chapter of this course now with the emiter particle type selected if I try to change the angle then you will notice that we are able to see a tiny particle in the form of a UV sphere on the surface of a mesh object and and in fact to view the rest of the particles you simply need to play the animation by pressing the space bar and now you can see here that we have a large number of particles which are being emitted from different parts of this UV sphere so in this way by adding a particle system it will create an animation where we’ll be able to see the particles being emitted or generated out of the UV sphere now the reason why these particles fall downwards is that in blender the gravity settings are turned on by default and to change these settings you need to open the scene properties and over here you have the gravity option turned on and if I turn it off then the effect of gravity will no longer be seen in the 3D viewport in fact if I take the pointer back to the frame number one and play the animation then the particles that are being emitted are no longer moving downwards and this is because of the absence of gravity now if I return back to the particle properties then the first parameter that we have is the number and this parameter helps you to control the number of particles that will be generated in the entire animation by default this value set to 1,000 however suppose I change it to something like 150 then in this case if I the animation from beginning then the number of particles which are being emitted is very low as compared to the previous one so by using the number you can easily control the total number of particles then you have the seed which basically gives a different result each and every time you change this value and play the animation so this parameter is only for getting a random result and then the next thing that you have is the frame start and the frame end and as the name suggests these two parameters control from where the particles will start and stop emitting respectively since the frame start value is set to one as a result this UV sphere will begin to emit the particles starting from the frame number one and since the N value is set to 200 therefore the particles will stop emitting when the animation reaches the frame number 200 in fact you can even check this by playing the animation starting from the frame number one the UV sphere will begin to emit a lot of particles and this will continue till you reach the frame number 200 and after the 200’s frame the UV spere will no longer emit the particles and as a result the number of particles that are being displayed will also reduce now the next parameter that you have is the lifetime and it basically means the number of frames in the animation in which the particles that have been emitted will be displayed in the scene by default the lifetime value is set to 50 which means that each of the particle that is emitted from this UV sphere will be displayed in the scene for a total of 50 frames then if you want the lifetime to be random then you can increase the lifetime Randomness from here by default it is set to zero meaning that the lifetime will have no Randomness and by increasing it to one the lifetime for each particle will be different in the scene in fact you can also check this by playing the animation again each of these particles is now have having a different Lifetime and now moving ahead the next thing that we have here is the source and in this menu the first option that we have is the emit from and with this option we can control that from where the particles are emitted by default it is set to faces and as a result all these particles are being emitted from the different faces of this hubis spere similarly if I change this to vertices and play the animation again then you can see that in this case these particles are emerging from the vertices of the object in fact to understand this in a much better way let’s add a cube in the scene so press shift plus a go to mesh and select the cube object let’s move it in the x-axis and place it over here now in the particle properties click on the plus button to create a new particle system and if you want the same particle system which is applied to the UV sphere then you can see that this one is saved with the name particle settings and so if I select the cube again then click here and select the particle settings then in this case all the changes in the settings in the particle system for the UV sphere and the cube will be same now also in the emit from if I change it back to faces and play the animation again then you can see here here that the particles are being emitted from the faces of the cube and the UV sphere but if I change this emit from to the vertices and take the pointer back to the frame number one and play the animation then now you can see in this Cube that all the particles are being emitted from only its vertices and now in the emit from you have one more option which is known as the volume and by selecting this one the particles will now emit from the volume of the object or from inside the object to see it practically I’ll take the pointer back to the frame number one and press the space bar to play the animation and now you can see here that the particles are emerging from the inside of the object and now the rest of the settings in the source tab like the distribution particles per face the jittering amount all these things are not important because these settings are not changed often while using the particles in blender then you have the caches settings and again you don’t need to make any changes in this one also and these caches settings basically allow you to free up your memory because each and every time you play a particle simulation your PC will calculate all the information which is required to be displayed for each and every frame in the animation and once you save your file your PC will begin to save all such information related to the particles in the cache instead of saving it in the ram of the computer and as a result it helps to free up the memory and now the next type of settings that we have is the velocity and by using the settings in the velocity tab you can easily control the direction and the speed of the particles emitted the first type of settings that we have is the normal and this basically controls the initial velocity of a particle normal to the point of origin to understand it in a better way I’ll take the pointer back to the frame number one play the animation and if I try to increase the normal parameter then it basically gives an initial velocity to the particles that are being emitted from the cube object normal to the point of origin now I’ll change the normal value back to 1 m/s Let’s also take the pointer back to the frame number one let’s also hide this UV sphere from the scene so I’ll select it and press h to height now with the cube object selected the next important settings that we have here is the object align and this parameter allows you to control the direction in which the particles will be aligned to understand it practically press the space bar to play the animation and now if I try to change the object object alignment in the x-axis then you will see that the particles are now being aligned in the positive x-axis similarly if I take the pointer back to the frame number one and this time I’ll change the object align in the x-axis to zero and the object align value in the z-axis as – 20 m/s then now you can see that all the particles which are being emitted from the cube are moving along the negative z- axis and now suppose you want that each of these particles should have a random velocity and for this we have the randomized parameter with the value set to zero all of the particles will be having having the same speed or the velocity however if I try to increase it to its maximum value of 100 and play the animation again then you can see here that the velocity of each particle is random in this case to understand it in a better way let’s change the randomized value to something like 20 let’s play the animation again and now you can easily see that each of the particles which are being emitted from the cube were having a random variation in the starting velocity some of them were very fast and the others were slightly slower and this is because of the randomized parameter for now I’ll reduce it back to zero and by doing this the velocity of each particle is now equal now moving ahead suppose you want that instead of these tiny balls as the particles there should have been some other object in the scene which can be used as the particles and for this let’s first add the suzan or the monkey object in the scene so press shift plus a go to mesh and select the monkey object now to use this monkey object for the particles I will select this Cube and in the particle settings go to the render Tab and in the render as select the object by selecting the object in the render as we are basically telling this particle system that we want an object to replace those tiny balls that were being used for the particles now to choose the monkey object go to the object settings in the render and in the instance object click on this ey dropper tool and with this select the suzan object and now if I zoom in then you can see here that we have the suzan object added as the particles which are being emitted out of the cube then if you want that all of these particles should have the same rotation as the original suzan model then for this you simply need to turn on the object rotation in the object settings and now all these particles will have the same rotation which is applied to the suzan object now the next next thing that you can change is the scaling of these particles and for this in the render tab you have the scale option which simply controls the size of these particles then if you want each of the particles to have random scaling then for this you can use the scale Randomness so if I increase it then there is random variation in the scaling of each particle so higher the value of the scale Randomness higher will be the variation however in most of the cases it is advised to keep the scale Randomness value to something in between 0.1 or 0.2 because in this case even though each of the particles will have a random scaling but it won’t be like some of the particles are very large in size and others are very small so it’s practical to use a scale Randomness value of approximately 0.1 to 0.2 now if you remember while discussing the source settings in the emission tab I told you that none of these settings are used often in blender apart from the emit from however we have this one setting over here which is kind of useful in some situations and this is the random order by default this option is turned on in the particle settings and what it basically does is that it makes the particles of an object to emit randomly from the volume to understand understand this concept in a better way I’ll first turn off the random order then to see the new animation I’ll take the pointer back to the frame number one and now instead of playing the animation by pressing the space bar we’ll be using these arrow keys to move to the next frames so I will press the right arrow key to jump to the next frame and if I take it to somewhere near frame number 20 or 30 then you can see that all of these particles are being emitted in the same direction only and this is because we have turned off the random order in the source settings in fact if we continue moving to the next frames and reach to the frame number 80 then you can see here that the direction of these particles has now changed from the negative x-axis to the Y AIS similarly if we now move to somewhere around frame number 120 then the direction will again change and this will keep on happening throughout the animation so with the random order turned off the direction of the particles will not be random and when we turn it on then in this case all the particles will be emitted in random directions from the cube object now moving ahead in the particle settings you have another category which is the field weights and in this one we have various settings to change like Gravity Force magnetic wind Etc but we don’t need to understand all of these because they’re not useful unless we have added some specific things like the force field or some turbulence in our 3D view Port however one of these settings is the most important which defines the movement of the particles and that setting is the Gravity by default its value is equal to one and when the gravity is turned on all these particles will only move in the downward Direction and when this gravity is turned off then the particles will move in the random directions however in this case you can see that although the gravity is equal to one but still the particles are moving in random directions instead of moving down and the reason behind this is that in the scene properties we previously turned off the gravity option and so if I turn it on and then open the particle settings and do ensure that in the field weights the value of gravity is equal to one now let’s take the pointer back to the frame number one and if I play the animation then now you can see that because of the effect of gravity all of these particles are falling in the downward Direction so these are all the settings that form the basis of understanding the particle systems in blender and to revise what all we have done so far in this chapter we’ll be making this simple seed with the help of particles so first of all let’s delete this Cube object so press X to delete let’s also delete the suzan model and in the scene collection we are having a hidden sphere so let’s delete this also by pressing X now we’ll be adding a plane in the scene from where the particles will be emitted so press shift plus a go to mesh and select the plain object tab into the edit mode Let’s scale it up by four or five times let’s return back to the object mode and move it up in the z-axis now suppose you want that there should be some monkey objects as the particles then for this let’s first add a suzan or the monkey model in the so press shift plus a go to mesh and select the monkey object let’s move it in the x-axis and place it over here now with the plane selected go to the particle settings and to create a new particle system click on this plus button now if I press the space bar to play the animation then these particles will begin to fall and to replace them with the suzan model we’ll scroll down and in the render tab change this render as to the object then to use the monkey object go to the object settings and in the instance object take this eye dropper tool and with this select the suzan or the monkey object to change their size go to the render tab in the particle settings and in the scale let’s increase this value to something like 0.2 let’s also increase the randomness so we’ll keep the value of scale Randomness to something like 0.15 let’s also go to the camera view by pressing zero on the numpad and to adjust the camera view click on this lock button to turn on the lock camera to view let’s zoom out and adjust the camera like this now to fix the rotation of these monkey objects we need to turn on the object rotation in the object settings so let’s turn it on and now all these particles are having the same rotation as the original monkey object and to change this rotation first of all let’s turn off lock camera to view then I select the monkey object which is placed over here let’s rotate it in the z-axis like this let’s also go to the camera view by pressing zero on the numpad and now the scene looks perfect also I’ll select the plain object again and I think that we should increase the scale of all these monkey objects so that they’re properly visible and to do this go to the render tab again and let’s increase the scale to something like 0.3 or 0.35 let’s also increase the scale Randomness to 0.2 or maybe 0.25 let’s also reduce the number of these particles so for this go to the emission Tab and in the number we’ll reduce it to something like 400 let’s take the pointer back to the frame number one and to move forward in the animation we’ll be using the right arrow key so keep pressing the right arrow key till you reach somewhere around frame number 100 or 120 and now you can see that we were able to replace the monkey object as the particles we also reduce its size and their numbers but in this image you can see that apart from the monkey object we also having some other objects like a Taurus object and a star and so to have multiple particles in the same particle system we need to do some changes in the particle settings but before that let’s first add the Taurus object and also create the star so that they can be used in the particle system so for this press shift plus a go to mesh and select the Taurus to change its appearance like the inner and the outer radius click on this add tus menu and from here let’s increase the minor radius to a value of 0.5 and now it looks perfect to be used as a particle so let’s move it in the xaxis and place it over here now to make the star we’ll be using a plane object so press shift plus a go to mesh and select the plane to focus only on the plane press the forward slash button let’s go to the top view by pressing seven on the numpad tab into the edit mode and to increase the number of vertices right click and select subdivide now I’ll select this vertex let’s move it up in the Y AIS and place it over here then to do the same thing on this side I’ll select these two vertices then right click and select subdivide then select this vertex in the middle and move it like this let’s do the same with this side also I’ll select these two vertices right click to subdivide select this middle vertex and move it over here now for the bottom part I’ll select this vertex press G to move it and place it over here similarly for this side also I’ll select this vertex and move it down like this now to make it look better let’s select this vertex and move it in the x-axis let’s also move it down in the y- AIS and now it looks perfect similarly with this vertex Also let’s place it over here then I’ll select these two vertices and scale them down in order to bring them closer then in the end I’ll select this vertex and move it up in the Y AIS and with this the basic structure of the star is now ready to give it some thickness press a to select Everything E to extrude and this is how The star looks also to give it a more realistic look we’ll be applying the bevel modifier to it so go to the modify properties click on ADD modifier and in the generate select the bevel modifier let’s increase the number of segments to something like two or three then if you want you can even increase the amount from here but for now I’ll be keeping it to the default value and with this the star is now ready to be used as the particle and now to remove the Focus From the Star object press the forward slash button again and let’s also move this in the x-axis and place it over here now let’s go to the camera view by pressing zero on the numpad and to use all the three objects meaning the star the Taurus and the monkey object in place of these particles we first need to create a collection of these three objects so I’ll select all three of them by holding the shift button then to create the collection press M then click on new collection let’s keep its name collection 2 and click on the create button now to use this entire collection of objects as the particles I’ll select this plane go to the particle settings scroll down and in the render tab go to this render as option and from here select the collection now in the instance collection select the collection two where we stored the star the Taurus and the monkey object now let’s take the pointer back to the frame number one let’s also go to the camera view by pressing zero on the numpad and press the space bar to play the animation and now you can see here that we have all the three objects being used as the particles in the scene however we need to fix their rotation and to do this let’s first select the star object let’s rotate it in the x-axis by 90° let’s also rotate it in the z-axis so press r z and rotate it like this let’s also reduce its size so press s to scale it down similarly for the Taurus object press r y to rotate it in the Y AIS and rotate it like this let’s also rotate it in the z-axis and then left click to finalize then if you want you can scale down this Taurus object by pressing s and so finally this is how this particle scene is looking Also let’s increase the number of particles so go to the emission Tab and in the number enter a higher value like 600 or 800 let’s take the pointer back to the frame number one and play the animation by pressing the space bar and with this the number of particles has now increased now let’s also give them some material so for this let’s first go to the material preview mode then first of all I’ll be selecting the monkey object in the scene and to give it some material we need to open the Shader editor so for this we’ll change the timeline Editor to the Shader editor so click on this icon and from here select the Shader Editor to create a new material click on the new button now we have the default principle bsdf applied to the monkey object and suppose you want that all the particles in the scene should have some random colors then for this we have to use the color ramp node along with the object info node so press shift plus a for to converter and select the color Ram let’s place it over here connect the color socket to the base color also in the interpolation mode select constant then with the first pointer selected let’s change the color by increasing the brightness and I’ll be selecting the red color then for the second color click on this plus button and change the color to any other color of your choice for now I’ll be selecting the green color let’s create another color so click on the plus button again and change the color to the blue color this time let’s create one more color so click on the plus button again and I’ll change this one to the yellow color now I’ll select this pointer at the end which is white colored and change it to the pink color now to make all these pointers evenly distributed click on this icon and from here select distribute stops evenly and right now all of these particles are having only the blue color and that’s because to give them some random colors we need to use the object info node so press shift plus e go to input and select the object info node we’ll place it over here now take the random socket and connect it to the factor now you can see here that all of these particles of the suzan or the monkey object are now having different colors also if if you want you can create different materials for the eyes and the mouth of the monkey object and to do this first tab into the edit mode press three for the face select let’s T select everything and now we’ll be selecting the eyes of the monkey object so let’s select all of these faces then with the shift key holded select the faces of the other eye then to select the faces of the mouth let’s zoom in and with the shift key holded we’ll be selecting all the faces inside the mouth of the monkey object so let’s select both of these faces and to give them some different material go to the material properties click on the plus button create a new material and then click on the sign button now let’s come out of the edit mode now for the eyes and the mouth we’ll be changing the emission in the principal bstf so go to emission let’s increase the strength to something like two or three

    let’s also change the color to the light blue color and to view the effect of the emission properly in the scene we need to do some changes in the compositing so for this go to the compositing workspace enable the use nodes now press shift plus a then in the filter select the glare node we’ll place it over here then in the glare type select the bloom settings and in the quality select the high quality now let’s go back to the layout workspace and to view the effects of compositing in the 3D View Board click on this drop down and here in the compositor change this from disabled to always now we are able to see the emission effect and let’s also reduce the strength of emission to the value of one and now the material looks perfect also to make this monkey look slightly more realistic we’ll be applying the subdivision surface modifier to it so you can either go to the modifier properties then click on ADD modifier to apply it but a better way is to use the shortcut which is to press crl + 2 and now the subdivision surface modifier with the lever view Port set to two is applied to the monkey object now now let’s go to the camera view by pressing zero on the numpad and this is how the scene looks now we’ll do the same with the Taurus object and the star also so for this select the tus from this collection two then go to the Shader editor click on this icon and from here select the first material which we applied to the monkey object then if you want to do some changes specifically for the Taurus objects then for this you can create a duplicate of this material by clicking on this icon and now if I do any changes in the material then they will only get applied to the Taurus objects in the scene similarly for the Stars I’ll select this pl. Z 0 1 in The Collection number two then go to the share editor click on this icon and select this first material now to do the changes create a duplicate of this material and for the star object we’ll be doing some changes in the emission properties so for the emission color we’ll be using the same color that we have used in the color Ram so take the color socket and connect it to the emission color now let’s increase the emission strength to a value of somewhere near 0.9 or 1 and now I think that the scene looks perfect if you want you can try to change the number of these particles in the particle settings or maybe their material or the emission part power or maybe the metallic strength and the other properties and with this we now arrive to the end of this chapter today we understood about the different settings in the particle system the effect of gravity on the particles and in the end we also created this simple scene with different objects being used as the [Music] particles in this chapter we’ll be understanding some advanced concepts related to the particle systems like the particle interactions Force effect on particles then we’ll also be understanding about the hair particles and the different settings a available in the hair particles now the first topic for today’s chapter is the interaction of particles with other objects and to understand this concept first of all I’ll delete this Cube object so press X to delete then press shift plus a go to mesh and add a UV sphere let’s move it up in the z-axis and place it over here now we’ll be applying the particle system to this UV sphere in the scene and for this go to the particle settings then click on this plus button in order to create a particle system now if I press the space bar to play the animation then you can see here that the particles are being emitted from the UV sphere and they are falling in the downward Direction due to the effect of gravity but suppose you want that instead of falling downwards these particles should interact with an object in the scene for example a plane and then either bounce back or remain attached to that plane surface and doing this thing with particles is called the particle interaction let’s add a plane in the scene so press shift plus a go to mesh and select the plane object tab into the edit mode press s to scale it up now what we basically want is that all these particles emitting from the uis spere should interact with the plane and to achieve this result we need to do some changes in the physics properties of this plane object so first of all go to the physics Properties by clicking on this icon and here you have some properties related to physics in blender which we’ll be understanding in the upcoming chapters of this course but for now we want that the particles which are being emitted from the UV sphere should collide with this plane and therefore we’ll be applying the Collision physics to the plane in the scene so for this left click on the Collision physics and now we have this Collision applyed to the plane object which means that if I take the pointer back to the frame number one and press the space bar to play the animation then now the Collision physics will work and as a result all the particles falling on the plane will collide with it and bounce back now in the Collision physics we have several settings however since we are dealing with the particles so we only need to focus on these settings in the particle category so the first setting that we have here is the permeability and it basically means the probability that a particle will pass through a mesh with its value set to zero none of these particles would be able to pass through the plane however if I increase the permeability value to 0.5 then in this case almost half of the particles colliding with the plane would be able to pass through it so if I take the pointer back to the frame number one and press the space bar to play the animation then you can see here that some of the particles are colliding with the plane and bouncing back while the other particles are passing through the plane so this is the use of the permeability also if I increase its value to the maximum of one then in this case all of the particles will pass through the plane so let’s take the pointer back to the frame number one and if I press the space bar to play the animation then now you can see that with the permeability value set to one all the particles are passing through the plane and not colliding and not colliding with the plane for now I’ll change the permeability value to zero and the next setting that you have is the stickiness and as the name suggest it basically defines the amount of stickiness on the Collision object by default it is set to a value of zero and as a result there is no stickiness on the plain object so if I take the pointer back to the frame number one and press the space bar to play the animation then none of the particles will get stick to the plane surface and all of them will bounce back however if I increase the stickiness value to the maximum value of 10 then in this case all of the particles will we will get stick to the surface of the plane and to see it practically let’s take the pointer back to the frame number one and play the animation again now it’s clearly visible that none of the particles is bouncing back due to the collision with a plane but instead of that they are sticking on the plane surface for now I reduce the stickiness value back to zero and then the next option that you have here is the kill particles and if I turn it on then now all the particles that will fall on the plane object will get killed or they will simply disappear so let’s again take the pointer back to the frame number one and replay the animation and now in this case none of the particles are bouncing back and not even getting strick to the plain surface they are simply getting disappeared because of enabling the kill particles in the Collision setting then the next setting that you have is the damping and it basically controls the amount of damping during the particle collision it’s very similar to the stickiness parameter because if I increase it to its maximum value of one and replay the animation by pressing the space bar then you will notice that just like the stickiness parameter this damping parameter is also making the colliding particles to stick to the plain surface and then the next thing that you have is the friction however it is not much useful in this case so we’ll not be taking it up right now and now just like the particles interact with the object having the Collision settings they can also be influenced by a simulated force field effect to understand this in a better way first I’ll delete the plain object in the scene so press X to delete it now to add some force field effect press shift plus a and in this add menu you have a separate category known as the force field and in this category we’ll be selecting the wind and now the function of this wind is that it will apply a force on the particles in a particular direction and with a particular amount of strength and to modify these things we need to open the physics properties and in this we have the force field physics applied and the type is selected as wind now to understand all these things practically I’ll take the pointer back to the frame number one press the space bar to play the animation and now you can see that all the particles are falling in the downward Direction however if I select the wind and in the physics settings if I increase the strength of the wind to something like four or five and take the pointer back to the frame number one and play the animation again then now you can see that because of the strength of wind the downward movement of the particles is now getting slower now let’s do this again but this time with a much higher strength of the wind Force so in the strength I’ll type a number like 25 or 30 and now if I play the animation again then now you can see here that instead of falling down the particles are now moving in the upwards Direction due to the effect of wind so in simple words the particles will get influenced according to the strength of the wind if it is very low only the speed of the particles will get reduced however if we set a very high number in the strength then in that case the direction of the particles will change and instead of falling downwards they will begin to move in the upwards Direction so you can try to set different values of strength and get a different result each and every time if you reduce the strength the particles will move down and if you increase it they will begin to move in the opposite direction and basically this is how the particles in the scene are influenced by the force field effects and moving ahead we’ll now be exploring about the second type of particle system which is the hair particle system so firstly I will be deleting this UV sphere and the wind so let’s select both of them them and press X to delete and to understand about the hair particles we’ll be adding a new UV sphere in the scene so press shift plus a go to mesh and select the UV sphere to give it a smooth look right click and select shade smooth now to add the hair particle system go to the particle properties click on the plus button and change the particle type from emitter to the hair particles now we have these long strs of hair which are added on the surface of the UV sphere and these hair particles are used to create various things like grass fur hair particles of any character so we can say that the hair particles system is a very useful thing in blender now in the hair particle settings the first thing that you have in the emission tab is the number and this value controls the number of hair particles which are added to the surface of the uis sphere by default its value is set to 1,000 then you have the seed value which will give you a random result of the placement of hair particles each and every time now to control the length of these hair particles we have the hair length option so if I reduce this value then the length of the hair particles will reduce and now this is how the UV sphere with the hair particles is looking in our scene also with the reduced hair length we can now clearly see the actual position of the hair particles on the UV sphere now since we’ll be understanding about the different settings in the hair particles and we’ll also be creating a simple UV spere object with some colored hair particles so we should also increase the number of these hair particles so go to the number and let’s increase it to something like 8,000 or 10,000 and with this we have a much higher number of hair particles which are being emitted out of the surface of the UV sphere now suppose you want to assign any particular material to these hair particles then to do this let’s first go to the material preview mode and with the UV sphere selected go to the material properties and we’ll be creating a new material let’s change the base color and I’ll be selecting the red color and now you can see here that the hair particles are getting the same material which we applied to the UV sphere but suppose you want that the UV sphere should be red colored but these hair particles or the fur should be of some other material then to do this we need to create a new material then go to the base color and for this one I’ll be selecting the pink color now to assign this pink material which is named as material. 001 we need go to the particle settings and in the render tab you have this option of material and from this list select the material. 001 and now you can see here that the UV sphere is having the red material and the hair particles on it are having the pink material now in the particle settings we also have an option at the top which is the advanced and if I turn it on then in this case it will allow us to control some more settings like the velocity and the physics so it’s always better to keep this on while creating the hair particles now if I zoom in then here we can see that we have some gaps in between the hair particles and if you want to fill these gaps then for this we need to use the children settings in the hair particles so in the children tab select the interpolated and now you can see that all the gaps in between the hair particles are now filled with the children hair particles and to view the hair particles properly in the scene will also switch to the render view now these hair particles or this fur on the UV sphere is properly visible in the render view now moving ahead the next important settings in the hair particles is related to the physics so let’s open this physics Tab and in this the first setting that we have have is the physics type and by default it is set to Newtonian and the Newtonian physics type is basically a simulation method which uses the Newton’s Laws of Motion which we also see in the real life in order to calculate the behavior of the individual hair stands so in most of the cases to get realistic hair particles we’ll be selecting only the Newtonian physics type however if I change it to the Bo’s physics type then you can see here that we are getting a very much complex result and this is because the boy’s physics type refers to a technique inspired by the bird flocking Behavior it is used to give a more natural and a dynamic look to the hair simulation and in most of the cases you only have to use the Bo’s physics type when you’re using some force fields like the wind in the scene but for now I’ll be changing the physics type back to the Newtonian similarly in the physics tab we also have some forces where the first one is the Brownian and if I increase it then it will make the hair particles exhibit some random movements and therefore it looks like this so if you want to give your hair particles a random look then you can try to increase the value of the brownan forces similarly when you’re making hair particles for Animals then you can use the dam forces in the physics tab so in this way you can change the way how your hair particles look in the scene with the help of these forces now moving ahead if I open the source settings in the emission tab then over here we have an option which is known as the particle per face and this basically controls the number of particles on each phase and when its value set to zero it will automatically take a value and assign it as the number of particles per phase however if I try to manually increase it to something like 6 or S then you can see here that these hair particles are kind of combined together and this is because with the particles per face value equal to six it is now emitting six hair particles from each and every phase but for now I’ll change it back to zero also I’ll reduce the brownan forces to something like 0.05 or 0.1 and this will give a realistic look to these hair particles and so basically these are all the settings that are mainly used in order to create the hair particles for any object and yes we’ll be exploring some more options in the upcoming chapters of this course while understanding about the character creation now let’s also try to create some duplicates of this UV sphere with all these hair particles and we’ll be assigning different colors to each of them so first of all select the UV sphere let’s also go to the object mode in order to make our work faster and now to create a duplicate press shift plus d let’s move it in the y- axis and place it over here let’s create one more duplicate and place it over here now let’s go back to the render view let’s also add some lighting on this part so select the lamp press shift plus 3 to create a duplicate and move it in the Y AIS now we’ll be selecting this UV sphere with the hair part particles in the middle and to give it some different color let’s go to the material properties and click on the plus button now we’ll be creating a new material and for this material we’ll be choosing the base color as the orange color however to apply this material on these hair particles we need to do some changes in the particle settings so with this particle system selected if I scroll down then in render I can change the material from here so from this list of materials I’ll select the material. 002 and now we have this orange colored material applied to these hair particles similarly let’s select this one open the Mater material properties and let’s create a new material so click on the new button let’s change the base color from here and we’ll be choosing the green color in this case and with this we now arrive to the end of this chapter today we learned about the particles interaction the force field effects and in the end we also understood about the hair particles in [Music] blender in this chapter we’ll be understanding about the basics of physics and simulation in blender the various different options available in the rigid body physics and in the end we’ll also be creating this amazing animation with some candies falling in a glass bowl with the help of rigid body physics now the first question which arises is that what exactly is meant by the term simulation in blender so simulation refers to an animation where the dynamic events which take place in the real world are simulated in an animated sequence in simpler words simulation simply means creating animations in the 3D softwares like blender where the things interact with each other just like the real world by obeying the laws of physics to understand all this in a practical way let’s begin this journey of physics and simulation with the concept of rigid body physics now to enable the rigid body physics we need to open the physics properties so for this click on this icon with the name physics properties and over here we have a type of physics known as the rigid body and if I select it then now the rigid body physics is applied to the cube object now this rigid body physics allows the object on which it is applied to interact with other rigid bodies in the scene resulting in collisions now with all the default options enabled in the rigid body physics if I press the space bar to play the animation then you will see see that the cube will Begin to Fall downwards and this is because being a rigid body the effect of gravity is acting on it now suppose I want that when I play the animation this Cube will move downwards but in Midway through the animation it should hit a plain object and for this we need to add a plane in the scene and then we’ll be applying the rigid body physics to it in this way both of the rigid bodies should be able to collide with each other so to do this let’s first move this cube in the Z axis and place it over here now press shift plus a go to mesh and select the plane tab into the edit mode press s to scale it up and we’ll scale it up five times now in the physics properties if I turn on the rigid body for this plain object also then now our expectation is that both of these objects being rigid bodies they should be able to collide with each other however if I play the animation then now both of these objects are moving downwards due to the effect of gravity and to solve this problem we simply need to change the type of rigid body for this plain object by default it is set to active but if I change it to passives then in this case the effect of gravity will no longer work on the plane and as a result it won’t be able to move down downwards so let’s play the animation again and now you will see that the cube object will collide with the plane and in this way they interact with each other now if I select the cube object again then in the rigid body physics we have some more settings like the dynamic and the animated and these are the two fundamental settings which simply Define the movement of your cube in the scene if the dynamic option is turned on it means that the rigid body physics will work on the cube meaning that on playing the animation it will fall downwards and interact with other rigid bodies and if I turn it off and replay the animation then in this case the laws of of rigid body physics will no longer get applied to the cube in the scene and now the next thing that we have here is the animated and if I turn it on then now it will only consider that particular animation which we create by inserting the key frames in the timeline editor for example if I take the pointer back to the frame number one and press I to insert a key frame for this particular location rotation and scale then I’ll take the pointer to the frame number 40 let’s also move the cube in the y- AIS and place it over here now to insert a key frame at the frame number 40 press I and if I try to play the animation by pressing this space bar then you will see that we have a simple animation created with the queue moving in the Y AIS however if I go to the rigid body settings and turn off the animated then if I replay the animation then you will notice that the animation that we manually created is no longer getting applied to the cube object so as a conclusion the dynamic option controls whether you will see the rigid body physics applied to the object or not and the animated option controls whether you will see the manual animation that you create in the scene or not for now I will be turning on the dynamic option let’s also delete these key frames that created so in the timeline editor press X and select delete key frames now before moving ahead do ensure that in the object data properties you change the value of location in the y- AIS back to 0 m and now the next thing that we have in the rigid body physics is the Collision shape and by default the convex whole option is selected now this Collision shape is used to calculate the object boundaries which help you to change the way the physics will work when the two objects Collide for very simple animations we mostly use the convex whole option however in case of complex objects or when you are having a large number number of objects in the scene that will collide with each other then you might have to use some other Collision shapes depending upon that specific object for example with this Cube selected if I go to the modifier properties click on ADD modifier and in the generate select the bevel modifier let’s increase the number of segments to something like three let’s also increase the amount from here and now you can see that our object is having a much complex look than before previously it was a simple Cube object with no bevel effect applied to it but now we have applied the bevel modifier with the segment set to four and the amount set to zero .35 M now let’s return back to the physics properties and if I go to the Collision shape and change it to box then in this case we are able to see a box boundary around the cube object and this indicates that the rigid body physics will consider this box boundary when this Cube object collides with the plane but when the Collision shape was set to the default convex hle then in this case there was no such box boundary and it was considering the original geometry of the cube however if you have a large number of loop Cuts or vertices or maybe subdivision applied to your object then in that case using the convex H Collision shape will take up slightly larger amount of memory of your PC in order to create the simulation however by changing the shape to the box it will no longer consider the number of vertices or any subdivision or beel effect on your Cube because now it will only consider this boundary that is created along the cube for the purpose of collisions so it’s completely your choice if you want to select the Collision shape as the box or the convex Hull but yes one thing to notice here is that by selecting the convex hell shape we have one more option over here which is named as the source Now by default the the source is set to deform and this basically means that blender will only consider the deform modifiers that we have applied to the object in our scene apart from this it will also consider any shape keys that we create for this object then the second option that we have in the source is base and with this base selected as the source blender will no longer consider any modifiers that we have added for this object but not yet applied then the next option that you have in the source settings is the final and now this one will ensure that all the modifiers which you have added to your object whether they are applied or not will be considered for the Collision in the rigid body physics and now moving ahead we’ll be deleting this plane from the scene and instead of this we’ll add a UV spere and we’ll convert it into a hemisphere so press X to delete the plane press shift plus a go to mesh and select the UV sphere press one to go to the front view now tap into the edit mode press alt plus Z to turn on the xarray mode now I’ll select these top vertices and to delete them press X and select delete vertices now we have a hemisphere in the scene and suppose I want that this Cube object should fall into the hollow space of this hemisphere so for this I’ll first scale up this UV spere so tab into the edit mode press a to select everything and scale it up like this now in the physics properties I’ll be adding the rigid body physics then I’ll change the type to passive and now if I take the pointer in the timeline editor back to the frame number one and press the space bar to play the animation then you will notice that this Cube object will not consider the hollow of space inside the sphere and to solve this problem we need to change the Collision shape so for any such objects where you have some hollow space and you want it to be considered for for the rigid body physics we need to select the mesh as the shape so with the mesh selected over here if I take the pointer back to the frame number one and play the animation again then this time the cube object will consider the hollow space inside the sphere and now moving ahead we have two more important options in the surface response menu which are the friction and the bounciness to understand these two factors in a better way we’ll again bring back the Plaine object in the scene so press X to delete this UV sphere now press shift plus a go to mesh and select the plane tab into the edit mode Let’s scale it up 10 times let’s also apply the rigid body physics to the plane in the scene so go to the physics properties select the rigid body and in the type change this to passive Now by default The Bouncing s value is set to zero for both the plane as well as the cube object as a result when we play the animation the cube will simply hit the plane and not show any bouncing animation however if I increase this bounciness value to something like 0.5 or 0.6 and we also need to increase the value of bounciness in this plane so go to the boun value and change it to 0.5 or 0.6 and now if you replay the animation by pressing the space bar and the reason why we don’t see much Chang is that in the rigid body physics of the cube we have selected the source as the final as a result while making the animation of the Collision blender is considering the modifier that we have added to the cube object however for a better animation we need to change this Source back to the deform now let’s replay the animation one more time and this time we see that the cube will not only hit the plane but it also topples due to the effect of bounciness similarly if I go to the friction value and reduce it to a much lower number like 0.1 or 0.2 and replay the animation Again by pressing the space bar then you will notice that this time also the cube will bounce and topple however the Distance by which it moves due to the top Ling has now reduced and this is because of the friction value similarly if I change the friction value to a very high number like 0.9 and let’s also take the pointer back to the frame number one let’s also change the friction value of this plain object from 0.5 to 0.9 and now press the space bar to play the animation now this time you will notice that the amount of displacement of the cube is much higher due to the a higher value of friction and now moving ahead in order to revise what all we have done in this chapter we’ll be creating a simulation with the rigid body physics where we’ll have a glass bowl and some candies will be falling in it so first of all I will be deleting the cube and the plane so press X to delete both of them now for the candies we’ll be creating some very simple shapes in the scene so first of all let’s add a cylinder so press shift plus a go to mesh and select the cylinder let’s tab into the edit mode scale it down in the z-axis and left click to finalize now press three for the face select mode select the top face press I2 in z let’s also extrude it down in the z-axis now to give it a better look first of all right click and select shade Auto smooth let’s also apply the bevel modifier to it so go to the modifier properties then click on ADD modifier and in the generate select the bevel modifier I will be increasing the number of segments to something like three or four then if you want you can also try to change the amount from here but for now I’ll be keeping it to the default value of 0.1 M and finally we have a simple candy ready for our scene just like this let’s also create another candy in the shape of a cube so press shift plus a go to mesh and select the Cube let’s move it in the y- axis and place it over here now go to the modify properties click on ADD modifier and in the generate select the bevel modifier let’s increase the number of segments to three or four let’s also increase the amount from here and we’ll be keeping it to a value of somewhere near 0.4 or 0.5 and now it looks perfect also right click and select shade Auto smooth now let’s also go to the render View and to improve the lighting I’ll select the point light let’s go to the object data properties and let’s increase the power from 1,000 wat to somewhere near 2500 wat now press 7 on the numpad to go to the top view let’s move this lamp over here press shift plus d to create a duplicate and move it in the y- AIS similarly I’ll select both of these lights press shift plus d to create a duplicate and place them on the opposite side also now we have enough Lighting in the scene and now to create the glass bowl we first need to add a UV sphere in the scene so press shift plus a go to mesh and select the UV sphere now tab into the edit mode press s to scale it up now with the verx select mode Let’s go to the front view by pressing one on the numpad let’s also go to the solid View Press alt plus Z to turn on the x-ray mode and now we’ll be deleting the top vertic of the UV sphere so let’s select all these vertices on the top press X to delete and select delete vertices now we have a shape like this let’s also turn off the x-ray mode and to give it a better look I’ll be selecting this Edge loop at the top so hold down the alt button and left click over here now press e to extrude it in the z-axis then left click to finalize and so this is how it looks let’s now return back to the object mode right click and select shade Auto smooth to give it a much better look let’s go to the modify properties click on ADD modifier and in the generate select the bevel modifier let’s increase the number of segments to four and finally this this is how the glass bowl is looking now for the material of the glass bowl let’s first go to the render view let’s also change this window to the Shader editor so click on this icon and from here select the Shader editor Now to create a new material click on the new button let’s zoom in and we have the default principle bstf applied to our object but to make it look like glass we’ll be adding a mix of glass bsdf and the transparent bsdf so first of all select the principal bsdf press X to delete it now press shift plus a go to Shader and select the glass bsdf let’s place it over here now if I connect the glass SDF to the surface socket in the material output you will notice that we are not able to see the glass properly and to solve this problem we need to use some HD in the scene so for this click on this drop down and from here turn off the scene World similarly if you want to view the hdri around the scene also then for this change the world opacity value from 0 to 1 Let’s also reduce the blur and now we can clearly see that this bowl is now having a glass material applied to it however to make it transparent we also need to use the transparent bstf so press shift plus a go to Shader and select the transparent bstf let’s place it over here now to connect both of them to the material output we need to use the mixed Shader node so press shift plus a go to Shader and select the mix Shader we’ll place it over here now I’ll take the bsdf socket in the transparent bsdf and connect it to the mix Shader to make it look even better go to the render properties and turn on the retracing also in the material properties scroll down and in the surface settings turn on the r race transmission and now you can see here that we have a realistic looking glass material applied to the glass bow also for the base let’s add a plain object at the bottom so so press shift plus a go to mesh and select the plane tab into the edit mode press s to scale it up 10 times or maybe let’s double it up now let’s move it down in the z-axis so press gz and place it over here to change its color go to the Shader editor click on the new button and in the base color I’ll be changing this to the blue color now we also need to animate the candies by using the rigid body physics so for this let’s first go to the solid mode select this candy at the top let’s tab into the edit mode press s to scale it down and let’s do the same with this Cube also to place it near the first candy press alt plus G to reset the location tab into the edit modee scale it down let’s also move it up in the z-axis now it looks like a sphere because we applied the bevel modify to it and when we scaled it down the bevel vertices are making it look like a UV sphere so let’s go to the modifier properties and in the bevel modifier I’ll reduce the amount from here so I’ll keep it to something like 0.1 or 0.15 and now it looks perfect now we’ll be having more than one candies in the scene as a result let’s select both of these candies press shift plus d to create a duplicate and move them up in the z-axis now instead of repeating the same step again and again we can use a shortcut which is to press shift plus r this will repeat the last step that we did in the blender file you can keep as many candies as you like but for now I’ll be keeping it to somewhere around 10 or 12 candies so I’ll press shift plus r one more time and now it looks perfect all these candies will fall into the glass bowl with the help of rigid body physics now moving ahead let’s also give some material to these candies in the scene so I have switched to the render view let’s select this first candy go to the Shader editor click on the new button and now we’ll be using the same material which is saved with the name material. 002 for each of these candies but to give each of them different colors we’ll be using the color ramp node along with the object info node so press shift plus a go to converter and select the color ramp let’s place it over here connect the color socket to the base color let’s also change the interpolation mode from linear to constant now with the first pointer selected let’s change the color by first increasing the brightness from here and for the first one I’ll be choosing the red color let’s select the second pointer and I’ll change this color to the blue color to create some more colors click on this plus button then change the color from here and I’ll choosing the yellow color let’s do the same thing two more times so click on the plus button again change the color from here choose the green color and one last time click on the plus button now we’ll change the color to the pink color now to place all these pointers evenly distributed from each other click on this icon and select distribute stops from left now you can see here that since we have applied the material to only the first candy as a result we are not able to see this material with different colors on the other candies and to solve this problem we need to select all the candies in the scene so let’s select all these candies except the one which has the material. 002 applied now with the shift key holded select this candy which has the material applied now press ctrl+ L and from here select the link materials right now all of them are of the same color and to give them some random colors go to the Shader editor press shift plus a go to input and select the object info node let’s place it over here take the random socket and connect it to the factor now each of them are having some different colors also to give them a plastic light or a reflecting look I’ll go to the principal bstf and reduce the roughness value to somewhere around zero and now we are ready to create the animation so first of all I’ll select this candy which will first reach the glass bowl and with this selected I’ll go to the physics properties and turn on the rigid body physics now to give the candy some bounciness go to the surface response settings and in the bounciness value I’ll be entering 0.2 now we have the rigid body physics apply to only this candy and not the rest of the candies and instead of applying the rigid body physics separately to each one of these we can do a very simple thing so first of all select all these candies except the one on which we have the rigid body physics applied and now with the shift key holded select that particular candy at the end now go to the object settings and in this list go to rigid body and select copy from active by doing this we now have the same rigid body physics applied to each of these candies now let’s also apply the rigid body physics to this class Bowl so I’ll select it go to the physics properties and select the rigid body physics since we don’t want the gravity effect to be applied on this glass bowl so I’ll change the type to passive and since we want the candies to go inside the hollow space of this glass bowl so we also need to change the Collision shape to the mesh Also let’s increase the bounciness value to something like 0.2 and now we are ready to view our animation to ensure that the animation runs smoothly let’s first go to the object mode also I’ll change this window to the timeline editor and take the pointer back to the frame number one now let’s adjust the view properly and press the space bar to play the animation and now you will see that all of these candies move in a straight line and fall into the glass bowl now to give the animation a much more natural look we need to do some changes in the location and the rotation of these candies in the starting frame for example I’ll select this candy at the bottom and we’ll move it down in the z-axis so what we basically doing is that we’ll randomize the distance between each candies and also give them some random rotation similarly I’ll select this one also let’s move it over here let’s also give it some random rotation and we’ll be doing the same thing with each of these candies let’s select this one also rotate it place it over here so all these changes are completely random and it totally depends upon you that exactly what changes you need in the location rotation and the scaling of different candies let’s do the same with these candies also let’s move this one up in the Z axis let’s select this one move it over here let’s scale it up slightly let’s select this move it down in the z-axis and similarly this one also let’s rotate it like this and move it down in the z-axis one more thing all the three candies at the top are having the same color and to solve this problem let’s go to the Shader editor and slightly try to change the position of the different pointers in this way we can assign different colors to each of these candies now let’s return back to the timeline editor and now it’s the time to view the final result so press the space bar to play the animation and so finally this is how our animation looks all so we have this one candy that is falling outside the glass bowl and it’s even passing through the plane object in the scene and to avoid this I’ll select the plane in the scene go to the physics settings turn on the rigid body physics and change the type to passive now let’s replay the animation One More Time by pressing the space bar and so this is how this candy animation looks and in fact this time that one particular candy managed to get inside the glass bowl and this is because there’s no one such particular animation that it will always follow for a specific number of objects placed at a specific location rotation or scale and the main reason behind all this is that as I told you in the beginning the blender simulations try to give you the same results that you would expect to get in the real life and with this we now arrive to the end of this chapter today we understood about the concept of rigid body physics and in the end we also created the simple animation with some candies and a glass bowl and as a homework of this chapter you can try to create the same scene but with a much higher number of candies in this way you will learn about how a much larger number of objects would interact with each other with the rigid body physics [Music] in this chapter we’ll be understanding about how the cloth physics Works in blender we’ll also be using it in order to create some different types of clothes like leather silk and in this way we’ll be able to understand about the various settings available in the cloth physics in complete detail now before adding a cloth we first need to add an object in the scene with which the cloth will interact and so we’ll be adding a UV sphere in the scene so first of all I’ll delete this Cube object so press X to delete now press shift plus a go to mesh and select the UV sphere right click and select shade Auto smooth now to understand the cloth physics let’s add a plane object and then we’ll be applying the cloth physics to it so press shift plus a go to mesh and select the plane let’s move it up in the z-axis and place it over here tab into the edit mode Let’s scale it up like this now before applying the cloth physics we also need to understand that applying the cloth physics will make this plane get converted into a cloth and on playing the animation it will begin to move in the downward Direction and when it will interact with the UV spere it will fall on it and will continue to remain on the UV sphere but to make this practically happen we also need to ensure that that there are enough number of vertices in this plane which is to be converted into a cloth so for this right click and select subdivide and in the subdivide menu over here we’ll change the number of cuts to something like 20 or maybe let’s increase it to 40 and with this we have a large number of vertices in the plane object so let’s come out of the edit mode and to apply the cloth physics we’ll go to the physics properties and in this menu select the cloth physics now if I try to play the animation by pressing the space bar then you will see that the cloth object is not interacting with the UV sphere and this is because we have not yet applied any Collision physics to the UV sphere which will make it interact with the plane so to fix this I’ll select the UV sphere go to the physics properties and select the Collision physics now I’ll take the pointer back to the frame number one and let’s replay the animation by pressing the space bar and now we’ll notice that this plain object is interacting with the UV sphere and it’s also animated like a simple cloth object now if I zoom in then you can see that the quality of this cloth is not very good in fact if I select it and right click to apply shade smooth then it kind of looks better but it’s still not perfect and to improve its quality we have this quality steps parameter in the cloth physics by default its value set to five however if I increase it to something like 8 or 10 then in this case two things will happen first of all the quality of the cloth will improve and due to this the time that it takes to run the simulation in the 3D view port and also while lendering will increase so if I take the pointer back to the frame number one and play the animation again then in this case you can see that the quality of cloth has improved a lot similarly if I increase the quality steps to an even higher number like 16 and play the animation again then the quality will further increase but with that the time that it takes to run the simulation will also get longer so practically it’s good to keep the quality steps value to somewhere near 10 or 12 also you can see here that in some areas the cloth is not interacting in a proper way with its own surface its vertices are kind of intersecting with each other and as a result we have these irregular patterns on these areas of the cloth and to fix this problem we need to use the self collisions in the cloth physics so if I scroll down then you have a category known as the collisions so I’ll open it and in this we have two subcategories the first one is the object collisions and the second is the self collisions right now let’s turn on the self collisions and now just like the CLA object is interacting properly with the UV sphere it will also interact in a similar way with its own vertices and this will give it a much better look so to practically view this let’s take the pointer back to the frame number one and press the space bar to play the animation and now in this case we’ll observe that the vertices of the cloth will interact with each other in a much better way because of the self collisions and now just like we had the quality steps option for the quality of the entire cloth we also have the quality option in the category this quality will control how well the collisions occur with other objects as well as the self Collision so if I increase the quality to something like 8 and let’s replay the animation so press the space bar and now in this case the quality of collisions will be much better than before also one more thing that influences the quality of your cloth is the number of vertices which you can see in the edit mode higher the number of vertices better will be the cloth quality and also the interaction and the collisions will be much better but again if I increase the number of vertices by subdividing or if I try to increase the quality in the cloth physics then it will also take much longer time in order to show the simulation and the render time will also increase now moving ahead suppose you want that some particular vertices of the clothe object should not move in the animation or in simpler words they should get pinned at a particular point then for this we have the pin group in the shape category to understand this concept in a better way we first need to create a Vertex group with some random vertices so let’s select some random vertices over here and to create a Vertex group with these vertices go to the object data properties and here we have the vertex group so to create a new one click on this plus button and to assign these vertices click on the assign button now we’ll go to the physics properties scroll down and in the shape category click here in the pin group and select this group which we just created as the vertex group and now if I press the space bar to play the animation then you will notice that first of all the speed with which the simulation is getting displayed is very slow due to the high quality settings that we have applied in the physics properties and one more thing to notice is that all the vertices that we assigned in the vertex group are pinned at their respective locations and they have not moved even on playing the animation so this is the use of pin group in the shape category it allows you to pin any number of vertices at a particular location so you can use the pin group if you want to create a cloth hanging from a particular point or if you simply want that some particular part of the cloth should remain fixed throughout the animation now moving ahead another important thing that we have in the cloth physics is the cacher settings it’s a very useful tool that helps to save a lot of memory if you want to create a particular simulation again and again in your file but the only condition is that whatever changes you will do to the cloth object will not get applied to the animation that is saved in the cache settings to understand this concept in a better way I’ll take the pointer back to the frame number one and now in the caches settings we have the option to select the simulation start and the simulation end meaning that from which frame the simulation will start and on which frame it will end and the entire simulation will get saved in your memory on clicking the bake option so for now I’ll keep the simulation end to 50 frames and now if I click on the bake option then it will take some time in order to calculate the physics for each and every frame and once the entire baking is done it will show 50 Fram saved in memory now if I press the space bar to play the animation then you will see that unlike before it’s no longer taking a large amount of time to play the animation because the entire simulation is now saved in the cache memory but if you wish to make any changes in the clothe object like the number of vertices its size or the pin vertices then first of all you need to delete the bake by clicking on delete bake and then you need to click on the bake option again to recreate the entire simulation now moving ahead suppose you want to create different types of clothing blender like cotton leather silk Etc and to do this we basically need to change the different properties like the tension bending vertex mass in the cloth physics now the reason why we can’t change them right now is that we have baked the entire animation so to change any of these values we first need to delete the bake so go to the cache settings and click on delete bake now let’s scroll up and now here we have several properties which are used to change the way how different clothes look in blender but the most important ones are the vertex Mass tension in the stiffness the shear parameter in the stiffness and the bending value in the stiffness category by changing these four parameters we can create different types of clothes and since it is not possible to memorize the value of each of these parameters for different cloth Fabrics I have this table for you where I have written the different parameter values for different types of fabrics for example cotton leather rubber Denim and silk fabric this table can help you to create a variety of cloth Fabrics just by assigning these values in the cloth properties now coming back to the scene we also have some default values in all these parameters and the resulting fabric that it creates is the cotton fabric you can also check these values in that cloth fabric table but now suppose you want to create the leather fabric in your scene and to do this let’s first go back to the frame number one now with this plane selected I’ll select the UB sphere also and we’ll be creating their duplicate and we’ll place them in the x-axis now for the first plane object we have the cotton fabric and for the second let’s try to create the leather fabric so for this I’ll select this plane and in this table you can see that the vertex Mass value for leather fabric is 0.4 so I’ll go to the vertex mass and change this to 0.4 then in the stiffness tension the value is equal to 80 so let’s enter 80 then the stiffness here is 25 so let’s enter 25 here and the last value is the stiffness bending which is 150 so I’ll change this value in the stiffness bending parameter to 150 and now we are ready to view the simulation so for this let’s first bake the simulation so go to the cacher settings and click on bake and then it will take some time to bake the entire simulation let’s also select This Plane where we have the cotton fabric and let’s bake this one also and once the baking is done let’s play the animation by pressing the space bar bar now both the clothe objects will fall on the UV sphere and you can clearly see the difference between the fabric of both the clothes this clothe with the cotton fabric looks very thin however the one with the leather fabric looks thicker and the way both of them collide with the UV sphere is also very different the overlapping is more for this cloth object but being the leather fabric we don’t see much overlapping in the fabric in the second case also one more thing to notice here is that in both the cloth objects we have the group of vertices over here pinned at the respective locations and this is because we created a duplicate of the plane and as a result result the group of vertices is still selected in the pin group option so if you want you can delete the baking and remove this vertex group if you don’t want these vertices to be pinned and now moving ahead let’s also try to create one more cloth object but this time with the silk fabric so for this let’s first go to the frame number one now with this plane selected let’s also select the UV sphere press shift plus 3 to create a duplicate and move it in the x-axis now let’s select the plane and to create the silk fabric we need to input the values according to this table so in the vertex Mass the value is 0.15 so let let’s change this value over here to 0.15 then in the stiffness tension the value is equal to 5 so let’s enter five here then for the stiffness here we have the value equal to 0 so let’s enter 0o here and the last one is the stiffness bending which is equal to 0.05 so let’s enter 0.05 and now we are ready to bake the simulation so scroll down and in the cache settings click on bake and since the baking is now done so let’s play the animation and with this you can see that we have three different types of cloth Fabrics that we created just by modifying the properties the first one is the cotton fabric the second looks like leather and the last one is the silk fabric you can see here that the silk fabric is kind of very thin as well as smooth which makes it different from the other two and so this is how you can create different types of clothes in blender moving ahead let’s also try to assign some material to these cloth fabric so for this let’s go to the material preview mode now I’ll select the first cloth which is the cotton fabric now go to the material properties and let’s create a new material right now we’ll be creating a material with only a simple base color however if if you want to understand about creating a cloth material in complete detail then you can watch this particular chapter where we covered the creation of a cloth Shader so let’s go to the base color and for the cotton fabric I will be choosing the yellow color similarly let’s select the leather fabric and create a new material let’s change the base color from here let’s assign the red color to it similarly for the silk fabric click on the new material button and for the base color I’ll be choosing the purple color so in this way you can create different types of cloth Fabrics simply by changing the parameters in the physics properties and you can assign them any material directly from the material properties and with this we now arrive to the end of this chapter today we learned about the cloth physics in blender we used it to create different types of clothes then we also learned about pinning A specific group of vertices at a particular location and most importantly we also saw this table where you have different parameter values for some important cloth [Music] Fabrics in this chapter we’ll be understanding about how the soft body simulation Works in blender the various options available in the soft body physics and to Rev device everything we’ll also be creating a simple jelly scene with the help of soft body physics in the end of this chapter now the first question which arises is that what exactly is meant by the term soft body physics so the soft body physics makes an object to act like a clay or dough or anything which is soft in nature now to view it practically in blender let’s go to the physics properties and from here select the soft body physics now we have applied this soft body physics and in the 3D view Port if I press the space bar to play the animation then you will notice that nothing major is happening apart from the cube moving up and down by a small distance now the reason why it stays only at this position even after playing the animation is that the goal option in the soft body physics is turned on by default however if I turn it off and again play the animation by pressing the space bar then in this case the effect of gravity will get applied to the soft body and as a result it move downwards now let’s try to make it interact with a plain object so for this let’s add a plane so press shift plus a go to mesh and select the plane tab into the edit mode press s to scale it up and we be scaling it up five times now let’s select the cube and move it up in the z-axis and to make sure that this cube with the soft body physics interacts with the plane we also need to apply the Collision physics to the plane so go to the physics properties and select the Collision physics now let’s select the cube and for a better animation press R to rotate it like this and now if I press the space bar to play the animation then the cube or the soft body will interact with the plane and it gets folded into a flat surface or a flat plane now to fix this problem we need to open the edges category in the soft body physics and over here you have an option called stiffness so if I turn it on it will make the cube stiff and so if I take the pointer back to the frame number one and press the space bar to play the animation then now in this case you can see that the cube will not turn into a plane object but instead it interacted with the plane just like a soft body or a jelly like object now in the edges category we have some more important settings like plasticity and bending but to understand these we need to have a complex model with a much larger number of vertices and therefore let’s go to the edit mode of this Cube right click and select subdivide and in this way this cube is now having a greater number of vertices now the first important thing that we have here is the bending and with its value set to zero and also with the subdivided vertices if I try to play the animation then you will notice that when the cube collides with the plane we see a kind of crumbling effect on the faces of the cube and this effect can be influenced by the bending parameter so we can keep its value anywhere between 0 and 10 but for now I’ll be entering two as the bending value and let’s try to play the animation again and this time you can notice that the amount of that crumbling effect on the faces of the cube has now reduced and this is because as we increase the bending the amount of bending stiffness on the object will increase and as a result the crumbling effect will reduce now one more time I’ll change the bending value to 0.5 and let’s try to play the animation again now this time also on collision with the plane the faces of the cube show the same effect but with a slightly lesser intensity as compared to when the bending value was equal to zero also if I again tab into the edit mode and subdivide the vertices one more time then now the complexity of the shape has increased and with with this if I go to the bending parameter and enter two and play the animation one more time then now you will see that the crumbling effect is still visible on the faces of the cube so it completely depends upon the geometry that how much bending stiffness will be added because of the bending parameter and for now I’ll be keeping the bending value at 0.5 and moving ahead we have one more important setting in the edges category which is the plasticity and it basically controls the deformation of the object on colliding with some other object by default its value set to zero and therefore throughout the animation we were not able to see any major deformation in the structure of the cube however if I increase the value of plasticity to 20 and try to play the animation Again by pressing the space bar then in this case you will notice that when the cube collides with the plane it has major deformations in its structure and this is because of the plasticity parameter it kinds of create a dent whenever the object collides with some other object you can also understand it in this way that whenever you hit a plastic object with a hammer or a similar tool it kind of creates a dent on its surface similarly in this case also when this soft body will collide with the plane the plasticity parameter will create a deformation or a dent on that particular area now to see the plasticity effect in a much better way let’s return back to the frame number one go to the edit mode and let’s subdivide the vertices one more time so right click and select subdivide and now if I play the animation again then in this case the soft body or the cube will collide with the plane and if I zoom in then you can clearly see the deformation in the structure on this part of the cube due to the plasticity parameter and also if I continue to play the animation then you will notice that the deformation effect due to the plasticity is now applied permanently on the cube now to get the

    results which look realistic let’s reduce the plasticity value to somewhere near five let’s also increase the bending and I’ll keep it to a value of two now let’s replay the animation one more time and this time you will notice that when the cube object collides with the plane the entire animation gives a much more realistic look than before now to revise what all we have done till now we’ll be creating this simple jelly scene with the help of soft body physics so for this let’s go to the frame number one now I’ll select the plane tab into the edit mode and let’s increase its size and then left click to finalize now we have this plane with the Collision physics applied but we need to create some more jellies in the scene that will collide with each other and for this let’s go to the top view by pressing seven on the numpad select this Cube press shift plus d to create a duplicate and place it over here let’s create one more duplicate let’s place it over here and in a similar way we’ll be keeping about five to six cubes in our scene so let’s select one more place it over here and yes to ensure that they kind of intersect with each other because in this way when they fall down they will collide with one another and form an inter interesting simulation now let’s go to the front view by pressing one on the numpad and we’ll be giving some different heights to the different jellies in the scene so I’ll select this one place it over here similarly let’s select this one at the back and move it up in the z-axis now we have a simple system of jellies in the scene and right now if I try to play the animation by pressing the space bar then you will notice that when the cubes will fall down they are not interacting properly with each other in fact some of the cubes are even intersecting with one another and this is because we have not yet applied the Collision physics to each of these cubes so to solve this problem let’s go back to the frame number one and with this Cube selected go to the physics properties and apply the Collision physics similarly let’s do the same with this one also add Collision to it now let’s select the third Cube go to the physics properties and apply the Collision physics now with this one we’ll apply the Collision to it and finally the last Cube go to the physics properties and click on the Collision now if I play the animation then you will see that the cube objects will collide with each other like they just did around the frame number 30 like here they were touching each other but on playing the animation further they collided and finally this is how the animation looks let’s replay the entire animation one more time also to give these cubes a smooth look you can simply select them then right click and select shade Auto smooth let’s do the same with the others also so I’ll select this Cube then right click select shade Auto smooth similarly with this one let’s do the same with this one also right click select shade Auto smooth and in the end I’ll select this one then right click and select the shade Auto smooth and in this way we have a simple animation of some jellies and now let’s work on giving some material to these jellies so for this let’s first go to the material preview mode and with this Cube selected go to the material properties and first of all I’ll go to the base color and let’s assign the red color to it and right now all of these cubes are having the same material because they are the duplicates of the one specific cube in the scene now to make it look like a real jelly let’s reduce the value of roughness to zero then go to transmission and increase the value to one and with this you will notice that we have the material which looks like a real jelly now to assign different colors to the different cubes I’ll simply select the other Cube go to to the material properties and we need to create a duplicate of this material so for this click on this icon and now the name of this material is saved as material. Z1 as a result whatever changes I’ll do in the base color will only get applied to this particular Cube similarly let’s select this one create a duplicate and let’s change the base color to the blue color this time now I’ll select this one create a duplicate and change the base color to the yellow color and in the end I’ll select this Cube create a duplicate of the material and change the base color to the pink color and with this we have five different jellies having different colors in the scene let’s also select this plane and to give it a material go to the material properties and create a new material let’s change the base color and I’ll be assigning the dark blue color to it let’s also reduce the brightness from here and finally this is how the jelly scene is looking now and with this we are now ready to play the animation I’ll take the pointer back to the frame number one and press the space bar to play the animation and so this is the final result and with this we now arrive to the end of this chapter today we learned about the soft body physics in blender and we used it to create a simple jelly scene of different colors which collide with each [Music] other in this chapter we’ll be understanding about the various concepts of fluid simulations and we’ll be using them to create a simple animation of a cup with some juice falling into it now the first question is what exactly is meant by the fluid simulations so in blender fluid simulation replicates the way how the fluids behave in the real world it also takes into consideration the physical obstacles and also the physical forces like gravity and pressure in the blender scene throughout the simulation Now to create a fluid simulation in the scene we basically need to have two objects one will be the flow and the other will act as a domain to understand this practically we’ll be making this default Cube as the domain for the fluid simulation so let’s also increase its size so tab into the edit mode press s to scale it up now let’s come out of the edit mode and with this we have the domain for the fluid simulation ready but as I told you before we need one more object which will act as the flow as a result I’ll be creating a duplicate of this Cube by pressing shift plus b then right click and to view both the objects properly let’s turn on the wireframe display now with the second Cube selected let’s scale it down like this and now we have two cubes in the scene the bigger Cube will act as the domain and the smaller Cube as the flow which in terms of fluid simulation means that the fluid will flow from the flow object which is the smaller Cube and the volume in which it will flow will be according to this domain which is the bigger Cube to understand this in a better way let’s apply the fluid simulation so with the smaller Cube selected let’s go to the physics properties and turn on the fluid simulation now in the type select the flow and after this you will have a lot of different settings in the fluid simulations and the most important one is the flow type so if I select this it will give you various options like smoke fire plus smoke fire and liquid and since we want the liquid so I’ll be selecting the liquid and with this we have the selected Cube object assigned the flow type in the fluid simulation now let’s do the same for the bigger Cube so I’ll select this go to the physics properties and turn on the fluid simulations now in the type select the domain and in the domain type select the liquid and now you will notice that we are not able to see the domain in the 3D scene and also this little Cube that we added as the flow type is also looking slightly different so now if I press the space bar to play the animation then you will see that some kind of fluid is falling down from the smaller Cube and this is the basic fluid simulation as you can see there was a simple flow of fluid from the small cube according to the domain object to put it in even simpler words you can understand it in this way that the object on which the flow type is applied in the fluid simulation will act as the source of fluid and the other object which will be the domain will basically act as the volume in which the fluid will flow now moving ahead in the recent example we saw that there was a very little amount of fluid emerging out of this Cube however to get a continuous supply of fluid throughout the simulation we need to do some changes in the physics settings so with the small cube selected go to the physics settings and in the flow Behavior change this to the inflow and now if I press the space bar to play the animation then this time you will notice that there is a continuous supply of fluid from the selected cube with the flow type and also the volume which the fluid is occupying is the volume of the bigger Cube or the domain object now to understand about some more settings in the fluid simulation we need to select the domain object so for this let’s take the pointer back to the frame number zero and now this domain object will appear also if I take the pointer to the frame number one instead of the frame number zero then the fluid simulation will begin and as a result the domain object will disappear so do ensure that you have the frame number zero selected in the timeline editor and now I’ll select the domain object and in the fluid settings we have one more important option which is the resolution to be used for the fluid domain so this resolution division setting basically controls the quality of the fluid simulation higher the value of the resolution better will be the quality but with that it will also take much more time to render so practically it’s advised to keep the resolution division value to somewhere near 64 but yes if you have a high NPC then you can increase this value further to somewhere around 128 but in most of the cases a value of around 64 will work the best for the fluid simulations now if I scroll down and here you have a category which is called the liquid and if this is turned on it means that blender is using a particle system in order to create the fluid simulation you can also check this by opening the particle settings and over here you have an active particle system which is named as liquid so in the fluid simulation the fluid or the liquid is made up of the particles in the particle system now another important setting that we have in the fluid simulation is the initial velocity and the direction of the fluid to understand these settings select the smaller Cube and over here you have the option of initial velocity so if I turn it on then now you can control the initial velocity of the fluid in any of the three axes by default all the three values are 0 m/ second and as a result if I try to play the animation then you can see here the fluid is Flowing simply in the downward Direction due to the effect of gravity however if I go to the initial velocity in the Y AIS and change this to 10 m/s then in this case the direction of the flow of the fluid will be more in the y- axis and to practically see this let’s take the pointer back to the frame number one and press the space bar to play the animation then now the direction of the flow is in the Y AIS with a much higher speed let’s take one more example of the initial velocity so in the y- axis I’ll change this to 0 m/s and in the xaxis let’s keep a value of around 4 m/s now let’s take the pointer back to the frame number one and now press the space bar to play the animation and so in this way you can give a direction to the flow of fluid and also control the speed of the flow with the help of initial velocity parameter now moving ahead one thing to notice here is that currently we are in the wireframe display mode but if I switch to the solid mode and take the pointer back to the frame number one and try to replay the animation then this is how the animation will look we have this beautiful looking fluid simulation that we simply created by adding two objects in the scene the domain and the flow object and yes it might also be possible that in some particular cases it won’t be displaying this fluid simulation in the solid mode or the final rendered mode and if you have this problem then for this you need to do some changes in the cache settings of the fluid simulation to understand this in a better way I’ll again take the pointer back to the frame number one or maybe let’s go to the frame number zero now I’ll select the domain object and in the physics properties if I scroll down then here we have a category which is called the cachier and by using this you can temporarily store a fluid simulation in the cachier memory and in this way that particular fluid simulation will get saved in your blender file until and unless you need to do any changes in the fluid properties now to do this go to the type option in the cache settings and change this to modular now turn on the is resumable and now if I scroll up then over here in the fluid settings you have this option to bake the fluid data and what it basically does is that it will create a memory with the entire fluid simulation and the advantage of doing this is that you can smoothly play the fluid simulation in any number of times as it won’t use your memory to calculate the fluid simulation again and again each time so if I click on the big data then it will take some few seconds in order to bake the fluid data now once the baking is done the bake data option will disappear from here and it will show the option to free or delete the baking data now if I go to the 3D view port and press the space bar to play the animation then in this case we are not able to see the fluid simulation and this is because till now we have only bake the data for the fluid but not for this mesh and to bake the data for this mesh go to the physics settings scroll down and over here you have a category known as the mesh let’s open this and from here click on the bake mesh now it will take some time to bake the mesh now once the baking is done you will be able to see the fluid simulation in your scene in fact if I take the pointer to the frame number one and press the space bar to play the animation then you can see here that the entire animation is being played without much lagging and see this is the advantage of using the bake data in the fluid simulations so whenever you’re working with the fluids and you have finalized the simulation like the properties the initial velocity do ensure to B the data and also bake the mesh in order to view the entire animation in a much simpler way now moving ahead if I go to the material preview mode then you can see that this fluid is having the same default material that is applied to the domain Cube and to give it some different material let’s go to the material properties and now to make it look like water let’s go to the base color and let’s change the color to the light blue color now to give it a slight transparent look go to the transmission and increase the weight to something like 0.9 or 1 now scroll down and in the surface settings turn on the rate race trans transmission also to improve the quality go to the render properties and turn on the rate tracing Also let’s open the material properties again and in the base color let’s make the blue color even more lighter and now we are ready to view the animation so let’s go to the first frame and press the space bar to play the animation and with this we have this final fluid simulation ready where we have this basic water-like fluid with a simple blue color and the source of this fluid is that tiny Cube which has the flow type and the volume of its flow is the cube with the domain type and now moving ahead in order to revise what all we have done in this chapter so far let’s try to create a simple scene with a cup and some juice flowing into it with the help of fluid simulation so for this let’s select the domain press X to delete it let’s also select the small cube and press X to delete it now to model a simple cup let’s add a cylinder in the scene so press shift plus a go to mesh and select the cylinder now tab into the edit mode press s to scale it up press three for the face select mode select the top face and to delete this face press X and select delete faces now press one for the vertx select mode and to select the entire Edge loop at the top hold down all and left click on the edge Loop now let’s slightly scale it up and left click to finalize now to give it some thickness let’s return back to the object mode right click and select shade Auto smooth now go to the modify properties click on ADD modifier and in the generate select the solidify modifier now to get some outer thickness go to the thickness parameter and try to reduce this and we’ll keep it to something like – 0.3 and – 0.35 and now it looks perfect also I think that we should make it slightly longer so tab into the edit mode press a to select everything and scale it up in the z-axis like this now to make the handle of the cup we’ll be using a Basia curve so press shift plus a go to curve and select the basier curve let’s move it in the x-axis and place it over here now to give it the shape of a handle let’s first go to the top view by pressing seven on the numpad tab into the edit mode Let’s also zoom in now select this point of the bzier curve and press R to rotate it like this now left click to finalize also to scale it up press a to select everything and let’s scale it up in the x-axis let’s also slightly scale it up in the Y AIS like this and now let’s return back to the object mode now to make this curve look like the C handle we first need to convert it into mesh so for this go to the object settings and over here you have a category known as convert and from this menu we’ll be selecting the mesh now if I tab into the edit mode then you can see that instead of the end points we are now having the vertices which we have when the selected object is a mesh to give it some thickness press a to select everything e to extrude it in the z-axis like this let’s also scale it up properly so go to the top view Again by pressing seven on the numpad press a to select everything and S to scale it up now to give it some thickness in this direction also we need to extrude these faces along the normals so press alt plus e and select extrude faces along normals now if I move my cursor you will notice that the faces of the handle are being extruded like this now left click to finalize the Extrusion and with this we have a simple handle ready for our cup now let’s return back to the object mode press one for the front view now to rotate this handle press RX and type 90 let’s also rotate it by 90° in the Y AIS press G to move it and place it over here now tab into the edit mode press a to select everything let’s scale it up in the z-axis like this let’s also scale it up in the x-axis also I think that it shape is not regular so to solve this problem let’s first go to the solid mode press all plus Z to turn on the x-ray mode Let’s deselect the vertices and now I’ll be selecting these vertices in the middle and we’ll move them in the x-axis so press o to turn on the proportional editing now press G and x and let’s move these vertices also to increase the size of the circle of influence you can use your scroll wheel so if I scroll down the size of the circle of influence will increase and in this way we can make the shape of the handle look much better now let’s also fix the ends of this handle so for this press C for the face select mode now I’ll be selecting this top face let’s go to the front view again and if I zoom in then you can see that this end is passing through the plane so to solve this problem let’s rotate this face by pressing R I think that we have selected the wrong face so let’s change the angle turn off the x-ray mode and we’ll be selecting this face again let’s go back to the front view turn on the x-ray mode again let’s also turn off the proportional editing tool by pressing o and now if I press R to rotate this face then you can see here that now this face is not passing through the inside boundary of the up let’s also ensure this by turning off the x-ray mode and now the handle looks perfect let’s do the same thing with this other end also so I’ll select this face at the bottom go to the front view again press all plus Z to turn on the x-ray mode press R to rotate the face and now it looks perfect Also let’s reduce its thickness in the y- axis so press a to select everything and let’s scale it down in the y axis like this now let’s return back to the object mode and finally this is how the cup is looking in the scene now we should also align this handle properly with the cup and to do this let’s go to the top view by pressing seven on the numpad and with this handle select Ed press g y and move it in the Y AIS like this now if I change the angle then you can see that this handle is now perfectly aligned with the cup now right click and select shade Auto smooth let’s also apply the bevel modifier to it so go to the modifier properties click on ADD modifier and in the generate select the bevel modifier let’s increase the number of segments to something like three or four let’s also increase the amount from here and we’ll be keeping it to something like 0.25 or 0.3 and now it looks perfect Now to create the fluid simulation we need two objects in the scene one of them will be the domain and the other will be a low object so for this let’s first add a cube in the scene which will act as the domain so press shift plus a go to mesh and select the cube tab into the edit mode press s to scale it up like this now let’s go to the front Cube by pressing one on the numpad let’s also go to the wireframe display let’s scale this Cube up in the z-axis like this now press gz and move it up like this and we’ll make sure that the base of the cube is touching with the cup base let’s also go to the side view by pressing three on the numpad and from this angle also the size of the cube is looking perfect so now we have the domain ready and for the flow object you can choose any object like the cube or UV sphere and in this case I’ll be choosing the UV sphere so press shift plus a go to mesh and select the UV sphere tab into the edit mode Let’s scale it down slightly now let’s return back to the object mode press gz and move it up in the z-axis now to add the fluid simulation let’s go to the physics properties and turn on the fluid simulation in the type select the flow and in the flow type select the liquid also to ensure a continuous supply of fluid change the flow Behavior to the inflow now I’ll select this Cube go to the physics properties and select the fluid then in the type select select the domain and in the domain type select the liquid let’s take the pointer back to the frame number one and now if I press the space bar to play the animation then you can see that we have the fluid emerging from the UV sphere but since the domain is set to the cube as a result it is taking the volume of the cube into consideration and not the volume of the cup so what we basically want is that the fluid should collide with the cup in the scene so for this select the cup go to the physics properties and turn on fluid now in the type we have one more option apart from the domain and the flow and this is the effector and if I turn it on then now the fluid that flows from the uis spere will take the domain Cube into consideration however it will also collide with the cup in the scene but right now if I press the space bar to play the animation the fluid that flows from the UV spere will still pass through the cup and the reason behind this is that the cup that we have in our scene has some surface thickness which the fluid simulation is not taking into consideration and to solve this problem with this cup selected go to the fluid simulation settings and over here you have an option which is called the surface thickness by default its value is set to zero and that is why we were getting this error but if increase this value to 0.5 now let’s replay the animation One More Time by pressing the space bar and now you will notice that the fluid that is Flowing from the UV sphere will collide with the cup this time instead of passing through it and in this way we are able to create a simple animation of some fluid flowing into a cup now let’s go to the solid mode and to complete our final animation we need to change some minor settings so first of all I will be joining this cup and the handle together into a single object so for this first I’ll select the handle then with the shift key holded select the cup now to join them together press C control press J now to hide this domain object let’s press the space bar to play the animation and then immediately stop the animation now let’s select the UV sphere and we’ll be moving it in the x- axis and we’ll also give it some initial velocity so that the direction of flow is not completely straight so for this press GX and move it in the x axis now go to the physics properties and turn on the initial velocity and in the initial x value I’ll be entering 3 m/s now let’s check the animation so take the pointer back to the frame number one and press the space bar and we can see here that the direction of the flow is opposite and also the velocity is very low so let’s go to the initial x velocity again and this time we’ll be entering – 5 m/s now let’s replay the animation one more time and finally this is how the fluid animation is looking in the scene now moving ahead we’ll be working on improving the quality of the fluid and for this let’s go back to the frame number zero select the domain object and in the physics settings change the resolution division value to 64 and now to view the animation scroll down and in the cache settings change the type to modular and turn on the is resumable now scroll up and from here click on the bake data and once the baking is done scroll down and in the mesh settings click on the bake mesh and after this if I press the space bar to play the animation then this is how our final animation looks we have created a simple yet interesting fluid simulation where the fluid is flowing into this cup in the scene to make it look even better right click and select shade smooth and now we are ready to give some material to both the cup as well as the fluid so for this let’s go to the material preview mode now with the fluid selected let’s go to the material properties let’s also change the frame to somewhere near 130 or 140 now let’s create a new material let’s change the base color from here and I’ll be choosing the orange color now let’s reduce the roughness to somewhere near zero now go to the transmission and increase the weight to a value of anywhere between 0.9 and 1 now scroll down and turn on the rate race transmission also in the render properties do ensure that you have turned on the rate racing also since we are making the juice so I think that we should reduce the transmission value so go to the material properties and in the transmission weight let’s reduce it to something like 0.3 or 0.4 and now it looks perfect if you want you can change the base color from here and assign any color that you want but for now I’ll be choosing the mix of orange and yellow then for the cup let’s create a kind of plastic material for it so I’ll select the cup click on the new button let’s change the base color from here and I’ll be assigning the blue color let’s also reduce the roughness to somewhere near zero and now we are ready to view the animation so let’s take the pointer back to the frame number one and press the space bar to play the animation and finally this is how our final animation is looking we have this fluid flowing from a UV sphere into a plastic cup which has the effecta type selected in the fluid s ulation also you can make the animation look even more interesting by selecting the UV sphere and in the physics properties you can try to change the value of initial velocity like if you want you can move this UV sphere in the positive x-axis and then give a value to the initial x velocity as something around – 7 or – 10 m/ second and in this way you can give your animations a completely different look and with this we now arrive to the end of this chapter today we learned about the fluid simulation s blender and the different types of settings in the fluid simulation then we also created a simple scene with a cup and some juice flowing into it with the help of fluid [Music] simulation in today’s chapter we’ll be understanding about another Concept in the physics and simulation which is known as the fire simulation we’ll be understanding about the various types of settings and the controls available in the fire simulation and in the end of this chapter we’ll also be creating a simple scene of some burning wood with some fire on it now to create a fire simulation in blender we basically need two different objects one of them will be the domain and the other will be a flow object the domain basically means means the region or the volume in which the fire that is created will be flowing and the flow object is simply the source of the fire so in our scene we’ll be using this Cube as the domain object for the fire and for the flow object you can add any type of mesh so if I press shift plus a then go to mesh then I can select any mesh object from this list but for now I’ll be selecting the UV sphere which is now located at the world origin now I’ll select this Cube let’s tab into the edit mode and since this will be the domain or basically the volume in which the fire will flow so let’s also increase its size to see the simulation properly so let’s scale it up in the z-axis like this also press alt plus Z in order to turn on the x-ray mode Let’s scale it up slightly more and now it looks fine also I’ll go to the front view by pressing one on the numpad and let’s move this Cube or the domain in the z-axis let’s place it over here and now we are ready to create the fire simulation let’s also turn off the x-ray mode and now with the cube selected we’ll go to the physics properties and from this list select the fluid simulation now in the type select the domain and by default the domain type is selected as the gas so so in case of fire simulation we have to use the gas domain type and in case of the liquid simulations we have to use the liquid domain type and gu if you want to learn about the fluid simulations in liquid then you can watch this particular chapter where we discussed about this concept in complete detail now with the gas domain type selected we also have to create the source of fire so for this I will be selecting this UV sphere now go to the physics properties and turn on the fluid simulation now in the type select the flow and you will notice in the scene that we have some smoke emerging out of the uis spere and this is because in the flow type the smoke is selected similarly you also have some other options like fire plus smoke which will add both the fire and the smoke and you have one more option which is the fire and this one will add the fire individually without any smoke for now we’ll be selecting the Fire Plus smoke in the flow type so that we can understand both of them simultaneously and once I select the Fire Plus smoke flow type you can see here that we can see some simple fire in the scene also if I press the space bar to play the animation then we have the simple animation created where the fire coming out of the UV sphere will turn into smoke but what if you need a continuous supply of fire and to achieve such a result we need to change the flow Behavior by default the geometry is selected meaning that the amount of fire that will emerge out of the mesh will depend upon the geometry of the object and in order to get a continuous Supply we need to change the flow behavior from the geometry to the inflow now I’ll take the pointer back to the frame number one and press the space bar to play the animation and this time you will notice that we have a continuous supply of the fire and the smoke coming out of the UV sphere and the region in which it flows is the volume of this Cube which is the domain object now suppose you want to improve the quality of fire and smoke and to do this we have to change the fluid settings of the domain object so let’s select this Cube which is the domain and in the fluid settings the most important thing is the resolution divisions and by default this value is set at 32 but to improve the quality of the fire and the smoke we need to increase this value so if I increase it to something like 64 then in this case the quality of the animation will be improved but with that it will also take a much longer time to show the simulation in the 3D view Port as well as when you render the final animation but to skip this problem we have another setting in the fluid simulation which is the cas menu this will allow you to B the animation or in simpler words it will create a temporary memory where it will save all the details of the simulation between any two frames and the benefit of using this is that after making the entire animation in the C we’ll be able to run the animation smoothly without any issues so to bake the animation we first need to change the type from replay to the modular and also turn on is resumable now to bake the animation scroll up and in the settings category here you have an option to bake the data so I left click on it and now it will take some time to bake the entire simulation now once the baking is done the bake data button will get replaced by the free data which you can use if you want to make any changes in the fluid properties because in that case you will first have to remove the data by clicking on the free data option then you will change the properties and then you will have to rebake the entire data by clicking on the bake data button but now let’s go back to the frame number one and now if I press the space bar to play the animation then this time you can see that the fire and the smoke in the simulation look much more realistic and detailed than before and the best part is that even after improving the quality it is still running smoothly since we use the big data so to get realistic fire in the Smoke it’s advisable to use the resolution division value of around 64 but yes if you want much more realism or detailing added to the fire then you can increase the resolution division value to somewhere around 128 or maybe 256 and yes one more method to add some detailing or some noise to the fire is to use the noise option in the fluid settings so if I turn it on and let’s also open this menu then from here you can control the strength of the noise but for now we’ll be going with the default values and now to view the effect of noise you simply need to click on the bake noise this will take a few seconds to bake the noise for the entire animation and once the baking is done if I try to play the animation then now you will be able to see that how realistic and detailed this fire is looking because of adding the noise to it now moving ahead I will be removing this noise for now so I’ll uncheck this box and now we have the fire without the noise effect now one thing to notice here is that we are able to see the fire along with the smoke in the solid mode however if I switch to the material preview mode then we are not able to see any fire or smoke in our scene similarly this is true for the render view also the fire in the smoke is still not visible in our scene and the reason behind this is that we need to apply some material to the fire and the smoke in order to view them in the render view now a very important thing to understand is that the material of the fire and the smoke will exactly be the same as the domain object therefore to create the material for the fire and the smoke you have to select this domain object or the cube and with this selected go to the material properties now we have this default material applied which is sa with the name material and since we want this material to be applied to the smoke and the fire we’ll have to use the principal volume node and to do all this stuff we also need to open the Shader editor for this I’ll be changing this window of the timean editor into the Shader editor so click on this icon and select the Shader editor now I’ll be deleting the default principal bstf so left click to select it and press X to delete now press shift plus a go to Shader and select the principal volume Shader let’s place it over here now I’ll take the volume output socket and connect it to the volume input in the material output node now that both of them are connected the domain object or the cube will disappear and this is because it is a mesh object but we applied the principal volume to it also we are able to see some smoke emerging out of the UV sphere due to the principal volume node also if you want to change the color of the smoke then you can go to the color parameter and change the color from here but for now I’ll be choosing the default white color then you have the density option and if I try to change it the density of the smoke will increase or decrease now we also need to view the fire in our scene and for this we’ll be using the same principal volume node which is currently changing the material properties of the smoke now to do this you have to go to the color attribute option and in this type temperature now if I press enter you will notice some slight changes in the scene but before that let’s also understand why we entered the temperature in the color attribute so the reason for using the temperature in the color attribute is that we want to control the color of the volume based on the temperatures by doing this we are telling the blender software to use a temperature map in order to determine the color of the volume at each point now you must be knowing that the region around the fire will obviously have a higher temperature than the region around the smoke as a result the higher temperature areas will get assigned the colors associated with heat like orange red yellow and lower areas will be assigned the colors like the gray color or slightly blue color and to view this color change based on the temperatures you have to increase the value of the black body intensity by default it is set to zero but if I change it to one then now you will begin to notice slight orange color for the fire in the scene also to get realistic results it’s advisable to use the cycle cender engine so let’s change it from E to cycles and this is how it looks if you want to add more glow or heat to the fire then you can try to increase the values of the black body intensity and the temperature so in the black body intensity if I enter four then now this is how the fire is looking similarly if I go to the temperature value and change it from 1,00 to 1200 then because of the increase in temperature the color will also change also if you want to change the color of your fire then for this you can use the black body Tint by using this we can easily change the color of fire to any color of our choice but to get realistic results it is advisable to keep the black body tint color to either the white color or some light shade of yellow or orange and so finally this is how the fire simulation Works in blender let’s also change this window back to the timeline editor and let’s play the animation to view it in the render View and now it looks like this obviously it won’t run smoothly because we have the cycle sender engine turned on but you can run the animation properly when you finally render it by clicking on render and selecting the render animation and now moving ahead let’s try to revise what all we have done in this chapter by creating a simple scene with some wood and some fire coming out of them so for this let’s go to the solid mode and we’ll be deleting the cube as well as as the UV sphere so with the shift key hold it I’ll select the UV sphere now press X to delete and now to make the wooden pieces let’s add a cube object so press shift plus a go to mesh and select the cube tab into the edit mode press s to scale it down let’s also scale it up in the Y AIS like this now let’s go to the top view by pressing seven on the numpad let’s come out of the edit mode and we’ll place it over here also to make it incline let’s rotate it in the x-axis like this let’s also go back to the edit mode press three for the face select select this bottom face and let’s scale it up like this now we have one piece of the wood ready and to create the rest of them let’s first go to the Top View Press shift plus d to create a duplicate then right click and let’s rotate it in the z-axis by 180° let’s move it in the y- axis and place it over here let’s create two more pieces so with the shift key holded I’ll select the other one also now press shift plus d to create a duplicate of both of the pieces and right click to cancel the movement now let’s rotate the duplicate pieces in the z-axis by 90° and with this we have four simple wooden pieces added in our scene if you want to increase their number simply select them press shift plus d to create a duplicate right click and rotate them in the z-axis now we have enough wood in the scene and to create the fire we need to have a flow object in the center for this let’s use a UV sphere so press shift plus a go to mesh and select the UV sphere let’s move it up in the z-axis and place it over here also let’s create a domain object so press shift plus a go to mesh and select a cube tab into the edit mode Let’s scale it up like this let’s also scale it up in the z-axis like this now go to the front view by pressing one on the numpad press all plus Z to turn on the x-ray mode and let’s move this Cube up in the z-axis now left click to finalize now let’s return back to the object mode mode Let’s also turn off the x-ray mode and now we’ll be making this Cube that we added as the domain for the fire simulation so for this let’s go to the physics properties select the fluid simulation and in the type select the domain then for the flow object I’ll be selecting the UV sphere so in the physics properties select the fluid simulation and in the type select the flow now change the flow type from the smoke to Fire Plus smoke let’s also change the flow behavior from geometry to inflow now I’ll take the pointer to the frame number one and press the space bar to play the animation so with this we have a simple fire simulation ready where we have some wood pieces and a UV sphere in the center from where the fire is emerging then if you want to increase the quality of fire you can select the domain change the value of resolution divisions to 64 let’s also bake the animation so in the cas category change the type to modular let’s also turn on the is resumable and to bake the data scroll up and click on the bake data now once the baking is done we can see the improved quality of the fire and the smoke but again if I go to the render view then we’ll not be able to view the animation to solve this problem with the domain object selected go to the material properties click here and from this list select this first material which we used to create the fire previously in this chapter and with this the fire is properly visible in the scene and now we’ll be working on creating the wood material for these pieces so for this let’s select one of them and to focus only on the object press the forward slash button for some lighting click on this drop down and from here turn off the scene world now to create the wood material let’s change this window to the Shad editor now click on the new button and for the wood texture we’ll be adding the noise texture so press shift plus a go to texture and select the noise texture let’s place it over here connect the fact factor to the base color in the principal bsdf and to add the texture coordinate and the mapping node select the noise texture and press crl plus T now connect the object socket to the vector in the mapping node and to get a texture which looks like wood we need to change the scaling of this texture with the help of mapping node so let’s try to change the scale in the xaxis let’s also change it in the y- axis and let’s keep it to something like five or six let’s also change the scale in the z-axis so by changing these values you can change the way how the texture looks on your object for now I’ll be changing the scaling in the x-axis to something like 0.5 or 0 6 let’s also slightly increase the value of scaling in the z-axis so we’ll keep it to something like 4 or 4.5 and now it looks perfect to give it some colors let’s add the color ramp node so press shift plus a go to converter and select the color ramp let’s place it over here in between the noise texture and the principal bstf now for the first pointer we’ll be using the black color only but for the second pointer I’ll change this color to something like brown so let’s reduce the brightness from here and change the color to the brown color also to give it a more realistic look let’s add some bump effect to the texture so for this press shiftless a go to vector and select the bump node let’s place it over here connect the factor socket in the noise texture to the height and the normal socket in the bump node to the normal in the principal bsdf also if you want to increase the amount of black color in the texture then for this select the first pointer with the black color and move it like this this will increase the amount of black color in the texture so for now let’s place it somewhere over here also you can use the scale parameter in the noise texture in order to control the overall scaling of the texture applied but for now I’ll be keeping the default value of five and now the wood material looks perfect so to remove the the focus from this wood piece press the forward slash button again let’s also turn off the scene World from here and now to apply this wood material on the other pieces Also let’s first go to the object mode then we need to select all the pieces except the one on which the material is applied so let’s select all of them by holding the shift key like this and in the end we have to select that particular object on which the wood material was applied so with the shift key holded I’ll be selecting this one in the end now press contrl plus L and select the link materials now if I go back to the render view then you can see here that we have the wood material applied to all the wood pieces also to finalize our scene let’s add a plane at the bottom so press shift plus a go to mesh and select the plane tab into the edit mode press s to scale it up 10 times now go to the front view by pressing one on the numpad and let’s move this down in the z-axis now if I go to the camera view by pressing zero on the numpad let’s also turn on the lock camera to view and then zoom out and finally this is how the scene looks let’s also change the color of this plane at the bottom so go to the material Properties or in the Shader editor and click on the new button now let’s change the base color and for now I will be assigning the blue color also if you want to get some more light in the scene then you can select this lamp go to the object data properties and increase the power to something like 2500 wats let’s also create a duplicate and move it in the y axis and with this we now arrive to the end of this chapter today we learned about the fire simulation in blender and also used it to create a simple scene with some wooden pieces and some fire coming out of [Music] it in this chapter we’ll be understanding about the four types of quick effects that are used in blender in order to create basic simulation scenes or effects and get inst results now to begin with the first question is that what exactly is meant by quick effects and what is its use so the quick effects allow you to set up a basic simulation scene or effect including the selected objects and it allows you to add essential objects like domains or the particle systems with the predefined settings so that you can easily get instant results and to access the quick effects you need to open this object menu and in this list here you have the quick effects and these are the four basic quick effects that are mainly used in blender the first one is the quick fur the second is quick explode the third is the quick smoke and the last is the quick liquid so let’s begin with understanding the usage of each of these four quick effects and for this first I’ll be deleting this Cube so press X to delete and now we’ll be adding a suzan or the monkey model so press shift plus a go to mesh and select the monkey object and with this monkey selected we’ll be applying the first quick effect to it which is the quick fur and to add this effect go to the object menu then in the quick effects select the quick fur and on applying this effect you can see that we have some fur added on the suzan or the monkey object however if I select the San object from the scene collection and go to the particle settings then you can see here that we don’t have any hair particle added but still we are able to see these hair particles or the fur applied on the suzan object and this is because by using the quick fur effect we made blender to add a geometry note setup built with the hair node groups to check this thing you can go to the geometry nodes workspace and with the first selected you can see here that we have this entire node system created automatically by blender and due to this note system blender managed to produce this fur effect on the suzan object also in the scene collection if I click on this drop down then you can see here that we have this object named as curves and this is representing these hair particles or the fur particles so if I selected the Curves in the scene collection it means that we have selected the fur but if I select the suzan then in this case we have selected the original suzan object for now let’s return back to the layout workspace then I’ll select this F either from the 3D viewport or from the scene collection by clicking here and selecting the curves now press X to delete it and the next type of quick effect that we’ll be exploring is the quick explode so for this I’ll be selecting the suzan object then go to the object menu and in the quick effects select the quick explode now what this basically does is that it creates an explosion effect which you can view by playing the animation so if I press the space bar then the suzan object will explode so whenever you have to create a simple explosion effect for your object then for this you can simply use the quick explode in the quick effects also if I go to the modify properties then here you can see that because of adding the quick explode it has created a particle system which you can also see in the particle properties and also this explode modifier is added due to which the explosion effect was being created also if you want you can apply this modifier directly in the modifier Properties by clicking on ADD modifier and in the physics here you have the explode modifier but with the help of quick effects it will directly make the setup of the modifi in your blender file also if you want that the number of these pieces in the explosion should increase or decrease then for this you can go to the particle settings and increase the number from here by default this value set to 100 however if I increase the number to something like 2,00 and let’s play the animation one more time and now you will notice that the suzan object is being broken into a much larger number of pieces similarly if I change the number value to value of two and let’s play the animation one more time and now you can see that the explosion effect is still being applied but this time the monkey object is broken into two separate pieces so with the number value in the particle settings you can control the number of pieces which will be there when the explosion occurs now moving ahead I don’t think it’s right to break or explode this innocent suzan like the way we just did so right now we’ll be removing this effect and for this let’s go to the modify properties and with my cursor over the explode modifier press X to delete let’s do the same with the particle system also and press X to delete now we have our innocent suzan object back in the scene and now the next type of quick effect that we have is the quick smoke and to access this go to the object menu and in the quick effects select the quick smoke now what this quick smoke does is that it automatically creates a smoke simulation by adding a domain object around it also to understand about the simulation in Smoke and fire in complete detail you can watch this particular chapter we understood about how the fire in the Smoke simulations work in blender now returning back to the scene we have this domain object around the suzan model and if I go to the physics properties then here you can see that we have the fluid simulation selected with the domain selected here and in the domain type we have the gas selected also if I select the suzan or the monkey object then here in the physics properties we have the fluid simulation selected and in the type the flow type is selected meaning that the smoke will be emitted from the suzan object and it will flow according to the volume of the domain object so to view the smoke simply take the pointer back to the frame number one and press the space bar and now we can see the smoke emerging out of the monkey object also if you want to add some fire then for this with the monkey object selected go to the physics properties and in the flow type select fire plus smoke now let’s take the pointer back to the frame number one and press the space bar and with this we now have both the fire as well as the smoke coming out of the monkey object so whenever you have to get some fire or some smoke emerging from an object then you simply need to select that object then go to the object menu and in the quick effects you simply need to apply the quick smoke and now moving ahead the fourth and the last type of quick effect that we have on our list is the quick liquid so to understand this I’ll be deleting the monkey object so press X to delete let’s also select the domain and delete it as well let’s also take the pointer back to the frame number one and now let’s add a simple cube in the scene so press shift plus a go to mesh and select a cube now with this Cube selected go to the object menu then in the quick effects select the quick liquid now what the quick liquid does is that it simply creates a liquid simulation in the scene where the selected object which is the cube will get get the fluid simulation applied with the flow type selected meaning that the liquid will emerge or flow from that object and it will also add a liquid domain which you can select from the scene collection and with this selected if I go to the physics properties then here you have the fluid simulation selected and the type set as domain also in the domain type we are having the liquid selected which will allow us to create a liquid simulation so if I go to the 3D view port and press the space bar to play the animation then you can see here that we have the simple liquid simulation created simply by using the quick liquid effect so in this way whenever ever you want the liquid simulation to be applied on any object in the scene then you can simply use the quick liquid from the quick effects and with this we now arrive to the end of this chapter today we learned about the four simple yet timesaving quick effects that are available in [Music] blender now before beginning with the character modeling we first need to understand that what exactly will be the type of character that we’ll be creating so from this particular chapter we’ll be creating this particular character where we’ll be focusing on modeling the character’s body making the hair of the character then we’ll make the clothes of character so by following all these steps we’ll be completing the creation of character model now to begin with modeling the head of character we need a simple object to start with it can either be a cube or a UV sphere or maybe a cylinder and in this particular chapter we’ll be making the character’s head with a cylinder so first of all press X to delete the cube now press shift plus a go to mesh and select the cylinder now in the add cylinder menu we have several settings to change and the one that will be changing will be the vertices parameter by default its value is set to 32 but we need the character’s head to be much more simple as a result I’ll change the vertices value from 32 to a value of 16 now we have lesser vertices and this will give the head of the character a very simple look now let’s go to the front view by pressing one on the numpad and we’ll be keeping this x-axis as the base of the character so we’ll be moving the cylinder up in the z-axis by 4 M and that’s because we’ll be keeping the character’s height of somewhere around 4 M now let’s also reduce the size of head and right now if I select the measure tool from here then you can see that for a height of about 4 M we have to keep the head of cylinder somewhere around this point also we’ll be keeping the length of the character’s head of around 1/4 the height of character which is approximately equal to 1 M but right now the length of the cylinder which will be used as a head is around 2 m so to solve this problem tab into the edit mode press s to scale it down and type 0.5 also return back to the object mode move the cylinder down in the z- axis by 0.5 M so for this press G then Z and enter minus 0.5 now to make the cylinder look like the character’s head go to the edit mode and now we’ll be applying the bevel tool to the edges of the cinder so for this press two for the edge select mode now left click anywhere in the screen to deselect all the edges and now we need to select only the top Edge Loop and the bottom Edge Loop so for this with the ALT key holded left click on the top Edge Loop and similarly with the alt and the shift key holded select the bottom Edge Loop let’s go back to the front view and to apply the bevel tool press ctrl+ B this will help us to form the basic structure of the character’s head also to improve the number of segments you can use the scroll wheel so if I scroll up the number of segments in the bevel will increase and once you have finalized simply click the left Mouse button also to make the head of character slightly thinner press a to select everything and we need to scale it down in the X and Y axis simultaneously so for this press s and press shift plus Z now let’s scale it down like this and left click to finalize now one of the most important things while modeling anything is to take care of the fact that each face of the geometry should be made from four vertices as far as possible but in this case you can see that the top face as well as the bottom are made up of more than four vertices and to solve this problem simply go to the face select mode by pressing three now select the top face press X to delete and select delete faces and now we need to fill this face such that all the faces in the geometry will have exact four vertices so for this press two for the Ed select mode now with the ALT key holded select this Edge loop at the top now if I press crl plus F then it will show the menu for the face settings like the extrude faces insert faces filling the faces and for this particular case we’ll be selecting the grid fill this will help to fill the empty space in between the selected vertices by adding multiple faces in the grid form also if I go to the top view by pressing seven on the numpad then here we need to ensure that the pattern of these grid faces should be such that the vertices of these faces should be aligned with the X and the Y AIS but in this case we are not having that alignment and to solve this problem in the GD fi settings over here you can try to change the offset value and by doing this we’ll reach a result where these vertices or the edges are properly aligned with both the X and the Y AIS now let’s do the same with this bottom face also so for this press three for the face select mode now select the bottom face press X to delete and select delete faces now press two for the Ed select mode and with the ALT key hold it select this Edge Loop now now press crl plus f for the face menu and select the grid fill now for the bottom View Press crl + 7 and to align the vertices and the edges with the X and Y AIS go to the grid fill settings and change the offset from here and add the offset value of two I’m getting the desired results now with this we have the basic structure of the head ready in our scene now moving ahead if I go to the side view then we need to make the face slightly more upwards from this right side and for this press alt+ Z to turn on the xarray mode now press one for the vertex select mode and select these bottom edges now first of all press X s and z and slightly scale it down in the z-axis now press R to rotate it like this and left click to finalize also press G to move it in the y- axis and move it slightly towards the right also if you want you can rotate it even more by pressing R so it completely depends upon you that how much angle you want to keep for the head of character now moving ahead we’ll be creating the mouth of our character so for this let’s first add some Loop Cuts in order to increase the number of vertices so press cr+ R then left click and drag it down like this let’s add one more Loop cut below the first one so press rl+ R again and let’s add a loop cut over here now left click to finalize and right click to cancel the movement for a better geometry let’s add one more Loop cut over here so press cr+ R then left click to finalize and right click to cancel the movement now let’s go back to the front view by pressing one on the numpad Press alt plus Z to turn off the x-ray mode now for creating the mouth we’ll be selecting some faces on this Lower Side and we’ll then insert the faces so for this press three to enable the face select mode and now we’ll be selecting these eight vertices over here now to insert them press I and then left click to finalize Now to create a hollow space for the mouth part press X and select delete faces now moving ahead in order to ensure a proper symmetry of the face on both the sides it’s advisable to use the mirror modifier so for this first enable the x-ray mode by pressing alt to Z Now select the second half of faces press X and select delete faces let’s turn off the x-ray mode and with this half go to the modify properties click on ADD modifier and in the generate select the mirror modifier now whatever changes I’ll do on this right hand side to any of the vertices edges or the faces will automatically get applied to the other the symmetrical side for example if I select this face and press G to move it then you can see here that the same effect is being applied to the other side of the face as well however if I press one for the vertx select mode and select a Vertex anywhere in the middle and try to move it then now you will notice that the middle vertices of both sides of the Symmetry are not connected to each other and to connect them together simply go to the mirror modifier and turn on the clipping and with this if I again try to move this vertex by pressing G then the geometry is no longer getting ripped

    apart now let’s go to the front view and now let’s place these vertices around the mouth properly for the character so for this I’ll select this top Vortex let’s slightly move it down in the z-axis let’s select this one also and move it up in the z- axis like this in this way we’ll reduce the hollow space that we have created for the mou now select this Vortex over here press G to move it and place it over here now I’ll select this one let’s move it slightly upwards now we’ll select this vertex let’s move it over here similarly with this one let’s place it over here and now this particular vertex we’ll place it over here now let’s zoom in and you need to ensure that the space between the top and the bottom vertices is almost equal for all these vertices around the mouth so let’s properly fix this so first of all let’s move the selected vertex slightly upwards in the z-axis like this let’s select this one and move it slightly downwards in the z-axis let’s also select this one and move it slightly in the x-axis like this and now it looks perfect Also let’s go to the side view by pressing three on the numpad now over here we’ll be selecting this vertex and press G to move it in the y- axis then I’ll also select this one and let’s move it over here let’s also move this particular vertex slightly upwards in the z-axis let’s also move this one slightly ly upwards in the z-axis and guess it depends on your model and the placement of different vertices that what changes you should do here in simple words you need to ensure that all of these vertices of the mouth are kind of symmetrical on both the top as well as the bottom also I’ll select this vertex which is not connected to the mouth and will slightly move it in the y- AIS the reason for doing this is that when the mouth of the character will move it will also show the stretching effect as a result we had to move this vertex slightly apart in order to increase the area around the mouth for stretching also for a better geometry we’ll be adding a Loop cut over here so press c cr+ r then left click to finalize and right click to cancel the movement now it’s completely up to you if you want to change the position of any vertices and the effect of these changes will basically be visible when we work on the facial expressions so if you want you can try to move some of these vertices as per your own choice but for now I think that the mouth area looks almost perfect and now moving ahead we’ll be creating a nose for our character so for this let’s first go back to the object mode and now to make a simple cartoon like nose for this character which will be kind of circular you can add a UV sphere on an icosphere but in this chapter I’ll be using a cube and we’ll apply subdivision surface modifier to it so press shift plus a go to mesh and select the cube now go to the modifier properties click on ADD modifier and in the generate select the subdivision surface modifier now with the level viport set to one let’s apply this modifier so click on this drop down and select apply now go to the side view by pressing three on the numpad tab into the edit mode press s to scale it down like this now let’s return back to the object mode press G to move it and place it over here now let’s zoom in and we still need to make it get smaller in size so tab into the edit mode press s to scale it down again and now it looks perfect Also let’s return back to the object mode press G to move the nose and let’s move it in the y- axis and place it over here now moving ahead let’s also model the eyes of the character and for this we’ll be using the same cube with the subdivision surface applied so for this press shift plus d to create a duplicate and place it over here now tap into the edit mode and instead of round we’ll be making it slightly overal so for this press s to scale it up in the z-axis now left click to finalize now let’s go to the side view get back to the object mode let’s move it in the y- axis and place it over here also let’s slightly scale it down in the Y AIS in order to make it thinner and now it looks perfect now to get a better view of the ice position let’s go to the top view by pressing seven on the numpad tab into the edit mode now with all the vertices selected let’s rotate it in the z-axis like this now come out of the edit mode press C to move it and place it over here now let’s go to the front view again and once this eye is ready we’ll now be creating the eyebrows of the character so for this press shift plus a go to mesh and select a cube tab into the edit mode press s to scale it down let’s zoom in come out of the rate mode and let’s place it over here also go to the side view by pressing three on the numpad and let’s move it forward in the y- axis now to convert it into an eyebrow we need to do some changes in the geometry of this Cube so tab into the edit mode Let’s scale it down in the z-axis in order to reduce its height Also let’s scale it down in the Y AIS in order to reduce the depth now let’s go to the front view in order to see it properly now let’s come out of the edit mode and move it down in the z-axis I think that we should reduce the size in the xaxis also so tab into the edit mode again and scale it down in the x-axis like this now to align the eyebrow properly with the face go to the top view by pressing seven on the numpad Press R and Z to rotate it in the z-axis now come out of the edit mode and move it over here and now this is how the simple eyebrow of the character is looking in order to make it curve tab into the edit mode and now we need to add some Loop Cuts in order to make the eyebrow curved so press crl + r and to increase the number of loop Cuts you can use the scroll wheel so let’s keep around three Loop CS then left click to finalize and right click to cancel the movement now turn on the proportional editing tool by pressing o and now we’ll move the selected vertices upwards in the z- axis so for this press G and since the proportional editing tool is turned on as a result if I try to move these vertices the effect will also be seen on the neighboring vertices and to solve this problem we need to reduce the size of the circle of influence of proportional editing tool and for this after pressing the G key simply scroll up and this will reduce the size of the circle of influence let’s keep the size to something like this so that when we move up the selected vertices in the z-axis the surrounding vertices will also show some movement now left click to finalize now while being in the edit mode press a to select everything or to turn off the proportional editing and let’s move it down again in the z-axis like this and now we have the curved eyebrows in the scene now let’s return back to the object mode and now the next thing that we going to do is to complete this other side of the face as well and for this we’ll be joining the nose eyes the eyebrows and the head together as a single object but before that let’s also make this nose cut into half so that we can properly join it with the remaining parts of the face and then apply the mirror modifier so let’s Saab into the edit mode press all plus Z to turn on the x-ray mode now select this half of vertices press X to delete and select delete faces now let’s come out of the edit mode press all plus Z to turn off the x-ray mode and with this nose selected hold the shift button then select this eye then with the shift key still holded select this eyebrow and in the end select the head now to join them together press crl + G and now because of the mirror modifier we are having the nose eyes and the eyebrows on both the sides of the face and now one thing that you might have noticed is that currently the face of our character is looking somewhat like a robot and that is because we are not having enough vertices to give it a human like look and to solve this problem we’ll be applying the subdivision surface modifier to it so with the head selected go to the modify properties click on ADD modifier and in the generate select the subdivision surface modifier and with this the face is now looking much more realistic than before similarly if I go to the subdivision surface modifier and increase the level seport to a value of two then the character will look much better but for now I will be keeping the level suport value to one also I think that we should try to increase the thickness of the eyebrows so for this tab into the edit mode Let’s go to the front view by pressing one on the numpad and to select only the eyebrows one of the ways is to select the eyebrows like this but in this method you might exclude some of the vertices or include some vertices of the surrounding objects so a better way to do this is to first deselect everything by left clicking in the 3D view Port now with my cursor over the eyebrow press L and now you can see here that we have all the vertices of the eybrow selected now let’s scale it up in the z-axis like this also let’s go to the side view by pressing three on the numpad and let’s scale it up in the y axis also if I zoom in then you can see here that because of the subdivision effect the distance between the nose and the face has slightly increased and to bring it closer first ensure that nothing is selected then take the cursor over the nose press L and now let’s move it in the Y AIS let’s place it over here and left click to fin lights and now moving ahead we’ll now be creating the ears of the character so for this we’ll be adding a cube in the scene so press shift plus a go to mesh and select a cube let’s move it and place it over here now tab into the edit mode press s to scale it down and left click to finalize now come out of the edit mode press G to move it and place it over here now let’s return back to the edit mode and let’s slightly scale it down now let’s go to the side view let’s scale it down in the y axis also and now it looks perfect now to make it shape look more like an ear we need to add some Loop Cuts so press crl plus r and add one Loop cut over here then press crl + r again and add another loop cut over here now turn on the x-ray mode and select these vertices let’s scale them up in the z-axis slightly then I’ll select this vertex and with the shift key holded select this one and we’ll be moving them slightly inwards so press G and move them in like this let’s also scale them down in the z-axis and now it looks perfect now let’s turn off the x-ray mode press three for the face select mode and now we’ll be selecting these four faces of the ear press I to inzet then left click to finalize and to create the hollow space we’ll be extruding in these faces so press e to extrude it inwards and left click to finalize let’s also scale them slightly downwards by pressing s and left click to finalize now let’s go to the top view by pressing seven on the numpad press a to select everything and let’s slightly rotate them in the z- axis now left click to finalize and now moving ahead we’ll be joining this ear with the head of the character so return back to the object mode and and with the ear selected hold on the shift key and select the head now press control+ J and with this we’ll observe two changes one is the mirroring which is due to the mirror modifier and the second effect is the application of the subdivision modifier now moving ahead if I go to the mirror modifier and click on this third icon then now we’ll be able to see only the original right half of the head and if I change the angle then you can clearly see that a mesh is not having any kind of thickness currently it looks thin as a paper and to give it some thickness we’ll be adding the solidify modifier so go to the modifier properties click on add modifier and in the generate select the solidify modifier also to ensure that you move the solidify modifier up in the order before the subdivision surface modifier and to do this left click over here and drag the solidify modifier above the subdivision surface modifier now in the thickness value keep it to somewhere around 0.01 or 0.02 and this will give a slightly thick look to the mesh of head now moving ahead let’s work on creating the interior part of the mouth so for this we’ll basically be making a curved object to be placed in here and for this we’ll be adding a cube in the scene so press shift plus a go to mesh and select the cube now go to the modify properties click on ADD modifier and in the generate select the subdivision surface modifier with the levels UT set to one we’ll be applying this modifier from here now let’s go to the side view by pressing three on the numpad now press gz and move it up in the z-axis now go to the wireframe display mode and to modify this Cube tab into the edit mode press s to scale it down and left click to finalize now we have to ensure that the position of this object which will be using for the interior of mouth must be placed somewhere at this position so for this come out of the edit mode press G to move it and place it over here now tab into the edit mode again press one for the vertex select mode select everything by pressing a and let’s scale it down again now left click to finalize now let’s go to the front view and we’ll be deleting this left half of the object so for this I’ll select these vertices press X to delete and select delete faces Also let’s return back to the object mode press three to go to the side view or maybe let’s press cr+ 3 to view the other side now press alt plus Z to turn on the x-ray mode and now we’ll also be deleting these vertices that are coming out of the face so press X and select delete vertices now we’ll be selecting this front edge Loop of this object so hold on the alt button and left click now press e to extrude it in the y axis then left click to finalize let’s also go to the side view in order to see everything properly so press crl + 3 and I think that we should move all the vertices slightly backwards so press a to select everything and let’s move it in the y axis Also let’s slightly scale it up in the y axis like this and left click to find Li now select this vertex over here and also with the shift key holded select this vtex and let’s move them forward in the y axis now left click to finalize and with this we now have the interior of the mouth almost ready for our character now let’s return back to the object mode and just like the other body parts we’ll also be connecting this interior of the mouth with the face of character so for this with the mouth interior selected hold on the shift button and select the face and to join them together press crl + J and because of this we now have both the solidify as well as the subdivision surface modifier applied to the entire face along with the mouth interior also to view the effect of the mirror modifier again you simply need to turn on the realtime display by clicking on this icon now before moving ahead in the solidify modifier to ensure that you have turned on the only Rim option the benefit of enabling this is that now the solidify modifier will affect only the open edges of the model and as a result it won’t add any thickness or the solidify effect to those areas which don’t have an open Edge so it’s better to keep this option on now moving ahead we’ll now be creating the teeth for our character and for this we’ll be adding a cylinder in our scene so press shift plus a go to mesh and select the cylinder now in the add cylinder menu change the number of vertices to 16 now tab into the edit mode and with all the vertices selected let’s scale it down in the z-axis now to model the teeth we’ll be using these front faces and we’ll extrude them in order to give them some thickness so first of all press three for the face select mode select the top face and with the shift key holded select this bottom face now press X to delete and select delete faces now as I told you earlier we only need these front faces and therefore I’ll go to the top view by pressing seven on the numpad press one for the vertx select mode then press all plus Z to turn on the x-ray mode and we’ll be selecting all these vertices now press X to delete and select delete faces and with this we have only the front faces of the cylinder in our scene let’s also turn off the x-ray mode press a to select everything and to reduce its width let’s slightly scale it down in the Y AIS so press s y and scale it down like this and now to add some thickness to these faces press three for the face select mode and now we’ll be extruding these faces along the normals so for this press alt plus e and select extrude faces along normals now if I move my cursor then the faces will get extruded and to finalize the Extrusion simply click the left Mouse button now we’ll be using the this Teeth part for the upper teeth that will get attached to the upper jaw as a result we don’t need to have all these faces on the top and also on the sides so to delete them first I’ll select this phas then with the control key holded select this last phas also with the shift key holded select this phas and similarly select this face also now press X to delete and select delete faces and with this we have all the selected faces deleted also to give it a realistic look let’s return back to the object mode and now we’ll be using the subdivision surface modifier so go to the modifier properties click on ADD modifier and in the generate select the subdivision surface modifier Also let’s tab into the edit mode press a to select everything and let’s scale this up and I’ll scale it up in the z-axis also to make this lower part slightly less rounded let’s add a loop cut over here so press crl plus r then left click and move it down and with this we now have the teeth ready for our scene and so now it’s the time to place the teeth inside the mouth of character and to do this let’s first select the head of character and I’ll disable the realtime display of the mirror modifier let’s go to the side view by pressing control and three on the numpad now select the teeth press G to move it and place it over here now tap into the edit mode press a to select everything and scale it down and then left click to finalize now go to the front view press Al plus Z to turn on the x-ray mode and let’s scale this down in the x-axis Also let’s go back to the side view let’s also scale it down in the z-axis slightly turn off the x-ray mode and let’s also return back to the object mode now to move the teeth press G and move it over here let’s go to the front view also so press one on the numpad let’s move them slightly upwards in the z-axis and place them over here similarly for the lower teeth press shift sh plus d to create a duplicate then right click to cancel the movement let’s move it down in the z-axis and place it over here but if I change the angle then you can see here that for the lower teeth also we have the hollow space on the top and the field faces on the bottom part but to get the reverse result we need to rotate this object in the y axis by 180° so press r y and enter 180 let’s go back to the front view and move it down in the z-axis now left click to finalize Also let’s go to the side view tab into the edit mode and let’s slightly scale it down so that the upper teeth have a slight higher size as compared to the lower teeth also I will be joining both the upper teeth as well as the lower teeth together so for this with the lower teeth selected hold on the shift key and select the upper teeths now press crl plus J to join them together and with this the teeth are now completely ready also I’ll change their name in The seene Collection so instead of Cinder .001 I’ll double click and change its name to teeth similarly for the head also I’ll select it go to the scene collection double click to rename and change its name to head let’s also go to the mirror modifier and turn on the real time display and with this we have the basic structure of the head along with the teeth ready in our scene Also let’s go back to the front view with the head selected tab into the edit mode deselect everything press one for the vertex select mode and I’m planning to make the lower part of the face slightly scal down so for this let’s select this Edge Loop so with the ALT key holded select the edge Loop and to increase the selection we’ll be using the shortcut to press control with the plus button also turn on the proportion editing tool to get better results now press s and x and slightly scale it down let’s reduce the circle of INF fluence and left click to finalize before moving ahead I can also notice that this interior part of the mouth is intersecting with the teeth so let’s turn off the realtime display in the mirror modifier let’s change the angle and now we need to select this interior part of the mouth and move it slightly backwards in the y- AIS so for this let’s first T select everything now I’ll take my cursor over the mouth interior part then press L let’s also turn off the proportional editing and let’s move it back in the Y AIS then left click to finalize and with this we have the head of our character completely ready and now moving ahead we’ll be creating the hair for our character for this tab into the edit mode and now we need to select all those faces where the hair will be added so for this first of all I will be selecting these top faces so let’s select all of these then to increase the selection press control and the numpad plus let’s do this one more time now we have some of the faces selected Also let’s deselect all these faces on the bottom which might have been accidentally selected so for this hold on the control button and select all these faces Also let’s select these side faces so with the shift key holded select all these faces now let’s change the angle select these faces at the back back and I think that these will be the faces where we’ll be adding the hair particles so now I’ll press one for the vertex select mode and we need to increase these vertices in order to create the hair particles so right click and select subdivide and we need to repeat this step three to four times so let’s do it one more time and now we have a high number of vertices added on these faces Also let’s assign all these vertices to a Vertex group so for this let’s go to the object data properties then to create a new vertex group click on this plus button and to change its name double click here and we’ll rename the vertex group to here now to assign these vertices to the hair vertex group click on the assign button and now we are ready to create the hair so let’s come out of the edit mode and now we’ll be opening the particle properties to create a new particle system click on the plus button and change the particle type to hair now we have the hair particles added all over the character face on this left hand side however to get the hair particles only on the vertex group that we selected go to the vertex group settings and in the density select the hair vertex group also it’s advisable to select the hair vertex group for all of these parameters so let’s do the same with the fourth one then with the roughness one parameter similarly the roughness 2 parameter the roughness n parameter and at last I’ll do the same with the twist parameter now first of all let’s increase the number of hair particles so let’s change the number to something like 3,000 then to reduce their length let’s go to the hair length and change it to something like 0.1 M or maybe 0.08 M now in the segments we have to input a very high number in order to give a realistic look to the hair so in the segments I’ll be entering a value of 20 then go to the source settings and in the emit from select vertices this will make the hair particles emit from the vertices that we have selected rather than the faces also in the render settings scroll down and in the path category increase the number of steps to something like eight this will again give a much more realistic look to the hair particles similarly in the viewport display change the Strand steps to seven or eight and now we have the most important setting which is the children’s settings also before moving forward if you don’t know anything about the hair particles then I’ll first advise you to watch this particular chapter where you understood about the hair particles in complete detail now returning back to the concept in the children select the simple type and change the display amount and the render amount both to a value of eight also let’s reduce the radius value to something like 0.1 and now we have the setting called the clumping that will completely change the way how the hair particles are looking so first of all let’s add some clumping to the hair by changing this value to one also let’s increase the value of the shape of clumping to a maximum of one and now the next parameter that we have is the most important one and this is the twist parameter this value will control the number of turns around the parent here along the Strand to understand it in a better way let’s try to increase the twist value so let’s change it to something like two and now you will begin to notice that the hair of character is actually looking better it has this twisting effect in the hair particles which is due to the twist parameter let’s further increase this value of the twist parameter to something like four or five or maybe let’s keep it to six and now the hair particles look perfect we have created realistic looking hair particles with the help of the hair particles in blender also if you want you can try to change the values of parameters like the number of hair particles or the hair length or maybe the amount of clumping or the twisting effect according to what you think think will look the best for your character but for now I’ll be going with only this particle system also one more thing that you can see here is that we have the hair particles only on this one side of the character’s head and this is because we have not yet applied the mirror modifier so if I click on this drop down and apply then you will notice that we now have the hair particles added on both the sides but it might be possible that we may want to edit something in the mirror modifier and therefore we’ll not be applying it right now so let’s undo this by pressing cr+ Z and now we have the mirror modifier back in the modifier properties also one more thing that you can see here is that some of the hair particles are covering the ears of character and to solve this problem let’s go to the side view by pressing three on the numpad tab into the edit mode and now we’ll be selecting all those vertices that are around the character’s ear for this let’s first turn on the x-ray mode and now we’ll be selecting all these vertices over here with these selected go to the object data properties and with the here vertex group selected click on the remove button now this will remove all the vertices that were previously the part of the vertex gr but are now selected over here so let’s return back to the object mode let’s also turn off the x-ray mode and now you can see here that we have slightly lesser number of hair particles around the ear to reduce the number further let’s again go to the side view tab into the edit mode and let’s try to increase the selection by pressing control and the plus icon in the numpad let’s repeat this step one more time and now again I’ll click on the remove button let’s return back to the object mode and now this is how the result is looking we are only having a few hair particles in front of the ear and this is because we still have not selected these vertices over here so if you want to reduce the number of hair particles further you can press control and the plus icon again and click on the remove button but for now I won’t be doing this step because I think the characters hair is looking better in this case also one more thing that I should explain you in the edit mode is that you might be thinking that while removing the vertices we have selected all these unwanted vertices which are not related to the hair particles but as I told you before when you are removing the vertices in a vertx group it will not consider these vertices which were already not part of the vertx group it will only consider those selected vertices that were already there in the vertex group now let’s return back to the object mode again and with this we now have the head of the character ready and now before ending this chapter we’ll also be creating some materials for the character’s head so first of all let’s right click and apply shade smooth and now to create the material let’s go to the material properties let’s also go to the material preview mode and now we’ll be creating the material for the skin so in the material properties let’s create a new material and for the base color we’ll be selecting the skin color and for this we’ll be using the HX code of skin color which is E7 ae80 so let’s go to the HX code and we’ll type E7 AE 80 and press enter to confirm now we have the skin color applied to the entire head along with the hair particles so we’ll be assigning different material for the hair the eyebrows and the eyes of character but for now let’s first work on the skin material so let’s also increase the roughness value slightly so we’ll keep it to something around 0.6 or 0.7 then go to the sheen category and in the weight let’s increase it to one let’s also increase the roughness value to something like 0.6 or 0.7 who don’t know the usage of Sheen in the material properties it is simply sub scattering which simulates the way light interacts with translucent objects like skin wax marble so in simple words it helps to create a soft or a glowing effect beneath the surface of material giving it a much more realistic appearance now since we are making the skin color so in the sheen tint we’ll change it to something like orange or red and so with this the material for the skin is completely ready now moving ahead we’ll be creating the material for the hair particles and for this let’s create a new material and in this one we’ll simply change the base color to something like black or dark blue so let’s reduce the brightness from here and to apply this material go to the particle settings and in the render category change the material to the material. 001 and by doing this the color and the material of the hair particles will now change let’s go to the material properties again and we’ll rename the material. 001 to hair similarly let’s also change the first material’s name to skin now in this hair material it’s completely up to you if you want complete black color or slightly gray also you can also make it slightly dark blue or any other color of your choice by changing the color from here you can Al keep the hair dark brown colored but for now I will be choosing the dark blue color and will further reduce the brightness and yes if you want to apply the same color for the hair of your character also then you can enter this HX code value which is 1 21 327 in your base color now moving ahead let’s also create the material for the eyebrows and the eyes and for this let’s first go to the front view by pressing one on the numpad tab into the edit mode Let’s zoom in now deselect everything and before applying the Colors Let’s also do a few things in order to make our character appear much better so first of all with everything Des selected I’ll take my cursor over the I and press L now I’ll scale it down slightly also I will select this Outer Edge Loop and for this I’ll first select this Vortex then press control and the plus icon to increase the selection and let’s scale it down like this now we’ll be using the faces of all the selected vertices in order to give the eyes the black color so for this let’s go to the material properties click on the plus icon and create a new material let’s change the base color and we’ll be assigning the black color now to apply this material on the selected faces click on the assign button let’s also move the faces slightly in the x-axis also for the white color of the eye let’s first deselect everything then with my cursor over the eye I’ll press L and now I will deselect this middle vertex and now we’ll be applying a white colored material to the rest of the faces so for this go to the material properties click on the plus button and create a new material it will have the white base color and to assign this material we’ll click on the assign button and with this we now have a perfect material created for the eyes now moving to the eyebrows press L to select them let’s also move them down in the z-axis let’s also slightly scale it up in the x-axis and now it looks perfect now I’ll go to the material properties select this black material and click on the assign button and with this we have now applied all the materials for the character’s head let’s do one more thing in the edit mode first deselect everything then I’ll select this Edge loop around the mouth and I’ll scale it down in the x-axis let’s come out of the edit mode and to get a final look let’s go to the modify properties then click here and select apply and so finally this is how the character’s head is looking and so with this we now arrive to the end of this chapter today we created a simple character’s head head then we also created realistic looking hair particles the eyes of character the eyebrows the nose the mouth interior and the teeth and also applied the material to all these but yes before ending this chapter I’ll press cr+ Z in order to undo the applying of the mirror modifier because as I told you before it might be possible that we would need to make some changes in the character’s head and in that case the unapplied mirror modifier will be a useful [Music] thing in the previous chapter we finished the creation of the character as head then we even created realistic looking hair particles and other things like Eyes Nose the interior of mouth and the teeth of character and in this particular chapter we’ll be modeling the characters body like the Torso the legs arms fingers and the hands and in this way we’ll be completing the basic modeling of our character apart from the clothes so in the previous chapter we created the face of character along with the hair particles and to see the hair particles on both the sides you can go to the mirror modifier and click on the apply button but for now I will undo this because we might need to edit some vertices in the edit mode which will be better to do if we have not applied the mirror modifier and now to create the Torso or basically the upper body first I’ll go to the solid mode I will be adding a cube in the scene so press shift plus a go to mesh and select the cube let’s go to the front view by pressing one on the numpad and let’s place it over here now tab into the edit mode press s to scale it down in the x-axis and left click to finalize we’ll be keeping the width of the Torso in the x-axis of approximately equal to the width of the face without the ears so let’s scale it down further in the x-axis like this and left click to finalize now let’s go to the side view by pressing three on the numpad and let’s scale it down in the y axis so press s and Y and scale it down like this also let’s move it in the y- axis and place it over here and the reason for doing this is that we’ll be making the neck of character slightly inclined with the Torso let’s further scale this down in the y- axis like this let’s also slightly move it in the y- axis now coming to the height of the Torso we’ll keep it to somewhere around 1.2 M or 1.1 M so for this let’s select this measurement tool then left click and drag your cursor like this since we need the torso’s height to be somewhere around 1.1 or 1.2 M so we’ll finalize this and to achieve this let’s scale down the cube in the z-axis let’s also move it upwards and place it over here now let’s check the height of the Torso so left click and drag the cursor like this and now you can see here that the height of a character is approximately equal to 1.2 M now let’s go to the select tool again now to add the other details to the Torso we’ll be adding some Loop Cuts so for this press crl + r now use the scroll wheel to increase the number of loop Cuts then left click to finalize and right click to cancel the movement similarly press ctrl+ R again and let’s add some Loop Cuts over here let’s use the scroll wheel to increase the number of loop cuts and we’ll be keeping a total of five Loop Cuts now left click and then right click to cancel the movement similarly let’s also add one Loop cut over here so press cr+ R and with your cursor over here left click and right click to cancel the movement now to give the Torso slightly rounded shape we need to select these outer edges for this first deselect everything then with the ALT key hold it select these edges then with the alt and shift key holded select these outer edges similarly let’s do the same with this side also with the alt and shift key holded select these vertices and in the end we’ll also be selecting these vertices now let’s scale them down in the x-axis and left click to finalize similarly let’s also scale them down slightly in the y axis and left click to finalize now let’s go to the side view by pressing three on the numpad let’s also turn on the x-ray mode and now we’ll be making the Torso or the upper body look slightly more realistic so for this let’s select these two vertices and with the shift key hold R select these two and let’s move them down in the z-axis now left click to finalize similarly for the vertices at the bottom Also let’s select these two and with the shift key hold rate let’s select these as well now let’s move them up in the z-axis and left click to find dice now moving ahead we’ll be creating the neck of the character for this let’s turn off the x-ray mode press three for the face select mode and with this we’ll be selecting these four faces at the top now press I to insert them and left click to finalize to see the faces properly let’s come out of the edit mode and we’ll now be hiding the head of the character so I’ll select it and press HED to hide let’s also hide the teeth of character by pressing H and now I’ll select the Torso tab into the edit mode and we’ll be using these faces by extruding them in the upwards Direction in order to create the neck but for that let’s first make it slightly rounded and for this press one for the vertex select mode and now we’ll be selecting all these Corner vertices to give it a rounded look press s to scale it down and left click to find lice now moving ahead let’s also make all these four faces completely flat and for this press three for the face select mode then select these four faces and to make them flat press s then Z and enter zero now to extrude the neck press three for the side view let’s move the faces up in the z-axis let’s also rotate it slightly and left click to finalize now let’s unhide the head in the scene collection and with the faces selected press e to extrude the neck now left click to finalize and with this we now have the neck of the character completely ready for a better topology let’s add some Loop Cuts over here so press ctrl+ R and use the scroll wheel to increase the number of loop Cuts then left click and right click to cancel the movement Also let’s make the back area slightly more upwards and for this press one for the vertex select mode and I’ll be selecting these three vertices let’s move them up in the z-axis and left click to finalize also I’ll select this one and with the shift key hold it select this one and let’s move it slightly up in the z-axis now moving ahead we’ll now be modeling the legs of our character and for this we’ll be extruding the bottom faces of the Torso but before that in order to ensure a proper symmetry of the character on both the sides we’ll be deleting one half and then we’ll apply the mirror modifier so for this press alt plus Z to turn on the x-ray mode select all these vertices on the left half press X to delete and select delete faces now let’s return back to the object mode Let’s also turn off the xray mode and now to apply the mirror modifier go to the modify properties click on ADD modifier and in the generate select the mirror modifier now let’s return back to the edit mode and to model the legs we’ll be adding a loop cut over here so press crl + 7 for the bottom view now press cr+ R and add a loop cut over here also I’ll select this vertex and let’s move it in the x-axis similarly this one press G and x and move it over here also one more thing to notice here is that if I select this vertex in the middle and try to move it the geometry of the object will rip apart and to prevent this go to the mirror modifier and turn on the clipping also I will be selecting these four vertices and let’s scale them down like this similarly let’s also select these vertices over here and slightly scale them down now to extrude the legs press three for the face select mode select these four faces let’s also go to the front view and now press the E key to start the Extrusion now left click over here and in order to make all these four faces completely flat press s z and enter zero now let’s go back to the front view and now we’ll be keeping mov the length of the legs to somewhere around 1.4 or 1.5 M so for this let’s go to the measurement tool and with this let’s take a measurement from here until we reach 1.4 M so for a length of about 1.4 M we need to extrude the legs to around this point but before that let’s slightly scale down the faces and now press e to extrude we’ll extrude it till this point and left click to finalize let’s again scale it down slightly let’s also add some Loop CS over here so that when you animate the character the movement of the legs will be proper so for this press crl + r to add the loop cuts and to increase their number you can use the scroll wheel so we’ll keep the number of loop cuts to somewhere around 8 or 9 then left click to finalize and right click to cancel the movement now moving ahead we’ll be creating the feet of our character and for this press three for the face select mode Let’s zoom in and we’ll be selecting these four faces so let’s go to the select tool and let’s select these four faces now press three for the side view and to make the feet let’s extrude these faces down like this let’s also add some Loop Cuts over here so press crl + r and by using the scroll wheel we’ll increase the number of loop cuts to three now left click to finalize and right click to cancel the movement now to make the feet let’s turn on the x-ray mode by pressing alt plus Z let’s also zoom in and press one for the vertex select mode now I will be selecting these three vertices and let’s move them forward in the y- axis similarly let’s select these vertices let’s also move them ahead in the Y AIS and left click to find light now I’ll select these vertices over here press G to move them and let’s place them over here now to align the bottom vertices according to these let’s move them ahead in the Y AIS and left click to find Li also I think that we should move these vertices slightly downwards in the z-axis so let’s place them over here and now to make the feet we’ll basically be extruding these front faces but for that we also need to increase their width so let’s scale them up in the x-axis like this and also to make them flat press s y and enter zero Also let’s go to the verx select mode select these two vertices over here and let’s scale them up in the x-axis like this now press three for the face select mode select these four faces let’s go to the side view and press e to extrude now left click to finalize and to change this structure press r+ R to add the loop Cuts let’s increase the number to Two with the help of scroll wheel now left click to finalize and right click to cancel the movement now we won’t be going into too much detail in modeling the feet and that’s because we later on be creating the shoes of character and as a result the feet will get covered by the shoes therefore we simply need to make it shape to look somewhat similar to a shoe so for this let’s turn on the x-ray mode press one for the vertex select mode now select the vertices over here let’s move them down in the z-axis like this then I’ll select the vertices over here and let’s move them down like this this so with this we have a simple structure of the shoes ready to view them properly and to make some changes let’s turn off the XR mode now to make the shape look much better I will be selecting these Corner vertices and we’ll move them down let’s also select the ones over here so with these four vertices selected on both the sides I’ll move them down in the z-axis and left click to find lights also to make the base of the foot wider press three for the face select mode and by holding the ALT key select this face Loop let’s scale it up in the x-axis like this also to make the foot look more rounded press one for the verx selction mode now I’ll select these two vertices and let’s move them in the x-axis similarly select this one also and move it slightly in the x-axis like this let’s do the same on the other side also I’ll select these two vertices let’s move them in the x-axis like this and left click to finalize now coming to the front of the shoe I’ll select these vertices over here let’s also select these and now scale them down in the x-axis and so with this we have created a basic structure of the feet which we’ll be covering with shoes in the next chapter of this course and now moving ahead we’ll be creating the hands of our character so for this let’s first go to the front view by pressing one on the numpad and now there can be two types of hands which can be created in 3D animation the first type is the three finger and one thumb hand which you commonly see in the cartoons for example Simpsons SpongeBob and then there is second type of hand having four fingers and one thumb for example te Titan SK Steven Universe Etc in fact for most of the 3D animated characters the animators use four fingers instead of five and the reason behind this is that fewer fingers makes a character design simpler which helps in the animation because it reduces the complexity of hand movements and for our character also we’ll be creating a hand with a total of four fingers or to be more particular three fingers and one thumb now to make the fingers of the character we’ll be using a cylinder object so let’s return back to the object mode now press shift plus a go to mesh and select a cylinder then in the add cylinder menu let’s change the number of vertices from 32 to 8 also press G to move it and place it over here tab into the edit mode press s to scale it down like this let’s also rotate it in the Y axis by 90° now let’s zoom in and we’ll be focusing on the cylinder that we’ll be using to make the fingers of our character so first of all let’s scale it down even further Also let’s scale it up in the x-axis like this now for a better geometry let’s add some Loop Cuts over here so press crl + r and to increase the number of loop Cuts simply scroll up and let’s keep the number of loop cuts to somewhere around 6 or seven then left click to finalize and right click to cancel the movement also from the side view we can see here that this face is made up of more than four vertices but as I told you in the previous chapter that it’s always ideal to have almost all the faces in the character made up of exactly four vertices so to fix this we’ll be selecting this vertex and with the shift key holded select the one which is opposite to it now press J to connect them together and with this we are having an edge connecting the two vertices similarly I’ll select this vertex and with the shift key holded I’ll be selecting this one now press J to connect both of them and with this we are now having all these faces made up of exactly four vertices moving ahead I’ll be selecting this middle vertex let’s go to the front view by pressing one on the num and slightly move it forward in the x-axis now to give the finger a more realistic look we’ll be selecting some vertices near the end of the finger so first of all turn on the x-ray mode by pressing alt plus Z Now select these vertices over here and let’s scale them down slightly and so with this we now have the basic structure of the finger completely ready and we’ll be using this finger as the middle finger of the character to create the remaining ones press a to select everything press shift press three to create a duplicate right click to cancel the movement let’s slightly rotate it like this press G to move it and place it over here here now this will be the index finger let’s rotate it slightly more like this and now to create the thumb let’s create one more duplicate so press shift plus d and right click to cancel the movement let’s rotate it like this press G to move it and place it over here also let’s scale it down in the z-axis in order to make the thumb shorter in length let’s move it slightly down in the z-axis like this and in the end we’ll be creating one more finger which will be the little finger of the character so for this with the thumb selected press shift plus d to create a duplicate right click to cancel the movement press R to rotate it like this and place it over here and so with this we now have all the fingers ready for the character to make the rest of the hand let’s return back to the object mode and now we’ll be adding a cube in the scene so press shift plus a go to mesh and select a cube press G to move it and place it over here tab into the edit mode press s to scale it down and left click to finalize let’s zoom in properly Also let’s place it over here and let’s again enter the edit mode press alt plus Z to turn on the x-ray mode select these vertices press G to move them and we’ll be placing them near the index finger similarly I’ll select the vertices over here press G to move them and we’ll be placing them near the little finger then I’ll select these vertices let’s scale them down slightly and now it looks perfect also press 7even to go to the top view press a to select everything and we’ll scale it down in the y- AIS to reduce the width of hand so let’s scale it down like this now let’s again go to the front view and to make the shape of hand better let’s add some Loop Cuts so press crl + r and with the scroll wheel we’ll be adding two Loop Cuts then left click to finalize and right click to cancel the movement press alt plus Z to turn on the x-ray mode and now we’ll be placing these two vertices on the right hand side side according to the gaps in between the fingers so I’ll select the vertices over here press she to move them and let’s place them here similarly I’ll select these press she to move them and we’ll place them over here also I’ll select these vertices and let’s move them slightly away from the little finger now to make this part of the hand slightly curved I’ll select these vertices over here and we’ll move them in the x-axis similarly for the thumb Also let’s add two Loop Cuts so press cr+ R then left click and add a loop cut over here and for another one press crl plus r then left click and add the second Loop cut over here now as you can clearly see we need to fix the size of these fingers and the thumb so that they can be properly attached with the vertices of the hand so for this let’s come out of the edit mode of the hand select the fingers tab into the edit mode now deselect everything with my cursor over here I’ll press L to select this finger and let’s move it over here similarly I’ll deselect everything and with my cursor over the little finger press L and let’s also move this one slightly in the upward direction also I’ll select the thumb press C to move it and place it over here let’s slightly rotate it like this and now it looks perfect let’s again go back to the object mode then select the hand and tab into the edit mode Let’s also turn off the x-ray mode and now we’ll be adding a loop cut on this part of the hand so press cr+ R and add a loop cut over here also to make the hand look slightly curved or rounded from the sides I’ll select these vertices over here let’s also select this one and similarly let’s also select these four vertices and with these selected we’ll move them down in the z-axis now let’s do the same with the bottom part also we’ll select these four vertices over here and similarly let’s select these as well and with this let’s move them up in the z-axis now left click to finalize now let’s again go to the front view by pressing one on the numpad and now we’ll be creating the wrist for the hand so for this let’s return back to the object mode press shift plus a go to mesh and select the cylinder and do ensure that the number of vertices are selected as eight now press G to move it and place it over here tab into the edit mode press s to scale it down like this let’s also rotate it in the Y AIS by 90° let’s scale it down further by pressing s Also let’s place it over here and now to connect the wrist with the hand we will be joining both the object objects so for this with the rist selected hold down the shift button and select the hand then press crl plus J to join them together now let’s enter the edit mode and the first thing that we’ll be doing to join them together will be to delete these faces on this side of the hand so for this press C for the face select mode now we’ll select these faces over here let’s also select these bottom two faces and to delete them press X and select delete faces now let’s again go to the front view and with everything deselected I will be selecting only the wrist so for this with my cursor over the wrist I’ll press L and let’s scale it up slightly now to join both of them together we simply have to merge the vertices of the wrist and the hand together and to do this I will first select the Hand by pressing L and let’s scale it up slightly in the y- AIS like this and now we’ll be aligning these outer vertices of the hand as per the vertices of the wrist object so for this go to the top view by pressing s on the numpad now turn on the XR mode and select the vertices over here press G to move them in the Y AIS and we’ll align them according to the corresponding vertices of the wrist object similarly let’s select the vertices over here and and move them in the y- axis let’s again change the angle to view everything properly now just like we aligned the vertices of the hand as per the vertices of the wrist we’ll also be doing the same for the fingers and for this press three for the face select mode now we’ll select these two faces which are just below the thumb finger press one to go to the front view and we’ll extrude them up in the z-axis so press e to extrude in the z-axis like this also to make this thumb perfectly aligned with the face let’s return back to the object mode and we’ll enter the edit mode of the fingers now press a to select everything and let’s scale them up slightly also I’ll select the Little Finger by pressing L with my cursor over it and let’s align it properly according to the hand now let’s return back to the edit mode of the hands and we’ll be now deleting these two selected faces that we just extruded so press X and delete faces then we’ll do the same thing for the other fingers also so for this select these two faces over here let’s go to the front view and we’ll extrude them by pressing e and press X to delete the faces similarly I’ll select these two faces and we’ll extrude them like this let’s also scale them down also to get some more space in between the fingers and the hands let’s enter the edit mode of the fingers now I’ll select this finger and we’ll move it in the x-axis similarly I’ll select this finger also and move it over here now let’s again return to the edit mode and with these two faces selected let’s move them in the x-axis now press X to delete the faces similarly for the last finger I’ll select these two faces and we’ll extrude them like this let’s also rotate it slightly and press X to delete and select delete faces now if we want to join together the wrist hand and the fingers we need to go to the object mode then we’ll select the finger fingers and the hand and press crl + J to join them together now if I go to the edit mode then you can see here that we able to see the vertices of all the three parts together in our scene now suppose I want to join the thumb along with the hand so for this we’ll basically be merging the corresponding vertices together but for this to happen we need to ensure that the two faces whose vertices will be connected together should be having the same number of vertices but here you can see that this Edge Loop connected to the hand is having a total of six vertices however this particular Edge Loop of the thumb is having a total of of eight vertices as a result we need to add Loop cut over here in order to increase the number of vertices so press cr+ R and add a loop cut over here similarly this is also true for all the other fingers so to add some Loop cuts for all the fingers press crl plus r let’s add a loop cut over here similarly press ctrl+ R and add one more Loop cut for this finger and in the end we’ll be adding one more Loop cut for the little finger but because of doing this the number of vertices on this part of the hand which will connect with the wrist has also increased and this will create a problem when we’ll try to connect the wrist and hand together so to solve this problem we basically need to dissolve some edges so for this press two for the Ed select mode now select these edges over here which are further connecting to the middle finger part of the hand similarly let’s also select these three edges over here and with a total of six edges selected I’ll right click and from here select dissolve edges and with this the edges will get dissolved now moving ahead let’s do the same with the other side of the hand so for this press control+ one for the back view now first of all We’ll add some Loop Cuts so press cr+ R to add a loop cut for the index finger then we’ll add a loop cut for the middle finger and in the end we’ll be adding one more Loop cut for the little finger now we’ll select the edges which will further connect with the middle finger part so we’ll be selecting a total of six edges then right click and select dissolve edges and now finally we’ll be merging the vertices together off the wrist with the hand so for this let’s go to the front view press one for the vertex select mode and now we’ll select this vertex of the hand first and then with the shift key holded select this vertex off the wrist part now to merge them together into a single vertex press M and this will give you a list of some options which will Define the way how the vertices are merged if I select add Center then in this case the vertices will get merged at the center similarly there are other options also like to merge at cursor merge at first merge at last and in this case I’ll be selecting merge at last option this will basically merge the vertices on that point that we selected at last similarly if I select this vertex and then with the shift key hold it if I select this one at last then press M and select merge at last and in this case also the vertices will get merged together but at the position of the last selected vertex now let’s repeat the same procedure for these vertexes also similarly let’s go to the back of model by pressing CR + one now I’ll select this vertex and with the shift key hold it select this one press M and select merge at last we’ll repeat the same for these two vertexes also and also let’s do the same with these two and now you can see here that we have one vertex along the wrist side and three vertices along the hand side so instead of merging them together we’ll be dividing this total area into two equal parts and to do this first we’ll be selecting these four vertices over here here and then we’ll be creating a face so for this press F and this will fill the face between these four vertices similarly I’ll now select these four vertices and press F to fill the face now let’s do the same with this bottom side also so I’ll select these four vertices over here press F to fill the face and at last I’ll be selecting these four vertices and to fill them press F and so with this we now have the hand completely connected to the wrist to view it properly let’s go to the front view by pressing one on the numpad and now before moving ahead there’s one small mistake that we have done in the geometry or the top ology of this hand model which is that for this particular phas we are having a total of five vertices surrounding it this is also true for this phas where we again have a total of five vertices but as I already told you it’s ideal to have all the faces made up of four vertices and to solve this problem we’ll be using the knife tool so to activate the knife tool press K and with this I’ll first select this vertex over here then I’ll take my cursor over here and left click then a Vertex will get created over here and we’ll connect it to this Edge then we’ll create one more vertex over here and we’ll connect to this vertex and to confirm this simply press the enter button and now you can see here that by using the knife tool we are able to make these four-sided faces but because of doing this these two faces are now having a total of six vertices and to convert them into faces with four vertices we’ll be dividing them into two parts each so for this let’s again activate the knife tool by pressing K now select this vertex by left clicking and we’ll connect it to this vertex now to confirm press enter and now they’re joined together also because of this all the faces on this side are now made up of four vertices similarly let’s do the same for this one also so press K to activate the knife tool select this vertex then we’ll connect it to this vertex over here and press enter to confirm so with this the front side of the hand is completely ready now let’s go to the back part of the hand and we’ll repeat the same procedure on this side also so press K to turn on the knife tool select this vertex then we’ll create a Vertex over here by left clicking then we’ll connect it to this Edge then we’ll create one more vertex over here and at the end we’ll be connecting it to this particular vertex then to confirm press enter and now to divide these two faces into two equal parts each we’ll again press K to turn on the knife tool now select this vertex and connect it over here then press enter to confirm and in the end press K one more time for the knife tool select this Vortex and connect it to this one and then press enter to confirm and now moving ahead just like we merged the wrist and hand together we’ll now be merging the fingers with the hand so for this let’s go to the front view by pressing one on the numpad and we’ll be deleting the faces of the fingers and the thumb which will connect with the hand so for this let’s turn on the x-ray mode then press three for the face select mode and we’ll be selecting the bottom face of the thumb then with the shift key holded we’ll select the bottom face of the index finger similarly we’ll do the same with the middle finger also and in the end we’ll also be selecting the bottom face of the little finger now with all these selected press X to delete and select delete faces now let’s turn off the x-ray mode also press one for the vertex select mode and now we’ll be merging together the vertices of the fingers with the hand but before merging them together let’s first align these vertices properly according to the vertices of the thumb and fingers so for this let’s go to the front view by pressing seven on the numpad let’s zoom in let’s also turn on the x-ray mode now I’ll select this Vortex over here let’s move it and place it over here similarly I’ll select this vertex and from the top view let’s align it with the thumb similarly for this vertex also we’ll be aligning it according

    to the vertex of the thumb then I’ll select this one and from the top view let’s zoom in and let’s slightly move it in the x-axis so our main purpose is basically to align these vertices according to the position of the corresponding vertices of the thumb base now in the end I will be selecting this Vortex over here and place it over here let let’s also select this vertex and move it in the x-axis and now let’s turn off the x-ray mode now press one to go to the front view and we are now ready to merge these faces together so for this with this vertex selected I’ll hold the shift button and select this one press M and select merge at last similarly let’s select these two vertices and merge them together also let’s select these two press M to merge them together and select merge at last let’s do the same with these two also similarly I’ll select these two vertices and merge them together at last and now the set of three vertices is left and so let’s merge them together so select these two vertices press M to merge them together at last similarly with these two also and in the end I’ll select these two vertices press M to merge them together at last also for a better geometry let’s add a loop cut over here so press crl plus r then left click to finalize and right click to cancel the movement and with this the thumb is now connected properly with the hand let’s now repeat this step for the fingers also so with the index finger I will be selecting these two vertices together press M to merge at last then we’ll go to the second pair of vertices we’ll select both of them and merge them at last let’s do the same with with the third pair of corresponding vertices press M and select merge at last moving ahead let’s also do the same with the fourth set so I’ll select this vertex and then with the shift key hold it select this one press M to merge them together at last let’s do the same with this one also similarly with this one now let’s change the angle select these two vertices and merge them together and in the end I will be selecting these two vertices press M to merge them together and select merge at last Also let’s add a loop cut over here so press cr+ R and now we’ll move to the middle finger so in this case also we will be selecting the corresponding in vertices together for example I’ll select these two press M to merge them together and select merge at last then I’ll select these two vertices over here press M and select at last similarly with these two also then with the fourth pair I’ll select both of them press M to merge at last then with the fifth pair also similarly with the sixth pair let’s merge them together moving ahead let’s do the same with the seventh pair also press M and select merge at last and finally to finish this finger I’ll select the last pair press M to merge and select merge at last Also let’s add a loop cut over here by pressing cr+ R then left click to finalize and right click to cancel the movement moving ahead let’s repeat the same procedure for the little finger also so first of all I’ll select these two vertices together press M and merge them at last then I’ll select these two and we’ll merge them together then for the third pair I’ll select these two vertices press M to merge and select at last similarly for the fourth pair Also let’s do the same thing also for the fifth pair now let’s change the angle for the sixth pair now we select these two vertices press M to merge and select merge at last now now we are close to the end so we’ll select these two press M to merge at last and finally we’ll select the last pairer press M to merge and select merge at last finally let’s also add a loop cut over here and with this the geometry of her hand is now completely ready moving ahead let’s also give it a proper shape so for this I’ll select some verx in the middle press o to turn on the proportional editing and let’s move this in the y- axis like this this will increase the width of the character’s hand similarly let’s do the same with this side also so with the proportional editing turn on we’ll move it in the y- axis like this and left click to finalize and now the next thing that we’re going to do today will be to model the arm of the character so for this let’s return back to the object mode Let’s first move it in the x-axis and place it over here also we’ll be rotating this hand by 90° in the x-axis so for this tab into the edit mode press a to select everything turn off the proportional editing tool by pressing o and let’s now rotate it in the xaxis by 90° now to model the arm we’ll be selecting this Edge Loop of the wrist and will extrude it to join with the body so for this let’s switch to the front view by pressing one on the numpad Press e to extrude it like this also to make it properly aligned with the body let’s return back to the object mode and move it down in the z-axis now to merge the arm with the body we first need to join both of them so with the arm selected hold on the shift button and select the body now press contr plus J to join them together now tap into the edit mode and let’s Now work on combining or basically merging the arm with the body but you can clearly see here that this face of the arm is having a total of eight vertices however these two faces of the body which will connect with the arm are having a total of six vertices so to solve this problem we’ll be adding a loop cut so press crl + r and add a loop cut over here now press three for the face select mode then we’ll be selecting the four faces of the body which will connect with the arm so once they are selected press X to delete and select delete faces and now this time instead of merging the vertices together we’ll be filling the faces in between the selected edges to understand this in a better way I’ll First Press Two for the Ed select mode then I’ll select this Edge and with the shift key hold it select this one now to fill the faces in between these two EDG edes or basically to connect them together press F and now we have a pH created in between the two selected edges now before moving forward if I notice closely then the alignment of this arm is not properly with the body so to solve this problem let’s go to the bottom view by pressing CR + 7 on the numpad now we need to select all the faces of the arm and the hand and to do this press three for the face select mode Let’s also turn on the x-ray mode and now we’ll be selecting all these faces now go to the side view by pressing three on the numpad and let’s move the arm in the y axis and with this we now have the arm perfectly aligned with the rest of the body also I’ll select this face which is at the end of the arm and we’ll delete it so press X and select delete faces now let’s continue filling the faces over here so for this I’ll press two for the Ed cect mode then we’ll select these two faces and press F to fill the face and if you want you can similarly fill all the remaining Faces by selecting the corresponding edges and then pressing F to fill them but a better way will be to select that edge which was last created when we used the fill option and with this Edge selected if I press F then it will automatically complete the next segment similarly let’s press f one more time and this will fill the next phase and now we have four remaining faces so I will press F four times and with this we have now connected the arms with the body now we’ll also add some Loop Cuts in the arm of the character so that it will be easy to move it when we finally rig and animate the character so for this press crl + r and let’s add some Loop Cuts over here to increase the number I’ll simply scroll up and we’ll keep the number of cuts to 10 then left click to finalize and right click to cancel the movement now the body is almost ready but let’s fix a few things to make it look more natural so first of all I’ll select an edge of the hand then press o to turn off the proportional editing and we’ll move it up in the z-axis let’s do the same with the bottom part also so I’ll move it down in the z-axis like this also if you feel that in your model you can modify some body parts to make them look more natural or organic you can definitely try to do that in order to make your character look better and so with this we now arrive to the end of this chapter today we modeled the complete body of a 3D character [Music] in the previous two chapters we created the character’s face the hair of character then we even created the Torso arms legs and the hands of character and in this particular chapter we’ll be modeling the clothes of our character like a simple t-shirt a pant and a pair of shoes now in the previous chapter we created this body of the character and to give it a realistic look let’s apply the subdivision surface modifier so go to the modifier properties click on ADD modifier and in the generate select the subdivision surface modifier with this the characters body is now having a much more natural look also the reason why we can’t see the hair particles on both sides of the face currently is that we have not yet applied the mirror modifier if I click here and apply it we’ll get the hair particle system on both sides of the face but for now I will undo this because we might require the use of the unapplied mirror modifier if you want to edit something in the face of character easily now before modeling the clothes and the shoes of the character let’s first go to the material preview mode and we will be applying the same material to the body that we applied to the face so for this let’s go to the material preview mode and click here and from this list of materials select the skin material now the first thing that we’re going to do today is to model the pants of character so for this let’s first go to the front view tab into the edit mode press one for the vertex select mode and now we have to select all those vertices of the characters body where we’ll be having the characters pants so first of all press all plus Z to turn on the x-ray mode and now I’ll be selecting all these vertices over here let’s also add a loop cut over here and then we’ll be selecting these vertices also now let’s turn off the x-ray mode and to create the character pants simply press shift plus e to create a duplicate and right click to cancel the movement now currently we are in the edit mode of the body and as a result the duplicate that we created is not a separate object and to converted into a separate object press P for the separate menu and select selection now let’s come out of the edit mode and by doing this we have now separated the body and the duplicate which is saved with the name cube. 001 that we’ll be using as the characters pants let’s also rename this particular object to pants similarly I will also change the name of this Cube to body now with the pant selected if I go to the edit mode then you can see here here that all the vertices are exactly at the same position as that of the original body and as a result the pants are overlapping with the body to prevent this from happening press a to select everything and now we’ll be using the string flatten tool to access this tool simply press alt plus s and if I move my cursor in the upward Direction then you can see that this tool is basically moving the vertices along the normals so right now we won’t be increasing this value too much so let’s keep it in such a way that it’s not completely overlapping but is still away from the body now press one on the numpad for the front view and we’ll be extruding the bottom vertices to make the pants longer so for this select this bottom Edge Loop press e to extrude it in the z-axis also press three for the face select mode select this bottom Edge Loop and we’ll slightly extrude it along the normals in order to make the pants look folded from the bottom so press all plus e and select extrude faces along normals and if I move my cursor then you can see here that the face Loop that we selected is now getting extruded along the normals to give the fold a much natural look let’s add a loop cut over here so press crl + r left click and right click to cancel the move movement now with the shift key holded we need to select this Edge Loop and for this along with the shift key we’ll also hold the ALT key then I’ll select an edge over here and with both of the edge Loops selected we’ll move them up in the z-axis now we have completely modeled the pants of our character and now before applying the material to it first right click and select shade smooth Now to create a material let’s go to the material preview mode Let’s expand the timeline editor and we’ll then convert it into the Shader editor so click on this icon and select the Shader Editor to remove the skin material from the pants simply go to the material properties and click on the minus icon let’s create a new material and we’ll first work on the color of this material for this let’s add a color amp node so press shift plus a go to converter and select the color ramp let’s place it over here connect it to the base color in the principal bstf now in the color ramp we’ll be using a mix of black and blue color in order to give it a jeans like appearance so with the first pointer selected we are having the black color now let’s create one more pointer by clicking on this plus icon Also let’s move it over here and we’ll change its color to the dark blue let’s also reduce the brightness from here in order to make it look more darker to give it some texture we’ll be connecting the color amp node with the Warner texture so press shift plus a go to texture and select the wner texture let’s place it over here now connect the distance socket to the factor in the color ramp let’s also turn on the normalize in the Warner texture and with this we have the simple material created for the pants which are having the Warner texture and as the colors we use the color ramp with a mix of blue and black but to give it a 3D look we’ll be adding the bump node so press shift plus a go to vector and select the bump with we’ll place it over here connect the normal to the normal in the principal bsdf and for the input we’ll be using a mix of noise texture and the magic texture so press shift plus a go to texture and first of all we’ll be adding the magic texture so let’s place it over here now press shift plus a again go to texture and add the noise texture we’ll place it over here now to combine both of them together we’ll be using the mixed color node so press shift plus a go to color and select the mixed color we’ll place it over here now I’ll take the result socket of the mixed color node and connect it to the height of the bump node now for the texture part we’ll first connect the factor socket of the noise texture to the mixed color node so I’ll take the factor socket and connect it to the socket a then in the socket for the color B I will take the magic texture by using the color socket and will connect it to the socket B now to give it a realistic look let’s first go to the noise texture and we’ll increase the scale value to something very high like 1,000 also in the magic texture let’s increase the scale value and we’ll keep it to something like 500 or 600 in order to give it a fabric like look moreover if you want you can try to change the various parameters of over here in the noise texture if you want to change the way how your current material is looking but for now I won’t be doing much changes except for the scaling values which we have entered for both of these textures and with this the pant or the jeans for a character is completely ready now moving ahead the next thing that we’ll do is to model the shoes of our character so for this I’ll again select the body let’s also apply the shades mod to it tab into the edit mode now we need to select all those vertices or the edges or the faces where we want to model the shoe and to do this properly let’s first turn off the real-time display of the division surface modifier and to do this simply click on this realtime display button in the modify properties now press three for the side view then press all plus Z to turn on the x-ray mode and we’ll be selecting all these edges now we’ll repeat the same steps that we did while creating the pants so first of all press shift plus d to create a duplicate and right click to cancel the movement then to separate the shoes press p and separate by selection let’s come out of the edit mode then select the shoes and we’ll rename it in the scene collection so let’s change their name to shoes now tap into the edit mode press a to select everything and to use the shrink and flatten tool press alt plus s and I’ll move my cursor slightly upwards now left click to finalize now to add some detailing to the shoe let’s add a loop cut over here so press cr+ R and add a loop cut press three for the face select mode and select this bottom face Loop now press alt plus e to extrude and select extrude along normals and if I move my cursor then the face Loop will get extruded along the normals let’s return back to the object mode and also enable the real time display of the subdivision surface modifier right now we can clearly see that the shoes and the feet are still overlapping so tab into the edit mode press a to select everything press alt plus s again and increase the offset by moving up the cursor slightly now left click to finalize and with this the shoes are now completely ready also I’ll select the body and enable the real-time display of the subdivision surface modifier now moving ahead we’ll create the material for the shoes in our scene so let’s go to the material preview mode and to create the material let’s go to the Shader editor click here and for now I’ll be selecting the same material that we appli to the pants we’ll be modifying it in order to create the material for the shoes so for this let’s first create a duplicate of this material so click on this icon to create the duplicate then in the color ramp I’ll select this blue pointer and we change its color to the brown color let’s also reduce the brightness and with this the material for the shoes is now ready if you want you can make any changes in the texture to modify the way how the material looks for example the scaling the detailing roughness or colors but for now I have selected the brown color for the shoe materials and now moving ahead we’ll now be creating the t-shirt for our character for this let’s first enable the solid mode then press one for the front view select the body tab into the edit mode now press one for the vertex select mode press alt plus Z to turn on the x-ray mode Let’s also disable the realtime display of the subdivision surface modifier and now we’ll be selecting all the vertices that we want for modeling the T-shirt now with these vertices selected let’s turn off the X mode and we’ll now check if you want to select or deselect any particular vertices so first of all I will deselect these vertices around the character’s neck by holding the control button and selecting them like this so let’s deselect all of these also to include any vertices you simply need to hold the shift key and with the shift key hold it I will be selecting this Edge loop on the arm Now to create a t-shirt press shift plus d to create a duplicate right click to cancel the movement and to separate it from the body object press p and select Separation by selection let’s return back to the object mode now let’s rename the body. 001 to t-shirt now tab into the edit mode now press a to select everything alt plus s to turn on the shrink and flatten tool then I’ll move my cursor and then left click to finalize now to make the neck look rounded I’ll select this vertex press G to move it and place it over here similarly I will select the remaining vertices in this Edge Loop and will move them in the x-axis like this for a better geometry now let’s adjust the same from the back also so for this I will select this Edge Loop and will move it in the x-axis and now it looks perfect now to make the T-shirt look folded from this side press three for the face select mode select this face Loop press alt plus e and select extrude faces along normals now I’ll move my cursor up and left click to finalize now let’s return back to the object mode and let’s also turn on the realtime display in the subdivision surface modifier also I’ll select the body and and turn on the realtime display in the subdivision surface modifier now before creating the material for the T-shirt let’s first select the t-shirt and tab into the edit mode and we’ll be adding a loop cut around the folded region so press cr+ R and add a loop cut over here let’s return back to the object mode and now we are ready to create the material for the T-shirt so let’s go to the material preview mode Let’s also go to the front view by pressing one on the numpad and zoom out now we’ll be using the same material that we use for the pants but we’ll modify it to give the t-shirt’s material a different look so in the share editor click here and select the material. 002 Now to create a duplicate of this material click on this icon and to change the way how the texture looks we’ll go to the color RAM and with this blue pointer selected I’ll change the color by increasing the brightness and I will be assigning the purple color let’s also increase the brightness also I’ll select the black pointer and move it over here similarly let’s also move this pointer in order to give the texture a completely different look then if you want to change the color then you can choose any color in the color wheel and assign that particular color as the material for the T-shirt now to complete the model I’ll select the face then in the modif properties we’ll be applying the mirror modifier and with this we have now completed the modeling of the entire character first of all we begin with modeling the face of character and its hair then we also added things like eyes the eyebrows nose and even the teeth which we’ll unhide by clicking on this icon then we created the body of the character like the Torso arms hands legs and in the end we modeled the clothes of the character like the T-shirt the pants or the jeans and also the shoes and so with this we now arrive to the end of this chapter in this one and the last two chapters we disc discussed about all concepts related to modeling the character and the clothes and from the upcoming chapters we’ll be starting with the character [Music] again in the previous three chapters we completed the modeling of our character including its face the hair and the rest of the body then we also created the clothes for our character and in this chapter we’ll begin with understanding the basic concepts related to rigging including our matures and Bones now the first question which arises is that what exactly is the meaning of character rigging so character rigging is the process of creating an Armature to suit the model of a character and it involves associating the bones in the Armature with the parts of the model or basically the body parts of our character now in this definition we also have words like Armature and for those of you who don’t know what an Armature is it is used to control the movement of objects or components of an object in an animation our mates are made up of Parts which are called Bones and it may consist of a single bone or multiple bones linked together in a child parent relationship now to understand this concept practically we will be using this Cube so let’s Saab into the edit mode and we’ll scale up the cube in the x-axis Also let’s add some Loop Cuts so press cr+ R and we’ll increase the number of loop Cuts with the help of scroll wheel so we’ll keep the number of loop cuts to around four or five and then left click to finalize and right click to cancel the movement now let’s return back to the object mode and now we’ll be creating an Armature object so press shift plus a and in this add menu here you have the Armature object so I’ll select this and by doing this we now have an arure object added at the world origin to view it I’ll first hide this Cube so press h to hide it and here we have a single bone created which is saved with the name our mat in the scene collection and now if I tab into the edit mode then we’ll be able to see the different parts of the bone so first of all let’s go to the front view by pressing one on the numpad and if I zoom in then you can see here that this bone is made up of three parts the first part is this UV sphere which is the tail of the bone then we have another UV sphere which is called the head of bone and in the middle we have this main part of the bone by moving the head or the tail of the bone we can basically control the shape and the size of of our bone now to understand this in more detail let’s return back to the object mode and let’s also unhide the cube from the scene collection let’s also turn on the x-ray mode now our main purpose is to add some bones to the cube that we created in order to understand about how the rigging works so for this we’ll go to the front view and with the bone selected let’s first move it in the x-axis and place it over here now tap into the edit mode and with this tail selected press G to move it and we’ll place our first bone like this in this way we have set up a single bone inside the cube which will allow us to our character Now to create new bones with the tail selected simply press e to extrude and by doing this a new bone will get created let’s do the same thing one more time and with this we now have three bones which we have added inside the cube object now if I press control+ Tab and keep holding it then it will show that the Armature or the bone is having three different modes the first is the default object mode then the second is the edit mode where we just extruded a single bone to create multiple bones in the Armature and the third that we have is the pose mode and in in this mode blender allows us to animate the Armature or the bones and in that animation whatever changes we’ll do to the bones like the rotation or the scaling will also be followed by the main object which will be the cube in this case but right now the cube is not following the Armature because we have not yet created any connection between the cube and the arator so to solve this problem let’s first return back to the object mode by pressing control+ tab let’s also turn off the x-ray mode now I’ll select this Cube and before creating a connection in between the cube and the Armature I’ll first apply the subdivision surface modifier to it so go to the modifier properties then click on ADD modifier and in the generate select the subdivision surface modifier with the levels viewboard set to one I’ll also apply this modifier and by doing this we now have the subdivided geometry that is having a larger number of vertices added to our Cube now with the cube selected hold down the shift button and then select the Armature and yes to ensure that you have selected the cube first and then the Armature now with both of them selected go to the object menu then in the parent settings here you have the option of our maor form and in this we have three different types empty groups automatic weights and envelope weights in this case we’ll be selecting the automatic weights in the armat form and now in the scene collection over here you can see that we no longer have the cube object named separately also if I click on this drop- down arrow of the Armature then inside this we have the cube stored meaning that the cube and the Armature are now having a parent child relationship which in simple words means that the Armature will now control the structure of our Cube to understand this practically I’ll select the Armature then press contrl plus tab to enter the pose mode Let’s also turn on the x-ray mode and now with one of the bones selected if I press R to rotate it then you will see that the cube is also following the rotation of the bone this is also true for all the other bones in the Armature so in simple words we created a connection in between the Armature which is made up of Bones and the cube object and in a similar way the characters are also rigged in blender but obviously for complex characters it is not practically possible to create each and every bone for separate parts of the body and so to make the character riging easy blender provides us with the rigify add-on and to access the rigify add-on go to edit and select preferences then in the add-ons go to the search bar and type rigify and then this add-on will appear having the name rigify add-on so let’s turn it on now let’s close this window and with this in the 3D view Port if I press shift plus a then go to Armature then it gives us the option of rigify meta and in this we have the option to add the human are mature so if I select this then now blender has added this entire skeleton of the bones which can be used for rigging of any human character it is saved with the name metallic in the scene collection and the benefit of using this human metallic is that we don’t need to create this entire skeleton system or the Armature manually by extruding the bones and so with this we now arrive to the end of this chapter today we learned about the basics of rigging and also learn to create this human meta rig with the help of rigify add-on and in the next chapter we’ll be creating the meta rig for the 3D character that we created in the previous [Music] chapters in the previous previous chapter we begin with the basics of rigging and blender and in this chapter we’ll try to create and attach a simple metallic for our character that we created from the chapter number 70 to the chapter number 72 of this course so we are done with the modeling of the character’s body and the clothes and so now it’s the time to create a meta rig or basically a skeleton for this character so for this let’s first go to the solid mode now press shift plus a then go to our major and in The rigify Meta rigs select human also one more thing to note here is that you might not be able to see the rigify metx option if you have not turned on the rigify add-on in blender about which we learned in the previous chapter of this course now coming back to our scene we need to scale up the skeleton or basically this arat according to the height of our character so for this with this metx selected tab into the edit mode press a to select everything and let’s scale it up but right now it’s being scaled up according to the median point to fix this simply click on this icon which is the transform pivot point and select the 3D cursor now let’s scale it up again and we need to ensure that the height of the shoulders of the character are matching with the shoulder bones of the metallic now to focus only on the skeleton simply press the forward slash button and now we can see here that the skeleton or basically the metallic or the Armature is made up of a lot of Bones and all these bones together allow the movement of a character on the top we have the bones related to the face then we have the spine in the middle which will basically be for the back then we have the character’s arm bones the hands and in the lower part they have the bones for the character’s legs and the feet also if you want you can select any particular bone by left clicking on it and we can modify the meta rig by deleting a bone and to do this simply press X and select delete bones now this particular bone that we had here is now deleted and to get it back simply press cr+ Z one more thing with this bone selected if I click on this icon which is the bone properties then here you can see the name of this bone which is shoulder DOL representing the bone for the left shoulder similarly if I select this one then this is named as shoulder. R representing the bone for the right shoulder now in this chapter we need to delete all those bones that will not require for a character so first of all we’ll be deleting these face bones because we’ll be working on the manual face rigging in one of the upcoming chapters of this course but if I try to select each one individually and delete them then it would take us a lot of time and a better way to do this is to first go to the side view by pressing three on the numpad then press alt to Z to turn on the x-ray mode and now over here you will see this bone in the x-ray mode where this larger one is the spine. 06 but inside it we have the smaller bone which is named as the face and this bone is basically the parent of all the bones which are available for the face rigging in fact he can also select all the children bones for the selected parent bone by simply pressing shift plus G and in the select similar menu select children with this we now have all the children bones selected for this parent bone now to delete all of them simply press X and select delete bones so in this way we easily deleted all the bones related to the face of the character also for our 3D model we created the hand with one thumb and three fingers meaning that we should be deleting all the bones of this little finger so let’s select all four of these bones then press X to delete and select delete bones similarly for the other side also we’ll be selecting these four bones off the little finger and to delete them press X and select delete bones now moving ahead in order to create the final rig skeleton along with the controls first of all go to the object mode Let’s also turn off the x-ray mode and to view the rest of the things or basically to remove the Focus From The Meta rig simply press the forward slash button now to generate the rig go to the object data properties then scroll down down and in the rigify category select generate rig and with this we now have this final rig skeleton created along with the controls that we’ll be using while animating our character but for now we’ll be adjusting the meta rig according to the character’s body but before that do ensure that you have the mirror modifier applied in the modifier properties for the head of the character and also for the body so for the body of character we have added the mirror modifier but have not applied it yet so to fix this click on this icon and select apply also we’ll be hiding the clothes of the character in in order to adjust the skeleton or this meta rig properly for the character so press h to hide the T-shirt similarly I’ll select the pant of the character and press h to hide also I will be selecting the shoes of the character and hide them as well moving ahead let’s Now work on adjusting the meta rig and the bones according to the character’s model so for this let’s first hide this final rig that we created so press h to hide now select the meta rig in the scene collection and tap to enter the edit mode now press all plus Z to turn on the x-ray mode also to hide these hair particles let’s go back to to the object mode select the head then open the particle properties and turn off the real-time display now select the meta Ric again and tab into the edit mode now in the edit mode on the top right corner we have this option of applying the mirroring effect and if I turn it on in the x-axis then whatever changes I’ll do in the edit mode will get applied on both the sides according to the Symmetry with respect to the x-axis so do ensure that you have turned on the mirroring effect in the xais and now to begin with adjusting the meta rig let’s first go to the front view by pressing one on the numpad then select the boot bones of the arms and the fingers and press h to hide them similarly let’s also hide the bones for the arms and the fingers on this side also by pressing H and then go to the side view by pressing three on the numad now the first bone that we have for this skeleton is named as spine. 006 you can also view its name by going to the Bone properties and then over here you can see the bone name which is spine. 006 now we need to place this bone in such a position that the top or basically the head of the bone is somewhere near the top of the character’s head so for this with this top part of the bone selected press G to move it and we’ll place it over here then we’ll select the tail of the bone and we’ll place it somewhere in the middle of the neck similarly the next bone that we have here is the spine. 005 and we need to select the base of this bone and place it over here in somewhere around the region of the neck then we have this bone which is named as spine. 004 so I’ll select it tail which is this tiny circle at the bottom press G to move it and place it over here also let’s zoom out and we’ll be selecting all the bones except for the ones that we have already adjusted and move them in the y axis now left click to finalize let’s zoom in again and with this most of the bones in the metallic are now properly placed moving ahead I will be hiding this particular bone which is the bone for the left thigh by pressing H similarly let’s also select this one which is the right thigh bone and press h to hide now we’ll be selecting the bottom of the pelvis bones press G to move them and place them somewhere in between the region where the upper body and the lower body is connecting also one more thing to notice here is that there are two types of pelvis bones one is the pelvis left and to view the other one let’s go to the front view and now over here this one is the right pelvis bone and this one as we discussed earlier is the left pelvis bone and while moving we selected both of them in order to place them properly in The Meta Ric moving ahead let’s also make all these bones in the upper body a bit more straight in order to increase the accuracy of the character riging now press one on the numpad to go to the front view select the head of the pelvis bone press G to move it and place it over here now over here we also have the shoulder bones and to adjust them properly I first select this part of the bone press G to move it downwards in the z-axis like this let’s also move it away in the x- axis like this similarly select this part and place it somewhere near the shoulders of the character then over here we have the breast bones and we’ll place them slightly in the x-axis like this and left click to fin light and so with this we have now completed the rigging for the upper body of the character now moving to the lower part first of all let’s unhide the thigh Bones by pressing alt plus h of the legs now first of all we’ll be selecting all the bones of the legs and the foot by holding holding the shift button and we’ll move them in the x-axis like this and we basically need to ensure that they placed somewhere near the center of the legs now I’ll select this bone which is named as the left thigh and we need to move it downwards in the Z axis so for this we’ll select its head press G to move it in the z-axis place it over here and left click to finalize now go to the side view by pressing three on the numpad then select this part and move it slightly upwards like this then select this one press G to move it and place it in the middle of the foot then I’ll select this part of the left toe bone and move it in such a way that it touches the front tip of the foot also if I zoom in then over here we have the heel bones and so with both of these selected we’ll press G to move them and place them at the back part of the foot also one more thing to notice here in the legs bones is that these two bones which is the thigh bone and the shin bone are not completely straight and this is because we’ll be having the knee joint at this place as a result for a better movement it’s recommended to have a small angle in between the two bones now moving ahead we’ll now be working on adjusting the Met rig or basically these bones that are for the arm and the hands of character so for this first of all I select this part connecting the two bones of the arm press G to move it and place it over here then select this part press G to move it and place it over here let’s move it slightly in the x-axis like this and left click to finalize similarly we’ll be selecting all the bones of the hand of character press G to move them and we’ll place them over here in order to rotate them properly first of all in the transform PIV Point select the median Point press R to rotate it and left click to finalize let’s place it properly again now press 7even on on the numpad to go to the top view zoom in and we’ll be scaling up all these bones which we have created for the hands of character now let’s place them properly like this similarly I’ll select this bone and place it over here also I’ll select this part of the upper arm bone and we move it slightly in the y axis now left click to finalize and now we’ll be working on placing the bones of the hand properly in the metallic but before that one more thing to notice here is that the joints in between the two ending bones of any finger are not connected to each other if I try to move one of them then it will get disconnected with the other part however for a proper rigging we need to ensure that both of them remain connected even when we move their position so for this first of all press cr+ Z to undo then deselect everything and now before moving them we’ll first select both of them together by left clicking and dragging like this then press G to move them and place them over here now I’ll be selecting this particular part of the bone and we’ll move it in such a way that it is placed at the 1/3 position of the finger similarly I’ll select this part and place it over here then in the end I’ll be selecting this one and we’ll place it at the tip of the finger similarly let’s do the same thing with the other fingers also so let’s place all these parts properly according to the position of fingers so now I’ll select this part place it over here and in the end we’ll be placing this last part at the tip of the finger also to ensure that there’s a little Gap in between this joint part and the beginning of fingers let’s do the same for the middle finger also and now it looks perfect moving ahead I will be selecting this joint part first for the index finger press G to move it and place it over here then I’ll select this part of the the bone and move it over here moving ahead I’ll select this one press G to move it and place it over here and then in the end I will select this last part and we’ll place it at the tip of the index finger now for the thumb we are having these three bones which we’ll be placing properly according to the position of thumb so first of all with this end part selected press G to move it and place it over here then select this one press G to move it and we’ll place it over here similarly I’ll select this one and place it somewhere near the middle of the thumb and At Last I will select this particular part of the bone and place it at the tip of the thumb so in this way we are having these three bones for the thumb which we have placed like this now over here you can also see that we are having three Palm bones this one is the first Palm bone for the left hand since it is named as palm. 01l similarly this one is the second bone for the left palm and this one is the third bone for the left palm and we basically need to place them in such a way that their ends are located somewhere near the wrist of the hand so let’s adjust their position slightly and now they look perfect now moving ahead we have one more bone over here which is named as hand DOL meaning that this one is the bone for the left hand and we need to place its head somewhere near the joint of the middle finger and the tail part at somewhere around the wrist of the hand also if I zoom out then one more thing that we need to take care of is that just like the bones in the legs by having a slight angle in between both of them similarly for the arms also we need to have a slight angle in between the upper arm and the forearm so for this we’ll select this joint connecting both of them and we’ll move it slightly in the y- AIS and now it looks looks perfect and so with this we have now created the rig and even adjusted it according to the character’s body however there are still a few things that we can fix in order to make it perfect for example these bones for the finger are not yet properly placed so to solve this problem we need to select all the bones for the hand so for this let’s first go to the top view by pressing seven on the num pad then zoom in let’s select all these bones let’s change the angle and now to make them straight let’s scale them down in the z-axis now left click to finalize and now to view everything properly press one to go to the front view let slightly move it up in the z-axis like this let’s also check it from the other views so go to the side view by pressing three on the numpad and from this view all the bones of the hand are looking perfectly placed similarly let’s also check the Same by going to the top view and from this view also the hand that we rigged is looking completely perfect now moving ahead if I select any particular bone of any finger then in the bone properties you can see here that we have a parameter known as the r and this one controls the rotation of the bone around the head and the tail axis in most of the cases this roll value will be somewhere close to- 180° for all the bones of the fingers however in order to make them exactus 180° we’ll simply select one of the bones go to the roll value and enter minus 180 then to input the same r value for all the other bones in the fingers we need to select the bones individually first and then at last we’ll be selecting that bone in which we have entered the correct roll value so we have now selected all the finger bones except this one so with the shift key holded I will be selecting this one at last which is having the R value equal to minus 180° and to assign the same Ro value to all the other bones simply go to the Armature menu then in the bone roll go to recalculate Ro and select active bone and now if I select any particular bone then in the bone properties you can see that the RO value will either be minus 180° or positive 180°. so for this selected bone the R value is positive 180° however if I select this one then the RO value is equal to- 180° now the reason why some of these bones are having a ro value equal to- 180° whereas for some other the value is equal to 180° is that between the values of – 180° and postive 180° there’s a difference of 360° and we all know that the object will return to its original state if we rotate it by 360° you can also check this by going to the role parameter so with this particular bone selected if I begin to change the RO value from positive 180° and begin to reduce it and will bring it to minus 180° then you will notice that the rotation of the bone will again be in the same state so you can check this thing on your own that if I increase the r value by 360° then it will again return back to the same position also if I go to the top view again then it might be possible that even after selecting some particular Bones the R value is still not equal to plus or minus 180° so in such cases we don’t need to change the value of R manually and we’ll keep them fixed at only that value that we got by using the recalculate Ro now moving ahead we’ll be doing the same procedure for the right hand also so for this let’s zoom into the right hand now we’ll select any particular bone and then the RO value and Ure that- 180° is entered and now we’ll be selecting all the bones apart from the one that we have selected right now so for this first I’ll be selecting the thumb bones then we’ll move to the index finger then the middle finger of the hand and then we’ll be selecting the little finger and at last make sure to select that particular finger whose r value was equal to – 180°. now go to the Armature menu then in the bone roll go to recalculate Ro and select the active bone and so with this the RO value will now change to either positive 180° or 180° but in this case also the R value for some of the bones will still not be exactly minus or positive 180° but as I told you earlier we don’t need to worry about that now moving ahead we’ll now be adjusting the bone rotation axis for the fingers in this part we’ll basically select all the first bones of the fingers then we’ll press control+ Tab and switch to the pose mode then in the bone properties we’ll go to the rigify type and in the bend rotation axis we’ll change this from automatic to the X manual similarly I’ll select this bone go to the rigify type and in the bend rotation axis we’ll change this to the X manual as well now let’s do the same for this B also similarly for the thumb also we’ll change the bend rotation axis to the X manual now let’s do the same thing for the right hand also so for this we’ll be selecting the first bone of the finger then we’ll go to the bend rotation axis and we’ll change this to the X manual similarly let’s do the same for this finger also so we’ll change this to the X manual just like this we’ll select this bone and in the bend rotation axis select the X manual and let’s do the same thing for the bone in the thumb also and now with this we now have have the complete meta rig ready for our character so with this let’s now enter the object mode also go to the scene collection and unhide the rig and now you can see here that all the adjustment that we made in the edit mode of the meta rig are not automatically changed for the rig that we generated and to solve this problem select the meta rig again then go to the object data properties scroll down and in the rigify category click on the regenerate rig however you can see here that it shows us the rigify error and it states that this particular bone named as spine. 004 is not properly placed since the bone position is disjoint now it might be possible that for your character this particular error was not generated but in most of the cases it’s certainly possible to see such kind of Errors so now let’s work on understanding about why we see that particular error and how we can fix this so first of all tab into the edit mode go to the front view by pressing one on the numpad let’s zoom in and now you can see here that if I select this particular bone and go to the Bone properties then its name is saved as spine. 004 and this is that particular bone about which Blended told us while giving the rigify error so what basically happened was that the tail end of this spine. 004 bone had to be connected or basically joined properly with the head of the spine. 003 so in some particular cases it is important that while adjusting the meta rig we need to ensure that both of them are selected together and then moved around however in this case we did not take care of this fact and as a result we received this error so to solve this problem return back to the object mode then go to the scene collection and with the rig selected press X to delete it now after deleting the the rig select the meta rig in the CN collection tab into the edit mode Let’s zoom in and now first of all we need to select the head of the spine. 003 and then with the shift key holded select the tail of the spine. 004 then right click select snap and in this list we’ll be selecting the selection to active and now if we return back to the object mode Let’s also zoom out now with the meta selected go to the object data properties then scroll down and then we have the rigify category and from here click on the regenerate rig and now you will notice that lender will successfully generate the rig after we have done the changes in the spine bone of the meta rig now the reason for generating this rig is that we actually use this particular rig in order to animate our character and not the meta rig we basically use the meta rig to edit the bones and place them properly according to the character’s body then we generate the final rig which is to be used in the animation and this is named as the rig in the scene collection so for now we’ll be hiding the meta rig from our scene now moving ahead we’ll Now work on connecting this rig that we generated to the character’s body right now we have only generated the rig but we can’t use it in order to modify or animate the character so for this let’s first turn off the x-ray mode then I’ll select the head of the character first and we’ll join it with the character’s body so press crl + J to join them together now with the body selected hold on the shift button and select the rig and now to define a relationship between the characters body and the rig go to the object menu then in the parent we have this option of our deform and in this we’ll be selecting our deform with automatic weights now it might take some time to define the relationship of parent and child in between the rig and the character’s body and once it is done if I select the rig then press control plus tab to enter the pose mode then all of these are the different controls that you can use to animate your character and collectively these are known as the rigify controls to understand this with the help of an example if I select this box in the middle and press G to move it then you will notice that the character’s body is also moving along with the cube similarly if I select this hand control and press R to rotate it then you will notice that the specific part of the hand is also rotating because of it also if you make any changes in the pose mode and want to reset the pose then for this simply go to the pose menu then in the clear transform select all and this will clear the transform for that particular control that you have selected in the pose mode currently I selected only the cube and as a result the changes that we did to the cube have now disappeared however to make this happen for all the controls press a to select everything then go to the pose menu select clear transform and in this list select all so in this way you can reset the controls in the pose mode now let’s return back to the object mode and one more thing is that if I select the character this body and go to the modify properties then for better deformations while creating the animation it is suggested to place the our maor modifier above the subdivision surface modifier so to do this left click over here and drag it above the subdivision surface modifier and so now we have learned about connecting the rig and the characters body together by using the parenting option and we’ll also be learning about the different types of rigify controls that are available in the pose mode in the upcoming chapters of this course and so with this we now arrive to the end of this chapter today we created this meta rig which we used to generate this final rig that we’ll be using for the animation purposes we also learned about fixing the error that you might see while generating the [Music] rig in the previous chapter we created a final rig for a character and even created a connection or a relationship between the final rig and the character and in this particular chapter we’ll be understanding about the various things that we can do with the help of rigify controls in blender so we begin to model this character from the chapter number 70 of this course and if you wish to download the 3D model of this character then you can join the patreon whose link is available in the description of this video now returning back to our topic let’s first switch to the solid mode and currently we are having this final rig that we created for this 3D character also I will be hiding the clothes of a character along with the hair in order to understand about the rigify controls in a better way so first of all I’ll select the body then go to the particle settings and to hide the hair particles turn off the real-time display from here then I’ll select the t-shirt and press h to hide it similarly with the pants also and at last I’ll also select the shoes of the character and press h to hide them then in the scene collection let’s also hide the metallic and the teeth of the character the reason for doing all this is that currently we want only the final body and the rig in order to see how the rigify controls work now by default all the rig layers in the final rig of the character are visible in the scene however suppose you want to see only some specific layers like the ones for the Torso or maybe only to control the hands and to do this with the rig selected go to the object data properties and in the bone collections you can control the specific bones or the layers of rig to be shown in the scene for example if I begin to click on this I button for some specific bone collections you will notice that they will begin to disappear from the scene also to disappear all of them simply hold the left Mouse button on any one of the eye buttons and drag your cursor like this now all the bone connections have been hidden from the scene and so in this way it will be better to only view some specific bones and understand about them so first of all we’ll be understanding about the Torso bones so go to the Bone Collections and in this list we’ll unhide the Torso also also to view everything properly in the scene let’s turn on the x-ray mode by pressing alt plus Z and this will display even those rigging controls which are present inside of the body of character now to make any changes in the character on the basis of these rigify controls we have to first enter the pose mode because if I try to change anything in the object mode for example if I try to move it then you will notice that the character and the rigging is moving together as a whole and we are not able to control individual things in the character so to enter the pose mode press control plus tab or else you can also click here and from this menu select the pose mode now all the controls that we have here can be moved by pressing G or they can be rotated by pressing R and in a similar way we can also scale them up by pressing s and as you can see here that whatever changes I’ll make to any of the rigify controls will automatically get applied to the character’s body also now the first igy control that you have here is for the head and if I move it then you will notice that the head of the character will begin to move also to rotate the head simply press R to rotate it like this but a much better way of rotation is to press R2 twice and now if I move my cursor then you will notice that the rotation of the head gets a much more natural look then over here you have the controls for the shoulders of the character and to see everything properly I’ll first enter the object mode and let’s turn off the x-ray mode now in the pose mode with the controls for the right shoulder selected if I press G to move it then you will notice that this control is helping us to change the location of the shoulder part of this 3D character similarly if I press R to rotate it then the shoulder part will get rotated like this then if I change the angle then this particular control is for the neck and if I try to move it by pressing G then you will notice that we are able to control the neck of the character and along with it the character’s head is also moving similarly if I press R to rotate it then the part of the 3D character related to the neck and the head will begin to rotate then over here we have the rifi controls for the chest and by moving it we can basically control the entire upper body of the character apart from the hands similarly if I try to rotate it then the upper body will get rotated like this moving ahead this box over here controls the entire torso because if I try to move it then you will notice that the changes are being applied to almost the entire body except for the hands and the feet in the previous one which specifically control the chest so when we moved it it only control the upper body but in this case we are able to control not only the upper body but also the lower body of the character then over here we have the rigify control for the hips of character and in most of the cases we only use it to rotate the hip part by pressing R so in this way you can use the various rify controls available in the Torso bone collection now suppose you do any changes using any of the rigify controls to the character in the pose mode and then you want to reset it then for this simply go to the pose menu then in the clear transform select all and with this the object will return back to its original state now moving ahead we’ll be understanding about the rigify controls available for the fingers so for this go to the Bone collection in the object data properties and we’ll unhide the fingers controls now in the rifi controls for the fingers we first have these four controls which we can use to rotate or bend the fingers of character for example if a select any one of them and press R to rotate it then you will notice that we are able to rotate the finger around its Spas but suppose you want to bend the fingers then for this with the control selected press s and you will notice that the finger will now begin to show the bending effect similarly we can also try the same with other fingers so if I press s then the bending of fingers will occur and if I press R to rotate them then they will begin to rotate around the base of the finger also by holding the shift key we can select all of these controls for the fingers and to use them together first go to the transform Pivot Point and select individual Origins and now if I press s to scale them down then you can see here that we are able to bend all the fingers of the character at the same time now moving ahead in the fingers digging we also have this control which is for the palm of character and if I try to move it then you will notice that it’s causing the deformation of the Palm so whenever you want to change the way how your palm looks or to basically deform it then you can use the Palm controls in the character’s rig moving ahead in the bone collections we also have the fingers detail and if I turn it on and go to the x-ray mode then in this case we’ll be having some more controls available in the fingers of the character which will allow us to add some more detailing to the finger rigging for example if I select this particular control in the index finger and try to rotate it then you will notice that we are now able to control this upper part individually of the index finger similarly if I select this part on the tip of the finger and try to move it by pressing G then you will notice that we are now able to control the tip of the finger individually and similar is the case with all the other controls of the remaining fingers now moving ahead let’s also explore the rifi controls available for the arm and for this go to the Bone Collections and we’ll unhide this arm DOL which is the left arm and in Brackets ik is mentioned meaning inverse kinematics so we’ll unhide this and now you will notice that we are having these red colored controls added in the rig which we’ll be using to control the arm of the character so first of all we have this control which is for the left hand of the character however if I try to move it by pressing G then you will notice that it’s not only controlling the movement of the hand but along with it it also controls the movement of the entire arm to understand this in a much better way let’s go to the front view by pressing one on the numpad let’s zoom out and now with this hand control selected if I try to rotate it then in this particular case the rotation will get applied only to the hands however if I try to move it then unlike

    the rotation this effect will be visible on the entire arm of the character and so this is how the rigify controls for the arm Works in our scene now just like the left hand we can also turn on the rifi controls for the arm for the right side of the character and for this go to the Bone colle celection again and unhide this arm. R and in Brackets ik will be mentioned so let’s unhide this and now just like the left hand if I try to do the same with the right hand also then you will notice that we are able to see same changes for this one also moving ahead in the arms control we also have these red colored arrows and these can be used to control the arms of the character individually so basically the hands will control both the arms and the hands together however if you want to control only the arms of the character then for this purpose you can use these upper arm controls similarly on the right side also we are having these Arrow controls which are there to individually control the movement of the arms however in general cases you’ll be using the hands control for most of the animations now before moving to the rigify controls available for the legs we’ll first clear the transform of all the controls that we have applied on our character so for this press a to select everything then go to the pose menu and in the clear transform select all now for the legs go to the Bone collection and we’ll unhide this leg DOL and in bracket ik which is for the inverse kinematic so let’s unhide this and in a similar way for the right leg also we’ll unhide this leg do R and ik in the brackets now just like we were able to control the entire arm of the character just by moving the hand in a similar way the legs of the character can also be controlled by using this particular control which is for the foot of character so with this selected if I press G to move it then you will notice that we are now able to control not only the movement of the feet of character but with that we are also controlling the movement of the legs similarly if I press R to rotate then in this case the rotation will get applied only to the feet and not to the entire leg also if I click on this Arrow which is for controlling the thighs and try to move it then you will notice that we are now controlling the leg of the character individually but just like the arms the more General way to control the legs is to use the foot control one more thing to notice here is that if I select the arrows and press R to rotate them then in this case we are able to control the rotation of the thigh or basically the leg of our character now moving ahead for the feet of the character we are also having some more controls and to understand them let’s first reset all the changes that we have applied in the pose mode so press a to select all then go to the pose menu and in the clear transform select all now let’s go to the side view by pressing three on the numpad and for the foot the first control that we have is this one which is for controlling the toes of the foot so with this selected if I press R to rotate then you will notice that we are able to control the rotation of the front part of the feet or basically the toes of the feet then over here we have one more control which is named as has foot spin and if I try to rotate it by pressing R then you will notice that it kind of rotates the foot around this point and along with the foot we’ll also see the movement or the rotation in the legs of the character and this thing is useful while creating an animation of showing the walking of the character and now moving ahead the next control that we have here is named as the foot heel and if I try to rotate it then you will notice that its main area of control is basically the heel or the back part of the foot and so with this we have now learned about using the rifi controls for for all the parts of the body however there are still a few adjustments in order to make the rigging and the animation process perfect for example if I select this control for the chest and try to rotate it then you will notice that the eyes the eyebrows and the nose are not rotating properly with respect to the character’s body and so we’ll be making all such adjustments in the next chapter of this course but before ending I’ll press a to select all then go to the pose menu and in the clear transform select [Music] all in this chapter we’ll find finally complete the entire riging of the character since we’ll be making some final adjustments that need to be done for a proper rigging and animation and apart from that we’ll also learn about rigging the clothes along with the body of character so starting from the chapter number 70 we created this 3D character then we even created a final rig for this character that we’ll use for character rigging and the animation and if you wish to download the 3D model of this character then you can join the patreon whose link is available in the description of this video in order to complete understanding about the character rigging we also need to make some adjustments in the rig and the character in order to make it perfect so starting with the first one if with the rig selected if I press control plus tab to enter the pose mode and select the rify control for the head of character and try to rotate it by pressing R then you will notice that the eyes eyebrows the nose and the teeth of the character are not rotating and this is because we need to make some adjustments in the weight paint of this character model and since teeth are a separate object in the scene collection so we need to create a parent child relationship of the teeth and the bone so to do all this let’s first come out of the pose mode and for now we’ll be hiding the clothes and the hair of the character so for this I’ll first select the character then in the particle settings turn off the realtime display by clicking on this icon then I’ll go to the scene collection we’ll be hiding the T-shirt the shoes of the character and also the pants let’s also hide the meta rig and now we are ready to make the adjustments so with the character selected if I hold on control+ Tab and take my cursor to the weight paint then basically this is where we need to make the changes for the rigging adjustments to understand this in more detail let’s open the object data properties and in the vertex group you will notice that we are having a large number of vertices and for each one of these we have a certain area assigned which you can also see as green and yellow colored on this character and this painted region simply represents that the selected vertex group will be controlling the painted region now the reason behind having so many vertic groups for this character we have not created them ourselves is that whenever we do the rigging of any character or any object then in that case each of the deformation bones will have a specific spe ific area of some vertex group assigned to it which it will control while rigging the character to understand this in even more detail we have opened the edit mode and let’s also turn on the x-ray mode and now in the bone collections we have this DF which stands for deformation bones so if I unhide this then you will notice that all these bones that we can see inside the character are basically the deformation bones and all of them have some specific region defined that will be controlled by the controls that we can view in the pose mode for example this particular bone which is the spine .006 is there to control the character’s head and for the controlling purpose we have this head control and if I rotate this then you will notice that the character’s head along with the bone will rotate like this and now to set the region where this effect of the control will be applied we have to use the weight paints so first of all let’s return back to the object mode then with the rig selected hold on the shift button and we’ll select the character now to enter the weight paint mode hold on control and tab and take the cursor to the weight paint now in the weight paint mode if you want to select any bone then for this simply hold the alt button and if I left click on a bone then it will get selected and we’ll be able to see that specific region which will be controlled by that bone just like this if I hold the alt button and select this bone inside the chest then you will see that this particular bone is controlling this entire region which is shaded as green and yellow similarly with the ALT key holded if I select this bone at the top then this entire shaded region which is red in color is being controlled by this particular bone and as you can see here that only the head of the character is shaded and not the eyes the eye Rose and the nose of character so to solve this problem we need to shade all of these with the same red color as the head of the character but before that let’s also turn on the mirroring in the x-axis from here and now if I left click my cursor on this unshaded region you will notice that it’s creating a painting like effect as the area is being shaded on both the sides now let’s go to the front view by pressing one on the numpad let’s zoom in properly and now we’ll be doing the same with the eyes and the nose of the character also a faster way to do this is to hold down the left click Mouse button and if I drag my cursor then the entire area around the cursor will get shaded like this so do make sure that you have shaded the entire area of the eye with the red color and similarly let’s do the same for this upper part of the eyebrows also like this now let’s change the angle and let’s shade this particular area also on the side of the eyebrow let’s also shade this region and so basically we need to shade each and every region of the eyes and the eyebrows because we want them to be affected by the character ring let’s fix some more areas like this and now it looks perfect now it might seem that we have shaded the entire region of the eye and the eyebrows however this is not true because we still need to shade the area of the eyes which is inside the character’s head and to view it we need to zoom into the character’s head and let’s try to change the angle zoom in again and at some specific angle you will notice that you are able to see this green and the yellow region of one of the eyes now to shade them into the red color simply left click and drag your cursor like this and so with this we have now shaded the entire region of the eyes with the red color in the weight paint now let’s do the same with the nose also so for this simply left click and drag your cursor like this around the nose of the character now let’s change the angle slightly and we’ll be doing the same step for this back part of the nose also so let’s shade this region Also let’s also do the same for the bottom part of the nose and so with this we have now completed the weight painting for the character’s head completely so now if I hold control+ Tab and go to the object mode Let’s also turn off the xray mode and now let’s enter the pose mode of this character rig finally with this head control selected if I press R to rotate it then you will notice that this time the eyes of the character are being influenced by the rotation of the head control however the rotation or basically the alignment is not correct and to solve this problem let’s return back to the object mode then with the rig selected hold on the shift button and select the body of the character now hold on control and tab and we’ll again enter the weight paint mode now to avoid the issue that we were just facing we have to use a very simple tool which is known as the auton normalize tool to access this go to this menu of options and from here turn on the auton normalize and now with this turn on WE simply have to zoom in and we now need to reapply the weights on the eyes of character but the better way to do this is to First select this head control on the top by holding the alt button and left clicking to select it and then we’ll rotate it by pressing R like this now to apply the weights again to the character’s eyes we’ll be selecting this bone by holding the alt button and left clicking on it let’s also turn off the x-ray mode in order to get a better view now to apply the paint again simply left click and drag your cursor like this and you will begin to notice that the eyes will begin to move towards their original position and will get attached to the head of the character so we have to do this from all the angles in order to give the eyes a completely perfect look and so with this we have now fixed the error of the improper rotation of the eyes for this head control now let’s return back to the object mode then I’ll select this rig press control plus tab to enter the pose mode and with this head control selected if I try to rotate it then now finally we are able to rotate the head of the character including its eyes and the nose and also the eyebrows in a perfect manner now moving ahead the next thing that we’ll do today is to create a relationship between the teeth and the characteric because currently even when we rotate the head control we are not able to see any changes on the teeth of character so for this let’s first go to the pose menu and clear the transform by selecting all now let’s return back to the object mode now select the teeth from the scene collection and then with the shift key holded we’ll be selecting the character’s rig let’s also turn on the x-ray mode in order to view everything properly and now with both of these selected press control plus tab to enter the pose mode now what we basically need to do is that we want to create a parent child relationship between the teeth that we have selected and the spine. 006 bone because this is that particular bone which is controlling the entire transformation and the rotation of the character’s head so to do this with this bone selected go to pause menu and from here you will have a parent option and in this one we have several categories but since we want the teeth object to be parented with a particular bone so we’ll be selecting the bone option and with this if I select this head control again and try to rotate it then now you can see here that the teeth of the character which are outlined with the orange color are also rotating along with the head to see this in a much better way let’s return back to the object mode and we’ll turn off the x-ray mode and so in this way we were able to add both the eyes and the teeth together with the head object for a proper rotation while riging the character now moving ahead the next thing that we’re going to do today is to transform the weights from the body to the clothes of character or to be more specific we’ll be applying the rigging to the clothes just like we did to the body of character so for this let’s first unhide the T-shirt shoes and the pants of character and with this if I press control plus tab to enter the pose mode and try to move this torso control then you will notice that the effect of rigging is only being applied to to the character’s body but not to the clothes of the character and to solve this problem let’s first enter the object mode now I’ll be selecting the T-shirt of the character then I’ll go to the modifier properties and first of all we need to ensure that we have applied the mirror modifier to all the cloths in the scene also we need to turn off the real-time display of any other modifier that we have added and not get applied so let’s turn off the realtime display of the subdivision surface modifier of this t-shirt similarly I’ll select the pants of the character then we’ll go to the modify properties and we’ll be applying the mirror modifier and we will also turn off the realtime display of the subdivision surface modifier similarly with the shoes also we’ll apply the mirror modifier from here and we’ll turn off the realtime display of the subdivision surface modifier now what we basically have to do is that we need to transfer the body weight to the clothes so that we can see the effect of rigging on the clothes of the character and to do this you simply need to select the character’s body first and then with the shift key holded select the clothes which will be the target object in this case and now to transfer the weights of the body to the t-shirt we need to enter the weight pain mode so hold down Control Plus tab and select the weight paint now in the weights menu here you have the option to transfer the weights so we’ll select this and now over here we have a menu which is the transformation data menu and we need to change some settings in order to achieve our result so first of all in the vertex mapping change this to the nearest face interpolated then in the source layer selection select by name and in the ray radius we’ll be entering a value of 5 m also to connect this t-shirt to the rig that we created we also need to add the arure modifier so go to the modifier properties click on ADD modifier then in the form select the Armature modifier now in the object select this rig that we created for the character’s body also do ensure that the Armature modifier is placed above all the remaining modifiers in the modifier properties and to do this simply left click over here and drag the arator modifier above the subdivision surface modifier and so with this we have now successfully transferred the weights of the body to the T-shirt object in fact we can even check this so first of all let’s return back to the object mode then select the rig press control+ tab to enter the pose mode and if I select this hand control and try to move it then you will notice that it’s not only controlling the body of the character but also the character’s clothes so in this way we can easily transfer the weights of the body to the cloth object and also apply the rigging effect to the character’s clothes Also let’s come out of the pose mode select the T-shirt object and we’ll also turn on the real-time display of the subdivision surface modifier now moving ahead we’ll be doing the same thing for the pants and the shoes of the character so for this first of all we’ll be selecting the character’s body and then with the shift key holded select the characters pants now press contrl plus tab to enter the weight paint then go to weights and click on the transfer weights then in this menu of the transfer M data change the vertex mapping to the nearest face interpolated increase the ray radius to a value of 5 m and the source layer selection to the by name also go to the modify properties and we’ll be adding the Armature modifier then in the object select the rig and we’ll also place it above the subdivision surface modifier now let’s return back to the object mode and now to confirm that the body weights is transferred to the pants of the character I’ll select the rig press control plus tab to enter the pose mode now I’ll select the feet of the character and if I try to move it by pressing G then now you can see that the effect of rigging is also being applied to the pant object so in this way we successfully transferred the weight of the body to the pants of the character similarly we’ll also be doing the same thing for the shoes of the character and for this we’ll first clear the transform so with this foot control selected we’ll also select the one on the left side then go to the pose menu and in the clear transform select all now press control plus tab to enter the object mode again now select the body first then with the shift key hold it select the shoes hold on Control Plus Tab and select the weight main mode now to transfer the weights go to the weights menu and select transfer weights now in the transfer M data menu to ensure that in the vortex mapping nearest face interpolated is selected then in the ray radius 5 m should be the value and in the source layer selected by name should be the option now in the modifier properties we’ll be adding the our ma modifier and in the object we’ll select the rig let’s also place it above the subdivision surface modifier and now let’s return back to the object mode to check everything let’s the rig press control plus tab to enter the pose mode and now I’ll select one of the foot controls and if I move them then now you can see here that the shoes are also following the same movement and the rotation as the character’s body Also let’s return back to the object mode then I’ll select this pant and in the modify properties let’s turn on the subdivision surface modifiers realtime display let’s also do the same thing for the character shoes and so with this we have now completed the entire rigging of the character’s body in today’s chapter we discussed about some final adjustments that we needed to make in order to make this body of the character ready for rigging and also from the next chapter onwards we’ll be starting a journey of understanding the concept of face rigging in [Music] blender in the previous chapters of this course we first modeled the character’s face and the body along with the hair particles and the clothes then we worked on the character rigging part and created the final rig for our 3D character and so now it’s the time to understand about the concept of face rigging in blender and basically in today’s chapter we’ll be covering the basics of this concept by creating the shape keys for the face rigging and in the end we’ll also add some bones to the face rig so we created this 3D model and if you want to download the blender file with this character’s body along with the rigging then you can join my patreon whose link is added in the description of this video now to begin with the face rigging let’s first return back to the solid mode and we’ll also be clearing all these Transformations that we did in the last chapter of this course so with the rig selected press control plus tab to enter the pose mode then press a to select everything and to clear the transforms go to the pose menu then in the clear transform select all now let’s return back to the object mode and now moving to the topic of face rigging this face rigging is basically done to create the facial expressions for example a happy face or a sad face and similarly the closing and the opening of mouth and to create such facial rigs or the controls we’ll be using the shape Keys feature available in blender and so before beginning with the process of face rigging I would advise you to watch this particular chapter of the shape keys if you want to brush up on the basics of the shape Keys feature so to begin with we’ll first hide all the objects apart from the character’s body and the teeth of character so go to the scene collection and first of all I’ll hide the pants of character let’s also hide the rig the shoes and the T-shirt of character now I’ll select the body and the first type of facial expression that we’ll be creating will be the neutral facial expression so for this let’s first enter the edit mode by pressing tab let’s also go to the front view let’s zoom in and to make the face neutral we need to ensure that the mouth of the character is properly closed so to ensure this press one for the vertex select mode and let’s also turn off the real-time display of the the subdivision surface modifier also to view the geometry in a much better way let’s return back to the object mode and now we’ll be applying the shade flat so right click and select shade flat this will simply remove the effect of shade smooth that you previously applied now tap into the edit mode and with this Loop of vertices selected we’ll scale them down in the z-axis Also let’s slightly scale it down in the x-axis like this let’s again scale it down in the z-axis in order to properly close the character’s mouth now go back to the object mode right click and apply shade smooth again and with this we now have a neutral expression for the character’s face however there are still a few things that we can fix to give the face of character a much more natural look so first of all let’s add a loop cut over here so press control plus r then left click to finalize and right click to cancel the movement let’s go to the side view let’s also disable the subdivision surface modifier realtime display from here and now we’ll be adjusting the vertices of the face in order to give it a much more natural look let’s do the same from the front view also so I’ll select this vertex and we’ll move it over here in the x-axis like this so you basically need to ensure that there’s enough spacing between each of the vertices and they are placed in a uniform manner let’s again go to the side view by pressing three on the numpad now we select this Vortex over here and we slightly move it in the Y AIS like this let’s do the same for this one also so we’ll move it in the y- axis and yes it’s not mandatory to follow each and everything about what I’m doing in the edit mode because it might be possible that for your character the placement of vertices or the position can be very different from my 3D character so after doing all these things we’ll return back to the object mode Let’s also turn on the realtime display of the subdivision surface modifier and now we’ll be creating a shape key in order to save this neutral facial expression so to do this let’s first go to the object data properties and in the shape Keys click on this plus icon and this will create the basis shape key and this one will be used for the neutral expression now moving ahead we’ll also be creating another facial expression with the mouth of the character open and for this we’ll be creating one more shape key and to change its name double click on the key one and we’ll type open mouth press enter to confirm and now with the shape key selected we have to create the open mouth expression so for this let’s first right click and select shade flat and also we’ll disable the realtime display of the subdivision surface modifier now press tab to enter the edit mode and to create the open mouth expression press three for the face select mode and now we have to select all these faces present at the bottom part of the face now if I press G to move them in the z-axis then the faces will move down however to give them a much more natural look we’ll be using the proportional editing tool so press o to turn on the proportional editing and now if I press G to move these faces down then you will notice that along with these selected faces the other faces on the upper part are also moving and to prevent this from happening click on this option in the proportion editing tool and turn on the connected only this will allow the proportional editing tool to only be applied to those faces connected to the ones that we selected so now if I try to move it in the downward Direction then we are no longer facing the problem of The Unwanted vertices moving in the downward Direction now left click to finalize and with this we have created a basic expression for the opening mouth however to give it a much more natural look we’ll be fixing some vertices or some edges of the character’s face so for this let’s first go to the front view Press Two for the edge select mode and I will be selecting this particular face and we move it up but before that let’s also turn off the proportion editing tool by pressing o and now I’ll move it up in the z- axis in this way we’ll be making the structure or basically the geometry of the character’s face a much more natural and a better look let’s also do the same thing from the side view so I’ll select this Edge and we’ll move it over here similarly I’ll select this one press G to move it and place it over here so it will depend upon your model that what changes you need to make in order to give it a natural looking expression now let’s change the angle and after all this the character space and the expressions are almost looking perfect so let’s finalize this and also if you want that the opening of the mouth should be more wider then for this select this Edge Loop and simply scale it up in the z-axis you can also do the same thing with the proportional editing tool turned on so after pressing o if I try to scale it up in the z-axis then the vertices or the edges around the selected ones will also show the movement now we’ll finalize this by left clicking and let’s now return back to the object mode also we’ll turn turn on the realtime display of the subdivision surface modifier and also apply the shade smooth and now to view the result I’ll go to the object data properties and with the open mouth shape key selected if I try to increase the value from 0 to 1 then you will notice that the mouth of the character will begin to open now moving ahead let’s also adjust the teeth of the character according to this open mouth so for this select the teeth then in the object data properties we’ll create a basis shape key which will carry the information about the original placement of the teeth then we’ll create a new shape key and we change its name to open teeth now tab into the edit mode Let’s go to the front view by pressing one on the numpad first deselect everything and now we’ll be selecting the lower teeth and for this I’ll place my cursor over them then press L and we’ll now move them in the downward Direction so first of all turn off the proportion editing tool by pressing O then press G and z and move them down in the Z axis now left click to finalize and now if I go to the object mode again and with the open teeth selected if I try to increase this value then you will notice that we are able to move the lower teeth of the character with the help of shape keys and now moving ahead we’ll be creating another shape key which will show the mouth being expanded in the outward direction or basically the x- AIS so to do this I’ll first change the value in the open teeth shape key to zero then I’ll select the character’s body and we’ll also change the open mouth value back to zero now let’s create another shape key so click on this plus icon and we’ll rename it to out mouth Now to create the expression first right click and select shade flat now tab into the edit mode now press one for the vertex select mode and it’s also disabled the real-time display of the subdivision surface modifier now we have to select the entire vertex loop around the mouth of the character so with the ALT key holded select this entire vertex Loop and to create the expression of the mouth expanding in the outward Direction we’ll scale this up in the x- axis but let’s also turn on the proportional editing tool by pressing o and now press s and x and scale it up like this now once the scaling is done left click to finalize and now to view how the expression looks let’s return back to the object mode go to the object data properties and increase the value with the out mouth shape key selected so if I increase it you will notice that the mouth of the character is expanded in the outward direction or basically the x-axis in fact if you want you can see more than one expression at a time and to do this over here in the out mouth we have entered a value of one similarly if I select the open mouth also and enter the value equal to 1 then now you will notice that we are able to see both the Expressions the mouth is expanded in the outward Direction and also the mouth is showing the opened expression similarly if I select the teeth also and in the open teeth if I enter the value equal to 1 then now we are able to see the effect of all the three shape Keys together applied to our character moving ahead if I zoom in you will notice that because of scaling up these vertices around the character’s mouth we are able to see these edges of the inner part of the mouth that we created while modeling the character you can also check this by going to the x-ray mode and to view everything in a much better way click here and turn on the wireframe display in the geometry category and now you can see here that this particular part of the mouth which we modeled as the interior of the mouth is being visible on scaling up the vertices around the character’s mouth in the x-axis so to solve this problem I’ll first select the out mouth shape key and and tap to enter the edit mode now I’ll deselect everything and with my cursor over this interior part of the mouth I will press L and this will select all the vertices which are present in the mouth interior now we’ll scale it up in the xaxis like this and left click to finalize let’s return back to the object mode and now you will notice that if I try to reduce this value in the out mouth shape key to zero then not only the expression is changing but also the scaling of the mouth interior part is also changing now moving ahead we’ll now be creating an expression where all these vertices around the character’s mouth will move in the in Direction so for this let’s create one more shape key and we’ll rename it to in mouth now before creating the expression let’s first reduce the value of all the other shape keys so for the out mouth I’ll enter zero as the value similarly I’ll select the teeth then in the shape keys with the open teeth selected I’ll change the value to zero and in the end I will select the open mouth shape key and will reduce its value down to zero Now to create the expression of the in mouth I will select the shape key now tab into the edit mode now first deselect everything and with the ALT key hold it we’ll be selecting this vertex Loop around the character’s mouth now let’s scale it down in the x-axis like this and left click to find lights now let’s return back to the object mode and with the in mouth shape key selected if I try to increase the value from here you will notice that this expression is created where the vertices around the mouth of the character are moving in the inward Direction now moving ahead we’ll be creating one more facial expression which will be the happy face expression so for this let’s first reduce the value of the in mouth shape key to zero and we’ll be creating a new shape key let’s rename it to happy mouth and press enter to confirm now in this EX impression we’ll be creating a simple smile on the character’s mouth so for this press tab to enter the edit mode first deselect everything and now I’ll select this particular Vortex surrounding the mouth and present at the ending part now with the proportion editing tool turned on we move it up like this and left click to find lights to make it look better let’s turn off the proportional editing tool and now I’ll select some random vertices and move them up in the z-axis so let’s do the same thing with all of these vertices surrounding the mouth and in this way we’ll be giving the face or basically the expression a much more natural look now I’ll select these four vertices and we’ll move them in the downward Direction like this so you basically need to ensure that the placement of all these vertices is uniformly distributed from the ones which are surrounding them and once all this is done the expression will be finalized and if you want you can even try to change the Angles and try to move some vertices in a particular direction to give the face a uniform and natural look now let’s return back to the object mode Let’s also go to the front view and now with the happy mouth shape key selected if I try to increase the value from here you will notice that we are having an expression which shows a simple smiling face on the character’s mouth and now moving ahead we’ll be creating one last expression for the character which will be the sad mouth so for this let’s first reduce the value in the happy mouth back to zero and we’ll be creating a new shape key so let’s rename it to sad mouth and press enter to confirm now tab into the edit mode and now with this Vortex selected around the character’s mouth we’ll first turn on the proportion editing tool and we’ll move them down in the z-axis now left click to finalize and we again need to fix the positions of the different vertices so we’ll fix all of them in order to give the character’s face a natural look so let’s turn off the propor P editing tool then I’ll select this Vortex and we move it ahead in the y- axis similarly I’ll select this one also and we’ll move it forward in the y- axis like this now let’s select this one and move it like this and so in this way we’ll be modifying the positions of the different vertices around the character space in order to give it a natural appearance let’s fix this one also and once all this is done the characters Expressions will be finalized now let’s return back to the object mode and to test the expression I’ll go to the object data properties and with the sad mouth shape key selected I’ll try to increase the value and finally this is how the sad expression is looking in fact we can even go to the modifier properties and turn on the real-time display of the subdivision surface modifier to see the expressions in a much better way let’s also turn off the wireframe display by using this menu let’s also apply the shade smooth and so with this we can now test all the Expressions individually as well as by combining them together simply by selecting each one and increasing its value one by one for example right now I have entered the value of one for two shape Keys one of them is the out mouth and the other is the happy mouth and as a result the expression that we see on the character’s face is having the mouth expanded in the outward Direction and along with it there’s also a smile on the character’s face because of the happy mouth shape key now once we have created all the shape keys for the facial expressions we’ll begin the Journey of rigging the parts of the face so that we can use these expressions in the character animation so for this we basically need to create the bones for the character’s face that we’ll use for the face rigging and also to create the controls that will easily allow us to change the character’s Expressions so for this go to the scene collection and first we’ll unhide the rig that we created for the character now I’ll select the rig and to create the bones for the face press tab to enter the edit mode but before that in the object data properties of the character’s rig we have to select the face bone collections so that whatever bones we add in the edit mode now will be categorized in the face bone collections also to view all the bones that we add let’s unhide the face collections by clicking on this icon and now to create a new bone the shortcut is to press shift plus a by doing this a new bone will get created at the position of the 3D cursor now we’ll be using this bone for the character his mouth so for this I’ll first select it then go to the side view press G to move it and place it over here now let’s change the angle let’s also zoom in and we’ll scale it down like this and place it near the mouth of the character let’s move it slightly more upwards and we’ll also scale it down like this now moving ahead we need to create another bone which will control the opening of the mouth so for this press shift plus d to create a duplicate of this bone and we’ll move it in the downward Direction so we’ll place it over here let’s also scale it up further and so we’ll be using this particular bone for controlling the downward movement of the face also so we need to create one more bone for controlling the movement of the teeth so with this bone selected press shift plus d to create a duplicate right click to cancel the movement and we’ll scale it down like this so that we can view both the bones placed at the same position now moving ahead we’ll also be creating the bones to control the movement of the character’s eyes so for this with one of the bones selected we’ll create a duplicate by pressing shift plus b and we’ll place it somewhere near the eyes of the character to bring them forward in the Y AIS let’s go to the side view now press G and Y and move it forward like this let’s again go to the front view so you basically need to ensure that the base of the bone is aligning with the center of the eye similarly let’s create one more duplicate by pressing shift plus b and we’ll place it in front of the eyebrows because we’ll be using them in order to rig and animate the character’s eyebrows so in this case also you have to ensure that the base or basically the tail of the bone is somewhere near the middle of the eyebrow Now to create the bones for the other side of the eyes and the eyebrows also we’ll first select both the bones together by holding the shift button and we’ll create the duplicates by pressing shift plus b now right click to cancel the movement and to place them accurately at the same position of the ice on the other side also we’ll be using the mirroring tool so for this first we’ll change the transform P point to the 3D cursor now go to Armature and in the mirror select X Global and now you will notice that the two duplicate bones will accurately get placed on the other side now moving ahead one last thing to notice here is that if I select any particular bone and go to the object data properties then you can see here that the name of this bone is not defining its function similarly this is true for all the other bones as well so to fix this problem I’ll first s this bone and we change its name from bone to bone do mouth similarly I’ll select this bone and we change its name from bone. 001 to bone. mouth. open because we’ll be using this bone to open and close the character’s mouth to create the Expressions similarly I’ll select the small bone and since it will be controlling the movement of the teeth so we’ll change this from bone. 002 to bone. teeth. openen similarly for this left eye we’ll rename this to Bone do I do L similarly for the right eye we’ll rename the bone to bone do I do R now let’s do the same thing with the eyebrows also so for this left eyebrow we’ll rename it to Bone do eybrow DOL and in the end I will select this right eyebrow and we rename it to bone. eyebrow. R now moving ahead we need to parent all these bones to that bone which is present inside the character’s head so to do this let’s first deselect everything now press alt plus Z to turn on the x-ray mode and we first need to select only those bones which we have created for the character pH so we’ll select all of them and then in the end with the shift key holded we’ll be selected this particular bone present inside the character’s head now to parent all these bones to the Head bone go to the Armature menu then in the parent select make and in this menu select keep offset and by doing this if we now enter the pose mode and select only the head control and try to rotate the head by first changing the transform Pivot Point back to individual origin and then press R to rotate it then you will notice that all these face bones that we just created are following its movement and this is because we parented these face bones to the headbone of the character and so with this we now AR to the end of this chapter today we created various facial expressions with the help of shape keys and then we also created the face bones on which we’ll be working in the upcoming chapters of this course for the purpose of rigging an [Music] animation in the previous chapter we begin with the understanding of the basic concepts of face riging for a 3D character there we created the facial expressions for the character and we also created some bones for the face rigging and in this particular chapter we’ll be moving a step ahead as we’ll learn about using a custom shape in place of the bones and we’ll also be adding some bone constraints in order to restrict the transformation and the rotation of the bones so we have created this 3D model of the character and we have also created the final rig for the character and some facial expressions also and if you want to download the blender file with the 3D model of this character with the rigging then you can join the patreon of this channel by clicking on the link given in the description of this video now to continue with the face rigging we’ll switch to the solid mode and in the last chapter we created these seven facial bones and in this particular chapter we’ll be learning about replacing these bones with a custom shape so to create a custom shape First Press shift plus a go to curve and add Circle let’s zoom out and here we have the bzier circle added in our scene now to change its shape tab into the edit mode press a to select everything and to give it a square or a rectangular shape we’ll first scale it down in the x- axis and then we’ll scale it up in the Y AIS if you want you can try to change the scale values in the different axis in order to give the shape of this curve a different look now let’s return back to the object mode and we’ll Now work on replacing these facial bones with this B a circle that we have just added so to do this first of all select the rig now press contrl plus tab to enter the pose mode and we need to select that particular bone that we want to replace with the bzier circle so first of all I will select this particular bone which is for the left eyebrow then I’ll open the bone properties and in the viewport display here we have the option to select a custom object in this I’ll be selecting the bzier circle and after this you will notice that the bone is now replaced with the bzier circle in fact you can even change the location or the scaling of this shape in different axis by using these settings also one more thing to consider here is that the XY and the z-axis in the custom shape settings is based on the local axis of the original Basia curve you can also understand it in this way that the rotation of the original Basia curve and the one that replaces the bone is not the same we can clearly see that the one which replaces the bone is rotated by an angle of 90° now moving ahead we’ll go to the front view and we’ll be changing the scaling of this custom shape so go to the scaling in the y- axis and we’ll reduce it to something like 0.7 and with this we are having a perfect custom shape in in place of the bone also it completely depends upon you that which particular shape you want to add in place of the bones we are doing this procedure of replacing the bones with the shapes so that we can easily use the controls of the face rigging moving ahead we’ll do the same procedure with the other bones also so I’ll select this one which is for the right eyebrow then in the bone properties go to custom object and we’ll select the bzier curve let’s change the scaling in the Y AIS to 0.7 or maybe let’s reduce it to something like 0.4 or 0.5 let’s do the same for this one also so we’ll reduce the scaling in the Y AIS to 0.4 and now it looks perfect moving ahead I will select this bone for the right eye and in the custom object I’ll again select the Basia Circle let’s scale it down in the X and Y axis to something like 0.7 let’s also move it slightly upwards so in the translation of the y axis I’ll enter a value of 0.01 M now let’s repeat the same step for this particular bone also so I’ll go to the custom object select the basier curve then in the scaling I will enter 0.7 in both the X and the Y AIS then for the translation we’ll be entering 0 0.01 in the Y AIS similarly let’s also add the custom shapes for the mouth bone so I’ll select this particular bone go to custom object and select the bzier circle now first of all I’ll reduce the scale value in the Y AIS to something like 0.7 let’s also move it slightly upwards so I’ll go to the translation in the Y AIS and keep it to something like 0.05 and now it looks perfect moving ahead I’ll select this particular bone which is for the open mouth then I’ll go to the custom object and select the B Circle let’s reduce the scaling in the y- AIS to somewhere around 0.6 or 0.7 and let’s also Move It Up by going to the translation in the Y AIS and increasing it to something like 0.05 and now we’ll select the last bone on the face which is to control the opening of the teeth now go to the custom object select the bzier circle let’s reduce the scaling in the Y AIS to 0.6 or 0.7 and we’ll also Move It Up by going to the translation in the y- axis and changing it to somewhere around 0.05 M and with this we have successfully created the custom shapes in place of the facial bones now moving ahead if if I select any particular control for the face for example this left I and press G to move it then you will notice that we are able to freely move it in any direction and by any value similarly we can also scale It Up by pressing s or scale it down to any extent however for a proper face diing it is mandatory to set a restriction on the values within which all these facial controls will transform rotate and scale and for this particular purpose we’ll be using the bone constraints so for this I’ll first select this control which is for the mouth of the character and and to add a bone constraint to restrict its movement first we’ll open the bone constraints Properties by clicking on this icon then go to the add menu and since we want to control or basically restrict the movement of the control or the bone so we’ll be adding the limit location constraint so we’ll select it from here and yes if you want to understand about all the important constraints in complete detail then you can watch these three chapters where we understood about the constraints in blender now coming back to our scene if I go to the Limit location constraint and turn on all these options in the minimum and the maximum values then you notice that the control will suddenly disappear from the scene and this is because currently blender has selected the world Space by default meaning that it will only consider the world axis and not the local axis of the control meaning that the location of that control is now restricted to these values which is zero in all the three axes for the minimum range and similarly 0 m for all the three axes in the maximum also in simple words the object’s location is now constrained to only one specific location which is 0 m in all the three Axis or basically the world origin where we also have the 3D cursor like over here you can see that at the center of the world we are having this control for the mouth placed over here because of adding the limit location constraint in fact if I try to move it by pressing G then you will notice that nothing will happen but suppose I want that instead of considering the world origin it should rather consider the local axis of the control so to do this go to the owner option in the limit location constraint and change this from the world space to the local space and now you will notice that the mouth control is again placed at its default location and since we have selected the local space then now it will consider the local axis of the control and not the global axis and to see those axess in the 3D view Port first of all in the transform orientations select local and in this tool menu we’ll turn on the Move control and now over here you can see that the local xaxis for this control is in this direction which is also aligning with the global x-axis however the local y AIS of the control is in the upward Direction which for the global axis means the positive Z axis but as I told you earlier we have selected the local space in the limit location constraint and as a result we’ll only be considering the local axis of the control so right now if I try to move this control then you will notice that the location of the control is not changing however if I go to the maximum x value and increase it to 0.1 M and then if I try to move it by pressing G then you will notice that we are able to move it but only up to a small distance and that to only in the x- axis now if you want that we should also be able to move it up and down then for this we’ll go to the maximum bu value and change it to a very small small number like 0.1 M only and now if I try to move it in the upward Direction then you will notice that it is now moving both in the x axis and also in the y axis similarly if you want to move the control in the negative axis also then for this we’ll go to the minimum X and Y values and change them to minus 0.1 M and now if I try to move the control by pressing G then you will notice that the control is now moving in the positive axis and also the negative axis also it’s not mandatory that you have to assign exactly these values in the limit location con constraint if you want you can change the values depending upon the size of the controls so for now I’ll be entering the value in the x-axis to minor 0.15 for the minimum and positive 0.15 in the maximum now moving ahead let’s reset the position of this control so for this go to the pose menu then in the clear transform select all now the next control that I’ll select is this one which we have added to control the opening and the closing of the Mouse as a result we need to apply the limit location constraint to restrict the movement of this constraint only in the downward Direction so for this in the bone constraint properties click on ADD bone constraint and select the limit location now in the owner select the local space and we’ll also turn on all these options for the minimum and the maximum values in all the three axes also it’s advisable to turn on the effect transform in the limit location constraint for all the controls so in the last one also we’ll turn on the effect transform and now coming back to this control which we have to move only in the downward direction we simply need to set the minimum value in the local y AIS to something around 0.1 M and now if I try to move this control by pressing G then you will notice that it is only moving in the downward Direction and yes the reason why we are seeing a lag in the performance is that I have not hided the characters here in the scene so I’ll go to the object mode first then I’ll select the character’s body and in the particle properties I’ll turn off the realtime display of the particle system now select the rig again press control plus tab to enter the pose mode and now if I try to move the control then now there will be no lag moving ahead the next control on which we’ll apply the bone constraint will be this one which is for controlling the movement of the T teeth of character and just like the control for the movement of the mouth we need to restrict the movement of this control also only in the downward direction or the negative Y axis so for this with this control selected I’ll hold the shift button and select the control which is for the mouth opening and closing then to apply the same bone constraint go to the Bone constraint properties and in the limit location constraint click on this icon and click on copy to selected now if I deselect everything and select only the control for the teeth then this limit location constraint is now added to this control meaning that if I press G to move it then location will get restricted only to the negative y AIS for the downward movement now moving ahead if I select any of the controls and press s to scale it down or R to rotate it then you will notice that we can easily change the rotation or the scaling of any of the controls and to avoid any mistakes due to Accidental rotating or scaling we’ll be locking the rotation and scale of all these controls so to do this first press n to open the side toolbar and in the item category we have the option to control the rotation and the scaling and to restrict the rotation and the scaling we simply need to click on these lock button along these values and now if I try to rotate or scale the control you will notice that we are not able to do it let’s do the same with the other controls also so I’ll select this one and I’ll click on the locks in the rotation and scaling values similarly for this one also click on the lock buttons for the rotation and the scaling values and now moving ahead we’ll be working on the controls for the eyes and the eyebrows of the character so first of all I have selected the left eye of the character and in this particular case we need to limit the rotation of the ey to understand this concept in more detail I’ll go to the object mode then with the body body of the character selected press tab to enter the edit mode Let’s also open the material preview mode and now with everything deselected if I keep my cursor over the left eye of the character and press L to select it and try to rotate it in the x-axis then you will notice that the eyes are rotating properly in the x-axis similarly if I try to rotate it in the z- axis then the rotation looks like this and also while rotating you can see on the top left corner that it shows the specific value of rotation so for the rotation of the ice we’ll be limiting it to a value of 45° in all the three axis so let’s set R back to the object mode then go to the solid mode also and with the ri selected press control+ tab to enter the pose mode now with this control selected for the left ey go to the Bone constraint properties click on ADD bone constraint and in this case we’ll be selecting the limit rotation constraint now in the owner select the local space and we’ll turn on the limit X limit Y and the limit Z let’s also turn on the effect transform and to set the values I’ll first go to the Limit X and enter – 45° for the minimum value then in the maximum I enter positive 45° and we repeat the same same step for the remaining axis so let’s enter 45 here then in the z-axis minimum will be – 45 and maximum will be postive 45° how to apply the same bone constraint to the right eye also then for this first I’ll select the right eye then with the shift key hold it select the left eye on which we already used the limit rotation constraint now click on this icon and click on copy to select it and with this we have now applied the limit rotation constraint to both the I controls moving ahead we’ll now select the left eybrow and for this one we’ll be using both the limit location and the limit rotation constraint so with this control selected go to the Bone constraint properties click on ADD bone constraint and first I’ll be selecting the limit location then in the owner select the local space and we’ll turn on all these options now in the minimum X and the Y I will enter a value of somewhere aroundus 0.05 M and in the maximum for the X and Y AIS we’ll be entering a value of somewhere near positive 0.05 M and now if I go to the 3D viewport and press G to move it then you can see here that the movement of the eyebrow is now constrained similarly let’s also app the constraint for the rotation of this eyebow control because if I try to rotate it in the x-axis then it will rotate like this however in this particular case we want the rotation to only exist in the local Z axis so for this click on ADD bone constraint and we’ll be selecting the limit rotation then we’ll first enable the limit for all the three axis and in the owner select the local space Also turn on the effect transform and now to set the values I’ll go to the limitation in the z-axis and change the minimum to -30° and the maximum to postive 30° and now if I press R to rotate the constraint then you will notice that the rotation of the control is now restricted similarly to apply the same constraint for this control also for the right eyebrow I’ll first select this then with the shift key holded select the control for the left eybrow and first of all in the limit location click on copy to select it and then in the limit rotation again click on the copy to select it and with this the same constraint is now applied to the right eyebrow also and so with this we now arrive to the end of this chapter today we learned about the creation of some custom shapes for the rigging bones and we also added the bone constraints to limit their location and the rotation and in the next chapter we’ll be finishing with the face rigging since we’ll be creating the drivers for the face [Music] controls we started with the modeling of a 3D character in blender from the chapter number 70 of this course where we model the body of character the hair particles the clothes of character and finally we even understood about the concepts of character rigging and then in the last two chapters we also started to understand the facial rigging in blender and in today’s chapter we’ll be finalizing the complete facial rig since we’ll be first creating some drivers for a better application of face rigging and then we’ll also be learning about connecting the mouth and the eyes to the facial rig so we have modeled this character and if you want to download the blender file containing this 3D rigged character then you can join the patreon of this channel by using the link given in the description and now to begin with let’s first go to the solid mode and we’ll also hide the characters Hair by disabling the real-time display of this particle system now the first thing that we’re going to do today is to connect these spatial rigs to the shape keys that we created for the characters body so for this first of all we need to ensure that the value of all the shape keys that we created for the mouth Expressions is set to zero and yes since we’ll be working on the creation of drivers for these shape Keys it is suggested to watch this particular chapter in order to understand the fundamentals of drivers now returning back to our scene we’ll first select the open mouth shape key with the characters body selected now I’ll take my cursor over this value option and if I write click then here we have the option to add the driver so I click on this and this menu will appear where we have to select the rig and the bone by using this object settings so I’ll click on this object and from the list we’ll first select the rig and then from the bone option we need to select that particular bone or the control which will move the mouth of the character up and down so for this click on the bone option and we’ll start typing bone and this list will appear from which we’ll be selecting the bone do mouth. open which we created in the character rig now since its motion will be up and down so in the space we’ll be selecting local space and as we discussed in the last chapter the up and down movement in terms of the local space was in the Y AIS so in the type I’ll select the Y location and once everything is finalized I simply need to take my cursor away from this menu and it will disappear also it might be possible that by mistake also you might accidentally take your cursor away causing the removal of the driver menu and if that happens you simply need to right click on this value again and go to edit driver and then you will be able to make any changes in the driver settings now in the 3D view Port if I select the character’s rig and go to the pose mode by pressing control+ tab then select this control with the name bone. mouse. open and try to move it in the local y AIS by pressing G then you will notice that nothing is happening right now also do ensure that in the transform orientation the local is selected and not the global now the reason why we are not able to see any changes in the opening and the closing of mouth is that we have to move this control in the downward Direction however if I return back to the object mode and select the character’s body again then in the open mouth shape key if I right click over here and go to edit driver then the expression in the driver which is variable plus 0 is positive by default and to make it netive negative we

    simply need to add a minus sign before the variable in the expression with this I’ll press enter to confirm and we’ll again select the rig then press contr plus tab to go to the pose mode and with this control selected if I try to move it in the downward Direction then you will notice that we are able to see some slight movement in the upward and the downward direction of the character’s mouth but to increase this effect we’ll again return back to the object mode select the character’s body then go to the edit driver for the open moue shape key and in the expression we’ll change this from minus variable plus 0 to negative of variable multip light by 10 now press enter to confirm then select the character’s rig press control plus tab to enter the pose mode and with the control selected I’ll move it down in the downward Direction by pressing G and Y and you can now notice that we are able to use this particular control for the opening and the closing of mouth now moving ahead we’ll be using the same driver for this control which is named as bone do teeth. openen which is for controlling the upward and the downward movement of the teeth so for this we’ll again return back to the object mode then I’ll select the character’s body and to copy this driver simply right click over here and click on copy driver now to select the character’s teeth we’ll first enable the x-ray mode by pressing all plus Z then select the teeth from here and guess another way to do this is to go to the seam collection then in the rig object you can select the te from here now to use the same driver for the open te shape key also simply right click over here and select paste driver now to edit the driver in order to connect this shape key with the particular control that we created for the teeth simply right click over here then go to the edit driver and in the bone I’ll type bone Dot and select this bone. T do open now to see the effect I’ll select the rig then go to the pose mode by pressing Control Plus Tab and I’ll first select this control which is for the opening of mouth and we’ll first move it in the downward Direction then I’ll select the control for the character’s teeth and if I move it down in the downward Direction then you will notice that by moving the controls the character’s teeth are also moving now moving ahead we’ll now be adding a driver for this control which is named as bone do mouth so let’s go to the object mode again select the character’s body and in the shape ke we’ll be selecting the out mouth now right click here and click on ADD driver then in the object select the rig and and in the bone we’ll type bone and select this bone do mouth now in the type we’ll keep the X location selected but in the space we’ll be selecting the local space Also to increase the effect I’ll change the expression value from variable plus 0 to variable multiplied by 10 now to see the effect I’ll select the characters rig then press control plus tab to enter the pose mode and with this control selected if I try to move it in the x-axis then now we are able to use the Expression showing the output movement of the mouth by using the shape Keys now just like the out mouth shape key we’ll be repeating the same procedure for the in mouth shape key also so for this let’s again go to the object mode select the characters body then in the shape Keys we’ll first copy the driver that we created for the out mouth so right click here and select copy driver and to paste this I’ll select the in mouth shape key then right click and select paste driver and also since it will be for the inward movement of the mouth as a result we need to change the expression value from positive to negative so go to the edit driver from here then the expression we’ll be adding a minus sign before the variable multiplied by 10 now select the characters rig again press control plus Tab and and with this control selected if I move it in the negative x-axis then now we are able to see the inward movement of the mouth so by moving it in the negative x-axis it shows the in mouth effect and then moving it towards the positive x-axis it will show the out mouth effect now moving ahead let’s also create the drivers for the remaining two shape Keys which are for the happy mouth and the sad mouth so for this with the previous driver copied I’ll go to the Happy mouth then right click here and select paste driver then to edit the properties right click and select edit driver and we just need to change the type from the X location to the Y location this is because we’ll be moving this particular control in the upward direction or basically the local y AIS to see the effect of the happy mouth shape key similarly I’ll select the sad mouth then right click and select paste driver and to edit the properties I’ll go to the edit driver and first of all I’ll change the type to Y location and in this particular case we’ll be moving the control in the downward Direction and as a result I’ll change the value of expression by adding a minus sign in front of the variable now to see the effect select the rig again then press control plus tab to enter the pose mode and with this control selected if I try to move it in the upward Direction by pressing G and Y then we are able to see the smiling mouth and if I move it in the downward Direction then we able to see the sad mouth so in this way we have connected all the shape keys to the different controls that we created for the mouth and the teeth of character and now moving ahead we’ll be connecting the eyes and the eyebrows of the character to these controls that we created in the character’s rig however while being in the edit mode if I select this control which is for the head of character and try to rotate it then you will notice that by default the movement of the eyes and the eyebrows is being controlled by this rig control which is named as the head also this particular control is because of this bone inside the character’s head which is named as DF spine. 006 so first we need to remove the influence of this particular bone from the eyes and the eyebrows and to do this let’s first go to the object mode select the character’s body press tab to enter the edit mode and do ensure that everything is deselected now to select the eyebrows and the eyes of character I’ll take my cursor first over this eye and press L to select it similarly let’s do the same thing for the eyebrow and for the other side also now with both the eyes and the eyebrows selected go to the object data properties and in the vortex group do ensure that this de spine. 006 is selected now to remove the eyes and the eyebrows from this vertex group simply click on the remove button and now we need to create individual vertex group for both the eyes and the eyebrows so first of all deselect everything then we’ll be selecting the left eye first and to create a Vertex group click on this plus icon now we’ll change its name by double clicking here and we’ll rename it to I DOL press enter to confirm and to assign these vert to this vertex group click on the assign button now we’ll do the same thing with the right eye also so with my cursor over it I will press L to select it then go to the vertex group click on the plus icon and rename it to i. R press enter to confirm and click on the assign button let’s repeat the same procedure for the eyebrows also so with my cursor over the eyebrow I will press L go to the vertex groups create a new one and we rename it to ibrow DOL now press enter to confirm and click on the assign button at last I’ll select this eybrow by keeping the cursor over it then press L and we’ll again create a new vertex group and we’ll rename it to io. R click on the assign button now we need to ensure that the name of these vertex groups should exactly be the same as the name of these individual controls and to see their name you simply need to select one of them and then over here the name of the control will be displayed so this selected one is named as bone. i.l similarly this one is named as bone. i.r and the I also are named as bone. i.l and bone. i.r for the right I so to rename the vertex groups let’s again go to the object mode select the characters body then in the vertex groups simply double click to rename and I’ll be adding the word bone dot before each of these four vertex groups so we are done with the first one now select this one let’s rename it and I’ll be adding bone dot before ibrow DOL similarly for this one also I will type bone Dot and press enter to confirm then in the end I’ll select the vertex group for the left eye and we’ll add bone dots before its name and now to see the effect I’ll select the character’s rig press control plus tab to go to the pose mode and with any of these controls selected for the eyes or the eyebrows if I press R to rotate it then you will notice that the same changes are being applied to the respective objects also by using these controls you can create different types of expressions for the character’s face and so with this we now arrive to the end of this chapter today we understood about adding the drivers for the shape keys and then we also connected these four controls to the eyes and the eyebrows of the [Music] character in the previous 10 chapters we learned to model the character’s body its hair particles the clothes of the character and then we also learned about all the concepts related to character rigging in blender then later on we discussed about the face rigging tools and in this particular chapter we’ll understand about creating character animations since we’ll be making an animation sequence where the character will be doing some pull-ups and then in the end we’ll also be rendering it in order to create a final animation so we created this character and if you want to download the file containing this character then you can join the patreon of this channel from the link available in the description of this video and now to begin with the animation we’ll first go to the solid mode and also let’s hide the meta rig from the scene collection and we’ll Al be hiding the characters hair particles in the 3D view Port so I’ll select the characters body then in the particle system turn off the realtime display of this hair particle system now to create any kind of character animation we first have to select the character’s rig and go to the pose mode by pressing control+ tab then suppose I want to create an animation showing the arm and the Hand of character moving in the downward Direction then for this first St deselect everything then we have to select this particular control which is red in color and has the name hand i.l now to save this position of this control at the frame number one we simply need to press the I key so if I press I you will notice that a key frame has been inserted at the frame number one now I’ll take the pointer to somewhere near frame number 60 then go to the 3D view port and to move it down we’ll first change the transform orientations to Global then in 3D view Port press gz and move it down like this and with this we have moved the character’s hand and the arm in the downward Direction now to save this position for the frame number 60 simply press the I key to insert the key frame and now if I take my pointer to the frame number one and press the space bar then you will notice that we have a simple animation created showing the downward movement of the hand now moving ahead we’ll be understanding about the character animation in complete detail by creating a simple animation sequence showing the character doing some Pull-Ups so for this let’s first clear the transform for the selected control so go to the pose menu then in the clear transform select all also go to the timeline editor press a to select all the key frames and press X to delete them and select delete key frames now first of all we’ll return back to the object mode and we’ll be adding a cylindrical rod in the scene which the character will be holding while doing the pullup so for this press shift plus a go to mesh and select the cylinder now tab into the edit mode press a to select everything and we’ll rotate it in the y axis by 90° now let’s scale it down like this and then we’ll scale it up in the x-axis and once we have done the scaling of this Rod we’ll return back to the object mode and to place it properly let’s go to the side view by pressing three on the numpad Press G to move it and place it over here we’ll be placing it somewhere near the tip of the character’s head on the front side now to begin with creating the animation we’ll select the character’s rig then press control plus tab to enter the pose mode and we’ll also take the pointer back to the frame number one now the first thing that we’ll be doing in order to create the animation of the character doing the pull-ups will be to animate the lower body of the character with the help of the foot controls and to ensure that whatever changes I’ll make on the left side also get applied to the right we simply need to turn on the mirroring effect in the x- axis by clicking on this icon now press one on the numpad to go to the front view and with the foot control selected we’ll move it up like this and yes our main objective is to create an animation where initially at the frame number one the character’s body body will be in the default position then at somewhere around frame number 40 the character’s legs and the arm will move in the upward Direction and the fingers of the character’s hand will be holding this rod and then from the frame number 40 the character’s body will move in the up and down position in order to show the pull-up animation by the character’s body but for now returning back to the feet we’ll go to the side view by pressing three on the numpad and we’ll move them in the y axis like this let’s also rotate them properly and you can adjust the character’s feet in any way depending upon the character’s body and your personal preference now once we have finalized the position of the feed controls or basically the lower body of the character we need to insert the key frames in the timeline editor so for this I’ll keep the pointer with the frame number 40 and now we need to select both of these controls together meaning the control for the left and also the one for the right foot so to do this with the left one selected hold on the shift button and we’ll select the right foot control now press I to insert a key frame at the flame number 40 however if I try to move my pointer in the timeline editor then you will see that the legs are not moving in the upward Direction and this is because we need to insert a key frame at the frame number one showing the default position of the character’s lower body so I’ll take the pointer to the frame number one and to get the default position with both of these controls selected I’ll go to the pose menu then in the clear transform select all now press I to insert a key frame and with this if I press the space bar to play the animation then now you will see that the feet of the character will begin to move similarly let’s also animate the arms and the hands of character and for this we have to select the hand controls which will be used for moving the character’s hands and the arms so first of all we’ll insert a key frame at the frame number one for the default position of both the hand controls so with the left one selected I’ll hold the shift button to select the right hand control and with both of them selected press I to insert a key frame now I’ll take the pointer to the frame number 40 and now it’s the time to move the character’s hands in the upward Direction so let’s go to the front view by pressing one on the numpad and with both the controls selected I will press G to move the hands and the arms like this and we have to keep it in such a way that the character’s hands are located on the top of this Rod now let’s go to the side by pressing three on the numpad and let’s also move the hands slightly forward in the Y AIS like this now to insert a key frame with both the controls selected for the hands press the I key and now you will notice that as I Chang the frames in the timeline editor we have a simple animation created showing the upward movement of both the legs and the feet and also the character’s arms and the hands now moving ahead we’ll also create the animation showing the rotation of the character’s hands and for this let’s first hide all the other controls in the scene apart from these two hand controls so for this we simply need to press crl + I to invert the selection and this will deselect both the hand controls from the rig and the remaining controls will get selected now press h to hide them and in this way we’ll be having only the hand controls in the scene now with both of them selected I’ll take the pointer to somewhere near frame number 35 and we’ll insert a key frame at this position now I’ll take the pointer to the frame number 45 and to rotate the hands press R and z and rotate it in the z-axis like this after this press the I key to insert a key frame at the frame number 45 so in this way we have created a simple animation in which first the character’s legs and the arms will move up and then the character’s hands will show the rotation also if you want you can select this key frame at the frame number 40 and press X to delete it moving ahead we’ll also be showing the fingers of the character’s hand holding this rod and for this we first need to unhide all the remaining controls so press alt plus h and now we need to select only those particular controls that are available for the character’s fingers so we’ll select all these controls over here by holding the shift button let’s also select it for the left hand and after this press contrl Plus to invert the selection and press h to hide with this we are only having the finger controls in the scene now press a to select everything and at the frame number 45 press I to insert a key frame then I’ll take the pointer to somewhere near the frame number 55 and to create the holding animation by using the finger controls we first need to ensure that in the transform Pivot Point individual Origins is selected after this with all the controls selected press s to scale down and yes in some cases it might be possible that a particular finger would still not show the bending because of incorrect calculation of the bone roll so to solve this problem let’s first unhide all the remaining controls by pressing alt plus h then deselect everything and you can see here that this little finger is not bending properly and as a result I’ll select this control for this little finger which is in the middle and press R to rotate the finger in the x-axis also to insert the key frames for the fingers we have to select all the controls where we made the changes so with this one selected for the little finger we’ll be selecting all the other controls for the remaining fingers that we previously selected so let’s select all of these on the left side also and now press I to insert the key frame at the frame number 55 also if I take the pointer to the frame number 45 then we can see here that all the fingers are showing the default position apart from this little finger and this is because we have not created a separate key frame at the frame number 45 for the specific control that we used for the rotation so for this with the x-ray mode turned on I’ll first deselect everything and then we have to select that particular control which we used for the fingers rotation with this selected I’ll go to the pose menu and clear the transform by selecting all then press the I key to insert the key frame and so with this if I begin to move the pointer forward in the timel editor then you will see that we have created a beautiful animation of the bending fingers now moving ahead the next thing that we’re going to do is to move the character’s body up in the z-axis so for this let’s go to the front view by pressing one on the numpad and I’ll keep the pointer to somewhere near frame number 50 now to move the character’s body in the upward Direction we’ll be selecting this torso control now press I to insert a key frame at the default position and we’ll take the pointer to somewhere near frame number 90 now move the control up in the z-axis like this and left click to finalize now press I to insert a key frame and it might be possible that due to excessive increase in height the character’s legs will get stretched up so to solve this problem we’ll be selecting both of these controls for the character’s feet then I’ll take the pointer back to the frame number 40 and we’ll move them up in the z-axis now left click to finalize and press I to insert the key frame again now to view the animation I’ll take the pointer back to the frame number one and press the space bar and so with this we have created an animation showing the movement of different body parts of the character also I will be rotating these feet so press R to rotate them like this and left click to finalize now moving ahead the next thing that we’re going to do is to convert this onetime animation into a loop animation and to do this we’ll first select this torso control and with both of these key frames selected we’ll create the duplicates by pressing shift and d and we’ll move them in such a way that the first key frame of the duplicates is exactly 40 frames away from the last animation key frame so basically for the duplicate the first key frame should be at the frame number 130 and the last should be at the frame number 17 and in this way you will notice that the character’s body will continue to show the animation in a complete Loop if you want the animation to further continue then for this we can again create a duplicate by pressing shift plus d and we’ll move them at somewhere near the frame number 210 and the frame number 250 respectively now moving ahead we’ll be making some final adjustments before finally rendering this animation so for this I’ll go to the frame number one and we’ll see the entire animation again from the different angles so I’ll press the space bar and now one thing that I can notice here is that the distance between the character’s body and the rod is too much around those regions where the character’s body goes down and again goes up so to solve this problem I’ll take my pointer to somewhere near the frame number 70 that is around the midpoint of the first pair of key frames then with the Torso selected we’ll also be selecting both the controls for the feet and we’ll move them slightly in the Y AIS now left click to finalize and press I to insert the key frame similarly we also need to use the same key frame in between all the other pairs of key frames that we have created for the loop animation so for this I will left click to select this key frame then press shift plus d to create a duplicate and will place it somewhere near the frame number 110 similarly to repeat the same process again for the remaining pairs I will use the shortcut which is to press shift plus r and this will automatically create a duplicate off the key frame and place it at the same distance away according to the distance of the previous one and now to view the final animation I’ll take the pointer back to the frame number one and press the space bar and finally we have created this animation where first of all the character’s body will move up then after holding the rod the character will be doing the pull-ups now moving ahead we’ll also be creating a simple animation showing the change of expressions of the character’s face so for this we’ll be selecting this particular control which is named as bone. mouth and with this I’ll first move it down in the z-axis in order to create a slightly sad face then press I to insert the key frame at the frame number one then I’ll take the pointer to somewhere near the frame number 40 and press I to insert another key frame with the same expression then I’ll take the pointer to somewhere near the frame number 70 or frame number 60 and we’ll move the control up in the Z axis to show the smiling face now press I to insert a key frame at this Frame number and in this way we’ll be able to create an animation showing the change of Expressions on the character’s face now after doing all this we can finally render the animation and for this let’s go to the rendered view let’s also turn on the real-time display of the hair particles so for this let’s first come back to the object mode by pressing control and tab then select the character’s body and in the particle settings turn on the real-time display also do ensure that you have turned on the cycle sender engine and right now for a better performance I’ve reduced the maximum samples in the viewport from 10,24 to a value of 32 also to ensure that you have a proper Lighting in the scene you have to open this menu and in the lighting turn on the scene lights and turn off the scene World moving ahead I’ll select this Rod right click and apply shade Auto smooth and to give it some material let’s go to the material properties create new material now to make the rod look like a metal I’ll increase the metallic value to something like 0.8 let’s also change the base color from here and you can choose any color of your choice but for now I will be using the dark green color Also let’s add a plane at the bottom so press shift plus a go to mesh and add a plane press tab to go to the edit mode and we’ll scale it up 10 times now let’s come out of the edit mode and let’s also create a simple background for a scene so press shift plus a go to mesh and add another plane let’s rotate it in the x-axis by 90° also to adjust its position I’ll first go to the solid mode now go to the side view by pressing three on the numpad Press G to move the plane and place it over here let’s scale it up so go to the edit mode press s to scale it up 10 times now come out of the edit mode and to create the material we’ll open the material preview mode now with the plane selected we’ll be creating a new material so go to the material properties click on the new button and in this particular case we’ll be giving some texture to the planes material so for this let’s open the Shader editor so click on this icon and from here select the Shader editor now we’ll be adding the magic texture in the Shader editor so press shift plus a go to texture and select the magic texture let’s place it over here connect the color socket to the base color and now you will begin to notice a simple and a random texture applied to the background to change its appearance we’ll first increase the depth to a value of three or four then we’ll increase the scale value from here and I’ll keep it to somewhere around 14 let’s also increase the Distortion from here and I’ll be keeping it to a value of somewhere close to three to add some colors to it we’ll be using the color ramp node so press shift plus a go to converter and select the color RAM and we’ll place it in between the magic texture and the principal will be SDF now for the first color I will be selecting the red color so let’s increase the brightness from here and change this to the red color then for the second pointer let’s move it over here and I’ll change this to light blue color also by changing the position of these pointers you can change the way how the texture looks on the plain background moving ahead if you want to give a 3D appearance to the background that we created then you can use the bump node in the Shader editor so press shift plus a go to vector and select the bump we’ll place it over here now take the color socket in the magic texture and connect it to the height in the bump node then for the out put I’ll take the normal socket of the bump node and connect it to the normal in the principal bsdf to see how it looks in the final version we’ll switch to the rendered View and finally this is how the texture is looking if you want you can set the same texture for this plane also by clicking on this icon and from here select that specific material however in this case I’ll be creating a simple material with a dark base color for the plane to be used as the base so I’ve set the color to dark green I’ll also increase the roughness value to somewhere around 0.8 or 0.9 and now it looks perfect so to render it let’s first go to the camera view by pressing zero on the numpad and to adjust it properly we’ll go to the solid mode and to move the camera we’ll click on this lock button which is the lock camera to view now let’s change the angle and the positioning of the camera in order to get a perfect view also if you want you can change the resolution of your camera by going to the output properties and by default this resolution is entered which is 1920 pixels in the X and 1080 pixels in the Y which also gives the camera the landscape resolution however if you want to change this to the vertical or the portrait resolution then you can go to the resolution values and we simply need to Interchange these values so in the X we’ll enter 1080 and in the Y we’ll be entering 1920 now to adjust the camera properly let’s first disable the lock camera to view now zoom out and we’ll again enable the lock camera to view now I’ll zoom out now let’s adjust the camera properly in order to get a perfect rendered video and once all this is done we’ll be finally ready to render the animation so for this we first need to change the file format from PNG to this ffmpeg video format and in this output path you basically need to enter that specific location where the video will be saved so you can click on this folder icon and choose that specific location and after all this is done we’ll go to the render properties and you can set the maximum samples to any value that you like however higher the value of Maximum samples better will be the quality but with that it will also take much more time to render in fact in most of the cases it is suggested to have a value of a maximum of 128 samples for General usage so in this particular case also I’ll be changing this maximum sample value in the render category to 128 and after this we are now ready to to render the final animation so click on this render option and from here select the render animation after this the rendering will start however you can see in the final render that the lighting is not perfect so to solve this problem we’ll cancel the render by clicking on the escape button and I’ll now close this render window now we are back in the scene and to adjust the lights properly I’ll first turn off the lock camera to view and let’s switch to the rendered view now to see that version which we’ll also be seeing when we finally render the animation we’ll click on this icon and from here turn on the scene world now to add some lighting let’s go to the top view by pressing seven on the numpad and I’ll select this light which is by default added in the scene now press G to move it and place it over here to change its properties let’s go to the object data properties and if you want you can try to increase the power from here and in fact change the color of Light by using this color wheel but for now I will select the default values and after this in the 3D view port with this lamp selected we’ll create its duplicate by pressing shift plus d and we’ll place it in the xaxis like this now I’ll select both of these lights together press shift PR D to create more duplicates and we’ll move them in the Y AIS to see how it looks let’s go to the camera view by pressing zero on the numpad and now the lighting almost looks perfect however we still need to adjust it around the region in between the rod and the face of character also the reason why we are seeing a slower performance is that we have turned on the cycle surrender engine so for now I’ll switch this to the Eevee now I’ll select this lamp go to the front view by pressing one on the numpad let’s zoom out and with this lamp selected press shift plus d to create a duplicate and we’ll place it over here close to the character’s face to adjust it properly let’s go to the side view by pressing three on the numpad and let’s move it slightly forward in the Y AIS also to reduce its influence or the power we’ll go to the object data properties and we reduce the power to somewhere around 50 wats and with this we are now having a much better Lighting in the scene and now we are also ready to render the final animation so go to the render properties and change the render engine from EV to Cycles then click on render and select render animation after this lender will take some time to render the entire animation frame by frame and once this is done you can view the final animation by opening that particular folder which you save in the output path and this is the the final rendered video that I created after making a few adjustments and so with this we now arrive to the end of this chapter today we understood about the concepts of character animation by creating this simple scene of the character’s body moving up and down during the pull-ups in fact in the similar way you can also create your own animations with your 3D character just by inserting the key frames for the particular R control [Music]

    By Amjad Izhar
    Contact: amjad.izhar@gmail.com
    https://amjadizhar.blog