Blender Rocket Plane Modeling Tutorial for Beginners – Me163 Komet

Okay, in this Blender modeling tutorial, I am going to show you how to model the Messerschmitt one six three (163) Komet. Alright. So, the Komet is a very interesting World War Two aircraft. It is a rocket powered aircraft. And is basically, uh, a flying wing with a vertical stabilizer. And it should serve as a very easy subject for beginners learning to model aircraft Okay, so. I have already prepared a couple of images. Alright and, uh, I will be using them as my modeling guides Now. I got… I have gotten these images from the Internet, and now I am going to show you how to bring them in and prepare the images for modeling Okay, let us go into Blender. And uh I am going to create a “dummy”. So for, I am going to create an “empty”. [Shift+a] (Add menu, select “Empty”) Okay, create an “empty” and then with the “empty” selected, click over here under the “Object Data” (panel) and instead of displaying it as “Plain Axes”, change it to “Image” and then go and open the folder containing the image. So I am going to My Documents folder Okay then I am going to open the images that were previously prepared. Okay, so. Now the image is hidden behind this “cube” here. So I am going to press “s” [s] and scale it up Okay, so now I can see the image displayed very clearly. And the transparency I am going to bring it down to about point five (.5). Okay, just key it in here [.5]. And the offset, I am also going to change it to about point five (.5) each both on the x- and the y-axis. Or, actually, it should be negative .5 (-.5) [-.5]. And negative .5 (-.5) [-.5]. So, this is to bring it exactly centered to the, uh, “empty”. Okay, for now I am just going to delete away this cube [x] (OK? pop-up, click “Delete x”). Okay. We can recreate it later on. Okay, and, now what you need to do is position the image planes until they are good for modeling So, let us start by positioning the top view. So in this case, we already have it perfectly centered here I am going to press “s” to just… select the “empty” and then just press “s” [s] to, uh, scale it up until it roughly fills up the entire grid area here. And I am going to push this top view down, okay, in the z-axis Then I am going to press “Shift+d” [Shift+d] to duplicate another “dummy”. And then I am just going to grab the “z” (blue) manipulator arrow here. Bring it up. I am just going to push it back (green manipulator arrow) Okay, and then I am just going to rotate this by ninety (90) degrees along the x-axis. So, we press “r” [r], followed by “x” [x]. Then press nine zero (90) [90]. Okay Next, what you need to do is just drag this, uh, “dummy” up until you can see the grid, can see the grid lines intersecting the uh… the guide lines which I have prepared. Okay, now I have used Gimp to prepare the guide lines here Okay, so now if you want to see the, uh, bitmaps a little bit clearly, you just press one (1) on your number pad [NumPad 1] and just press five (5) [NumPad 5] to go to, uh, go to orthographic view. And reduce transparency further Alright and then you can use the (manipulator) arrows to adjust until you can see the red (guide) line it lines up with my red (guide) line which I have prepared here. Okay, so, next, we have already lined up the front view. We are going to bring up the transparency back to point five (.5) [.5]. Now I am going to duplicate another image plane Alright. So by pressing Shift+d [Shift+d] to duplicate and then I am going to just grab the green (manipulator) arrow which is the y-axis and push it out And this time I am going to rotate it ninety (90) degrees in the z-axis. So press “r” [r], “z” [z], nine zero (90) [90]. So now I can see the side view is orientated towards the x-axis So the same thing. I am going to switch over to our side view by pressing three [NumPad 3] then I am going to grab the manipulator arrow in the z-axis (blue arrow). Drag it down until the green (axis) line aligns with the (red) center (guide) line of the model Now you can “eyeball” this, uh, if you do not have the (red) guide lines. That is perfectly possible But it is always a good idea to make sure that all of the dimensions match. Uh, I am taking a guess here that all these dimensions match because I did not really, did not really

measure the wing length. Uh, but everything looks, looks to be about right, okay, for this, uh, image reference. So once you get your references lined up, you can test it out by pressing one (1), three (3) and seven (7) on your number pad [NumPad 1 3 7] To make sure that they match Okay, so now. I just want to make sure that my side view and my top view match So apparently right now they are not matching. I am going to just remember your top view can only move in the z-axis You should not move it in the x- or y-axis Now I am going to select the side, uh, image reference. I am going to drag it until it intersects with the top view. And then I am going to move it (side image) along the y-axis until they match perfectly. So this is essentially how I setup my image planes now. In the past I used to use another method called, uh, “Import images as planes”. But I found that using the “empty” and then setting them as “Image planes” is far more flexible and given that you have the ability to control the transparency there is a great, uh, great added benefit for using this method Okay, so now. I already have my, uh, references lined up. Okay, so now. My side view… Is this is my side view? [NumPad 3] Yes Okay, just need to push it up just a little bit. Okay So I can start to model my Messerschmitt now. So this one (front image) I am just going to push back. Press “Shift+a” and then create a cylinder. Okay. You can start from a cube, okay, but, uh, that means you have to insert more edge loops. But I am just going to start from a cylinder because generally the, uh, the Messerschmitt 163 has, uh, round tubular shape. Okay, so I am going to press “Shift+a” and then, uh, now, make sure your (3D) cursor is right at center, if it is not, press “Shift+c” [Shift+c] to bring it back to center. And press “Shift+a” [Shift+a], (Add menu) then select “Mesh”, choose “Cylinder” And then, uh, give it a [clicking the mouse repeatedly] for this one, I just… I think, uh, eight (8) (Vertices) should be enough Okay, uh, let us see. Eight (8), uh, on second thought, because I need I need to extract the wings, I need a flat side here. I am going to increase it (number of Vertices) to twelve (12). No. Ten (10). Ten (10) should be fine. Yes So. Now for the Okay, so, uh, the front (top of the cylinder) is a “ngon” but we can change that later in our modeling So, um, I am going to Edit mode by pressing, uh, Tab, [Tab] mode. Then press number 3 [NumPad 3] to go to side view Press “z” [z] to go to Wireframe (display mode) view. And press “r” [r] to rotate ninety (90) degrees [90]. And just line up with the overall thickness of the plane (aircraft). Now going to switch over to the front view [NumPad 1] to make sure that the thickness matches. And if it does not match, just press “s” [s] and just scale it down until you roughly match the, uh, diameter of the circular tubular section of the plane (aircraft) Let us press three [NumPad 3] to go back to the side view again, to make sure that every matches And now we want to scale along the y-axis until it matches the length. So you press “s” [s] followed by “y” [y] to scale it up Okay, so once I scaled it up, I am just going to move the cylinder. Just scale it up [sy] until it matches the exact length of the reference drawing. So next thing I want to do is, I want to create this taper here (at the back of the aircraft) Now, before we do that you need to find the sections where you need to insert edge loops Now, uh, how you see this is, uh, is basically through experience From my case, I can see here the taper starts to round here in this section, so I am going to press “Ctrl+r” [Ctrl+r] to and insert one edge loop right about here. But you can see that, uh, this area is a little bit thicker. So you can go ahead and press “s” [s] to scale it up until the top and bottom touches. And then for the tail, uh, rocket nozzle here, you can press “a” [a] to deselect these vertices. Press “b” [b] to drag a box over these vertices Make sure you are in, uh, Wireframe mode. Otherwise, you will not be able to select the other vertices behind So, press “s” [s] to scale until and also, with the manipulator, uh, transform the available… you can just grab the (manipulator) arrows and then just position them in place Now you can see right here you need another edge loop to inflate the cylinder until it matches the thickness here. So you press “Ctrl+r” [Ctrl+r] to insert another edge loop And, right about here, maybe, and then just press “s” [s] to scale it up And just position it until it matches about here Alright. So. Here you can see a piece of metal plate that actually blends from the tube to the (control) surface area. We will come and work on this area later on Okay let us focus our attention here, in the cockpit area And, also where the wing starts. Okay, so, this is the wing root

area. Okay, so press “Ctrl+r” [Ctrl+r] again to insert another edge loop here. Then press “s” [s] to scale it up until it matches the overall thickness of the aircraft And, uh, maybe one more edge loop here [Ctrl+r] for the wing root that will make the extrusion of our wing out much easier later on. Press “Ctrl+r” [Ctrl+r] again to create another loop edge and then press “s” [s] to scale it down until it matches the nose cone area. Press “a” [a] to deselect. Press “b” [b] box select and drag a box over the nose vertices and press “s” [s] to scale it down until it forms the nose area here Okay, so now let us take a look at the front view [NumPad 1] and notice that the, uh, the thickness of the aircraft is uh, a bit… a bit fat… a bit rounded so we need to scale it down along the sides so you can press “a” [a] to select all the vertices and then press “s” [s] followed by “x” [x] to just scale it down until it has got an oval shape. At this point in time, we can start to get rid of half of the geometry so that we can apply a Mirror modifier so that we just need to work on half this, uh, cylinder. So, we want to press “a” [a] to deselect then I am going to press “Ctrl+Tab” [Ctrl+Tab] (Mesh Select Mode) and switch over to “Face” [cough] Excuse me. Press “b” [b] to box select and then select half of the vertices. Okay, so you notice that the “ngon”, uh, caps (ends of cylinder) will be selected as well so these will be deleted as well so, ah, not to worry worry about it we will go to cover it up later on So we can press “x” [x] (Delete menu) and delete away the “Faces” and then… go to the “Object Modifiers” panel (Generate column) and add a Mirror modifier. Okay So, [noise] now you have a Mirrored object. So turn it up to [z] Shaded (display) mode so you can see the basic tubular shape of the Messerschmitt one six three (163). [z] (Wireframe) Okay, so let us start to fine-tune the shape a little bit. Okay. You notice there is a curvature in the cockpit area here, so it will be good idea to add another edge loop here. [Ctrl+r] Alright and perhaps scale it along the z-axis to [sz] just bring it up a little. Okay. [z] (Shaded display mode) And this, uh, curvature along the nose cone here, press “Ctrl+r” [Ctrl+r] to insert an edge loop. Okay, and then you can press scale [s] along the z-axis [z] Okay… Okay, so now we have the rough shape Okay, let us make it a little bit, uh, tighter here, notice that the round, uh, curvature here actually narrows down around here So let us switch over to [Ctrl+Tab] (Mesh Select Mode, Vertex) vertices, press “a” [a] to deselect, press “b” [b] to box select the bunch of vertices here, and then you can manually move them in, until it sort of matches the shape here Okay, you realize that later on we will need to insert another edge loop here so they can pull down the, uh, the landing skid area here. So you can press “Ctrl+r” [Ctrl+r]… insert another edge loop, uh, maybe right about here. Okay, and then press “a” [a] to deselect. [b] (box select) Grab these vertices, rotate [r] them… [g] (grab) then, just bring them down like that. Alright Okay. Right about… this one, and just push it up like that. [z] (Wireframe) [z] (Shaded) Okay, so now, [NumPad 3] I have sort of got the… [q] (????) [b] (box select) landing skid here. Let em go to Wireframe mode, pressing “z” [z]; “a” [a] to deselect. Then just [b] (box select) fine-tune the this area here… [g] (grab) [b] (box select) And perhaps this tail section here, uh, we can, sort of like pull these faces here down here And [Ctrl+Tab] (Mesh Select Mode, Face) I am going to select this bottom face here Alright. Oh yeah, when you have a Mirror (Modifier) applied, do turn on clipping (check mark “Clipping”) so that both sides are… are sticking together, so I am going to press “e” [e] to extrude one section here. Then, uh, press “r” [r] to rotate it. Okay, then press “s” to scale it along the y-axis, so “s” [s] followed by a “y” [y] and then just scale it down and then pull it down, right about here. Okay, you can insert another edge loop here, “Ctrl+r” [Ctrl+r] and so an edge loop here… then, uh, go to vertex mode… “Ctrl+Tab” vertex mode [Ctrl+Tab] (Mesh Select Mode, Vertex), press “a” [a] to deselect press “b” [b] to (box) select these, uh, vertices here. Press “g” [g] (grab) to just grab and move them. Okay. So now [z] (Shaded display mode) we have got the bottom part… done… Okay. So let us do some tweaking here

I am going to press the, uh, forward slash key in the number pad [NumPad /] so that I can isolate… isolate the, uh, model (hide “empties”). And I can do some twe… tweaking here Now it would be great idea to download an actual photo references of the actual plane itself. Plenty of images on Internet, and you can study the curves and the, uh, how the surfaces flow on this aircraft Okay, so now I got the rear tail skid section done So let us press forward slash [NumPad /] again to go back to the, uh, the, uh, un-isolate the object (“empties” visible). Let us go to the side view again [NumPad 3] and let us take a look at the, uh, vertical stabilizer. Let us… let us model… this one here So, we got one face here facing the top so we can put go to face mode [Ctrl+Tab] (Mesh Select Mode, Face) and select this face [right-click] Okay, and we are going to just press “e” [e] to extrude one small section here Alright. And press “s”… Okay, let us go to Wireframe mode by pressing “z” [z] (Wireframe) Now press “s” [s] to scale it down until it matches the, uh, the root of this, uh, vertical stabilizer here 252** and, uh, I just realized that I need to insert one edge loop here so that we can form the, uh, the 254** airfoil shape right on this particular stabilizer and those who may possibly insert another edge loop so we can 256** later crea… create the rudder here. So I am going to insert one edge loop… “Ctrl+r” [Ctrl+r] 258** and then just insert an one edge loop just maybe… just let it flow right about here Okay. So let us go to the top view [NumPad 7] and go back to [z] Shaded view and here we need to move the vertices inwards. Now if you want to slide a vertex along the edge the command is “Shift+v” [Shift+v] and move the cursor over the edge… uh, the edge here, and left mouse click to move it here. “Shift+v”, [Shift+v] click on the edge and slide it along and just move it here “Shift+v” [Shift+v] then move vertices and so on. And I am going to do the same thing for this one, “Shift+v” [Shift+v] and then just move it down like so. So you got a nice blended, rounded, uh, cross-section here. So when you extrude it, you will have a nice, uh, aerodynamic shape. So I will go back to [Ctrl+Tab] “Face” mode again, and select these faces And I am going to press “e” [e] to extrude until I got the vertical stabilizer. Press “z” [z] again (Wireframe) so I can see through the, uh, geometry Then press “r” [r] to rotate until this is flat and press “s” [s] followed by “y” [y] to scale this down, until it matches. Okay, and I just press “s” followed by “y” [sy] again until it matches the dimensions of this, uh, drawing. [NumPad 1] So now you realize that, oh, this is a little bit too thick. So I am going to press “s” followed by “x” [sx] to scale this down. I am going to go to my top view Okay, the same thing. Notice that the, uh, the… the faces are a little bit distorted So I am going to press “s” followed by “z” [sz] along the z-axis, press zero (0) [0] to flatten it I am going to the top view [NumPad 7] and again because of my transformations, it looks a bit distorted, and I am going to press “z” [z] to go to Shaded mode And I am going to fix the, uh, cross-section of the shape. So go to, uh, [Ctrl+Tab] vertex mode, “Ctrl+Tab”, select “Vertex” and then just tweak the shape a little bit. After I get the desired shape that I want. Okay, there you go. [z] (Wireframe) [z] (Shaded) So nice and aerodynamic and I am going to make this a little bit more aerodynamic. Select these two… [Ctrl+Tab] or we can select the edge here and push it back again so it has a nice, round edge like so. Likewise, for this this outer edge here, and then push it back a little bit Has got a very nice, sharp edge right now Okay. So. Let us go to Wireframe mode [z] and see where the, uh, rudder extends up. Now, there is a notch here, so now I would not go into detail how to create this notch, so I am just going to insert one edge loop until it forms a nice vertical edge here So, “Ctrl+r” [Ctrl+r] insert one edge loop here until it ends here. So I want this edge, uh, edge loop to, uh, to follow the straight line here, so I am going to use [Ctrl+Tab] (Vertex) the vertex sliding along the… edge trigger ???? here, So select this vertex. “Shift+v” [Shift+v] and slide it down here. And do the same for this one (vertex) You notice that it flows down in this curve like that so I am going to do the same for these vertices, “Shift+v” [Shift+v] Bring this down. “Shift+v” [Shift+v] bring this down. Now, right about here And later on when you want to do final detailing, you can select these bunch of faces and then, uh, extract them out to form the rudder Okay, and then you can maybe cut, cut a notch here, to make it more accurate But meanwhile, let us finish the base model first. So I am going to select this top

section here, and on to create this rounded area here. So we are just going to extrude [e] one tiny section and I am going to scale it down just a little bit like so So, one edge loop here. Okay, and just scale it out… like so Okay, so, I have go the tip rounded up So let us start to work with the wing, which should not be too difficult Now, we need to insert one edge loop. Okay, let me show you Press “z” [z] (Wireframe), so you can see. Now, notice carefully the wing has a very nice aerodynamic, uh, rounded look to it And if you wanted it to be really, really nice, uh, you are going to have to, uh, curvature to flow like that of the actual plane, you too will want… you will want to try to make these, uh, topology lines follow these lines as well So using the “Shift+v” trick again, I am going to just quickly adjust some of the points here So as to make it, uh, follow the flow of the aircraft’s body It looks like the vertex “Shift+v” [Shift+v] and then move your cursor to the edge (loop) you want to slide and so on Okay, so now I need to insert one edge loop that cuts right across here so they have enough detail to pull out the, uh, airfoil shape of the wing. So I press “Ctrl+r” [Ctrl+r] insert one edge loop that cuts right across the center here. Next, I want to select the faces that form the, uh, root of the wing. So in this case, uh I can see that the root, uh, it just comes up right about here. This giant section here, I am going to “Face” mode and select these faces and these (faces) are going to form my wing. Okay, so With this selected… First of all, you just press, uh, Now you can use a very, uh, useful tool called “Inset” (Inset Polygon) Now, uh, I am going to tell… tell you where to turn it on. So under your “File”, “User Preferences”, under the “Addons” under the “Mesh” Make sure you turn on these, uh, this tool, “Inset Polygon”, make sure this check is on. Okay “Bsurfaces” is also another great tool, but I will not be showing you here “LoopTools” – fantastic tool. I use it quite a lot, so keep it turned on as well. But, uh, make sure that “Inset Polygon” is turned on So, with that turned on, and with all these faces selected, you can press “w” to bring up your “Specials” key, [w] and then choose “Inset”, “Inset Faces” So when you select “Inset”, it sort of does aid extrusion, but with the “Inset” on, then you can move your cursor left and right and can see that it is actually creating another duplicate uh, extruded face within the same plane area Okay, so, this can be very, very useful when you are uh, doing this type of modeling. So, now, I created an internal set of faces. Now I need to adjust these bits so that it follows the flow Okay, I am just holding down the “Shift” button to select the… additional points. So now I can see I have a nice, rounded… airfoil shape, which I am trying to follow as best I can to the, uh, the shape of this, uh, cross-section here. [Ctrl+Tab] So now I am going to go to select the actual face that I will be extruding. So I will do some adjustments here Just being a little nit picky here. Alright, so, uh, this one… it is, by the way, the first time modeling this jet plane so… or rather this rocket plane So now I am selecting the side faces here. So to make sure you selected, make sure you, co… hover, cause… over the dot representing the faces So now I have selected the airfoil shape. I want to extrude a small section So, uh, to… to reference myself, I am going to create another window… I am going to press “n” to hide, uh Sorry, press “t” to hide the Tool’s window (panel), and then I am going to change this view to the front view [NumPad 1] So you can see very clearly, when the extruded section is going to taper down and to… to this thickness So I am going to press… with these faces selected, press “e” [e] extrude the section ri… right about Okay maybe halfway between the taper and then I am going to press “s” [s] to scale it along the z-axis [z] Okay and then I am going to try this… I am going to scale it along the x-axis until it is completely flat. So press “s” [s]

followed by “x” [x] then press zero (0) until it is flat This out a little bit like so. Okay, press “e” one more time, for another section formed, uh, the root of the jet. Okay and then scale it down [s] and until it matches the thickness Now when you are scaling, make sure you are set to (Pivot Point) “Median Point” and notice as I scale it down, the mesh – the thickness. Because I have created the airfoil shape nicely, it actually matches the, uh, the actual cord of the wing, or rather, the cross-section of the wing here. Okay, I do not even I… I guess if I go to the top view, it should match [NumPad 7] the thickness… well, sort of. Okay. Because I need to adjust the tail section here. Well, I am pretty close. Alright. So let me just fix this area here first by going back to [Ctrl+Tab] (Mesh Select Mode) “Edge”, uh, view and “Alt+right mouse click” to select this edge loop. So notice the edge loop nice and entirely selected then I am going to press “s” followed by “y” [sy] to scale this down and I am going to adjust this… until it matches the Okay. Okay I am going to use the side view here, “s” “z” [sz] to match it as well. Okay So I am going to fix this face as well because the thickness does not match. So front view [NumPad 1], go to [Ctrl+Tab] “Face” mode press “a” [a] to deselect – press “a” [a] a couple of times to deselect everything, press “b” [b] to box select these bunch of faces here. I am going to top view [NumPad 7] again, “s” followed by “y” [sy] to scale it down and then just maneuver this… until it matches the thickness I am going to select this edge loop here Okay, I should turn on the top view just now, but anyway Again, and realize, that the top view here I need to adjust these vertices for… Okay, so for in order to pull this thing until it matches the curve, I am going to turn on this “Proportional Editing” Turn on “Connected”. Okay, and then, uh, change the, uh, “Proportional Editing Falloff” to “Sphere” and go… going to grab this side vertex… vertex here, and press “g” [g] to just… and remember to roll your mouse (wheel) to adjust the area (circle on screen) of influence. Pull it out until it matches the cross-section here. Okay, I am just going to… Okay So this one (vertex) definitely needs to be pulled out a little bit more Top view [NumPad 7] and press “g” [g]. I am going to reduce the area of influence… Okay So I sort of fixed the area here And we can tweak this area here later on, but now I am satisfied with the wing cross-section here. So now I am going to select [Ctrl+Tab] these bunch of faces again and, uh, that’s where to pull out the rest of wing So go back to my top view [NumPad 7] and the, uh, rest should be quite, uh, straight forward. Let me just split another, uh, window… and I am going to change this one to my front view now, so press one (1) [NumPad 1]. Okay, the thickness here needs to be adjusted. So [Ctrl+Tab] “Edge” view here press “s” followed by “z” [sz]. Okay, my “Proportional” is still on, I am going to turn it off. (Disable) “s” followed by “z” [sz]. Ah, okay. I am going to select this edge loop here Okay, just pull it out slightly Bingo. Okay. [Ctrl+Tab] Go to “Vertex” mode. [z] (Wireframe) Ah, let us go to [Ctrl+Tab] “Face” mode and press “b” and select the faces here. So now you are ready to extrude until it reaches the end of the wing Okay, so press “e” [e] to extrude and until it reaches the end Okay, maybe just before the tip, because we want to create a rounded tip Okay. I am going to press, uh, “z” over here to show you “Wireframe” mode Press “Ctrl+z” [Ctrl+z] to go back to last, uh, selected faces Okay, and then, uh, scale it down by pressing “s” [s]. Scale it down So I am going to scale it in the median point and then just move this back slightly until it just touches the wing I am going to scale this up slightly… a little bit… scale it along the z-axis, to taper it down. And then to create this, uh, wing tip, I am just going to press… press “e” [e] to extrude in this section. Okay, but maybe right about there and then uh, or maybe all the way to the tip here and then scale it along the [sy] y-axis Okay, and the press “Ctrl+r” [Ctrl+r] edge… edge loop. Of course this is not the most ideal way

Okay, if you want to get really rounded way, okay, there is another way to do that, but that will probably take much longer to do. So, but, uh, essentially, uh, this… this model… the base model is… is done Alright, and, uh, what you can do now is take… you can start to uh, break out the pieces for the canopy Again do detailing for the canopy and, uh, even cut out the entire section here and sort of detail it So, in terms of, uh, the amount of geometry this is still pretty low. You can still adjust this until… to your own satisfaction and, uh, in certain areas like fine-tuning this curve here and insert other edge loop, “Ctrl+r” [Ctrl+r], inset one edge loop here and then going on to “Vertex” mode and manually tweaking, uh, the surfaces until it matches the entire curvature of the plane. Alright So, uh, essentially this is how you model the uh, Komet one six three (163). So, I hope I have shown you a lot of, uh, enough basic tricks to attempt to model this plane itself and I really like the… the Messerschmitt one six three (163) because it is really a very uh, simple aircraft and, uh, because of its basic shape it should be a very easy subject for, uh, the, uh, novice, or the beginner, modeler to try out So I encourage you to give this a shot Now, uh, I am going to apply a, uh, “Smooth” modifier Okay and I am just going to… just take a look… what happens when you smooth it out? So it actually looks pretty good. Pretty close to the, uh, the actual model itself. Granted there is still a lot of, uh, fine-tuning that you need to do. Okay so just let me “Smooth” this out to see what it looks like. So, yeah. So there you have it This is how you model the Messerschmitt one six three (163) Komet. Okay So I hope you enjoyed this video and, uh, give it a try. Thanks for watching