Unreal Engine 4 Guide - Spline component - road, pipe, railroad

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  • Опубликовано: 9 ноя 2024

Комментарии • 279

  • @NotoriousVHZ
    @NotoriousVHZ 4 года назад +38

    For those watching in 2020 who are wondering why they cannot see 'Forward Axis' or 'Static Mesh' in the Details panel in the game editor; You need to set the variables to public/editable on each instance. To do this, go into the Blueprint editor and press the Eye icon next to both of the variables you created.

    • @kenjixo
      @kenjixo 3 года назад +1

      Thank you in behalf of regular env artist xD

  • @UnrealTefel
    @UnrealTefel  3 года назад +1

    Thank you for watching my tutorials, please check also project we are working hard to bring it to Steam and KS (June this year) ruclips.net/video/IBoTsupTudo/видео.html
    We need your support!

  • @dracula2001
    @dracula2001 5 лет назад +3

    This is a pretty straight forward, very good tutorial. In 2016, older versions of unreal engine had some problems with Edit Spline so this was pretty useful but now, edit spline tool in UE4 is so much better to use so we don't need to do this anymore. 1 tip, only create this if you are going to continue to add more to the blueprint to make it more interesting and advanced to add additional of whatever you want it to do, events included :).

  • @MetricZero
    @MetricZero 8 лет назад +2

    I have no idea what I just did, but it works. Cool tutorial. You go at a great pace. Most tutorials I've been watching have been pretty slow.

  • @NekronataRaeven
    @NekronataRaeven 7 лет назад +12

    I really like, that you explained it rather fast and on point. This is rather rare on youtube these days, most make such things to an 1 hour tutorial. I would like to see more :).

    • @UnrealTefel
      @UnrealTefel  4 года назад +1

      There are more tutorials, just after 2 years :)

  • @reNINTENDO
    @reNINTENDO 6 лет назад +2

    Thanks a bunch for this. I figured this could be done once I saw the spline mesh component, but it was reassuring to see it executed so simply.

  • @OsLivrosDoOdenir
    @OsLivrosDoOdenir 5 лет назад +1

    Great tutorial, 10/10. Some people use spline component to make rivers also and I will try this. As you said, it's one of the most important components on UE4. Very useful.

  • @Bzyku4now
    @Bzyku4now 7 лет назад +1

    Dude i am new at this but i think your videos will make my life much more easier.
    Thanks a lot.

  • @louisec6431
    @louisec6431 3 года назад +3

    this is freaking useful! Entirely a fundamental knowledge in UE! Thanks for the tutorial :)

  • @TheF4c3m4n
    @TheF4c3m4n 4 года назад +2

    Thanks so much! This is probably about the 3rd time I've watched this!

  • @newsonomamashine
    @newsonomamashine 8 лет назад

    First of all great video, very well explained. Just one thing i think is worth to clarify, i followed the exact set up of this video and my meshes from the splines didn´t produced static lighting, even when the option for "static" was set on the "set static mesh" node options and the static mesh itself.
    I investigated a little and in fact, merging the spline with the root component is not necesary at all, and by doing that, the mesh lighting will be dynamic only for some reason. So, you just have to create a new scene component within the root and set it to static, put the spline within the new scene component, then drag the new scene component in to the root to replace it. And last, connect the "Parent" input of the "attachComponent" node to the scene component insead of the spline, this way the meshes form the spline will cast static lighing.
    I don´t kow if there´s an easier way to do it or just missed something but this solved my problem. Again great video, and keep the good work.

  • @MaxIzrin
    @MaxIzrin 2 года назад

    Great video, thank you.
    I noticed there is a "Get Location and Tangent at Spline Point" node, that can make the graph just a little simpler.

  • @SeanForeman
    @SeanForeman 7 лет назад

    This was very helpful. I watched it several times to understand your workflow. Everything makes perfect sense.

  • @AleksanderGromann
    @AleksanderGromann 8 лет назад +36

    How do you make it that the character follows and rotates to the direction of the object?

    • @osakanone
      @osakanone 5 лет назад +3

      I also want to know this.

    • @khisrowhashimi
      @khisrowhashimi 5 лет назад +3

      @@osakanone create a location offset (in x-axis for example) while updating and incrementing player rotation at each tick (each frame)
      for example :
      if ( isOnthePipe( ) ) {
      // offset location
      // update rotation
      // isOnthePipe ( ) could be implemented using collision event handlers
      Hope this helps

    • @MATUSZHAN
      @MATUSZHAN 5 лет назад +2

      @@osakanone Try this- ruclips.net/video/UK_GBLmuas4/видео.html

    • @vegitoblue2187
      @vegitoblue2187 4 года назад +1

      @@khisrowhashimi each tick is not a good idea on performance better to use timers

    • @UnrealTefel
      @UnrealTefel  4 года назад

      Everything what you need to do is just updating your mesh/character position using GetLocationAtDistanceAlongSpline. So you simply add little distance when ticking.

  • @IngmarClarysse
    @IngmarClarysse 8 лет назад +6

    In the odd case you can't see your spline help points you alt drag out, make sure Game view (G) is not running.

    • @williamloffler3906
      @williamloffler3906 6 лет назад

      thanks dude it wasnt working for me and finally i found an answer thanks to you

  • @tysonwilliam1722
    @tysonwilliam1722 7 лет назад

    Hi Tefel ! :D
    These days, I'm developing a 3D action game with the Unreal Engine, but I'm having a problem with the fight system. I would like to ensure that each movement of the mouse (joystick, or even mushroom of a controller) is linked to a specific fight animation.
    Let me explain : Let's say that by pressing F, the "combat mode" is activated, and that each movement of the mouse corresponds to a particular animation.
    For example, if the mouse has a rectilinear motion, the character will execute a "direct" punch.
    If the mouse has a curved trajectory, the character will execute a hook.
    If the mouse describes a perfect circle, the character will perform an aerial circular kick.
    Finally, if the mouse goes towards "the back", the character executes an elbow strike turned, etc ...
    First, I thought of using an IK system with an animation adaptation, according to the directions taken by the capsules (which are moved by the mouse or the joystick) relative to the hands of the character, but it seems very complicated, and I doubt that this is the most relevant method ...
    Do you have specific tutorials to advise me? Blueprint, C ++ does not matter, the objective is to make this game more immersive to the 3rd person.
    It seems to be very difficult to programm it or to build it with blueprints, so I ask a pro ;) Thank you in advance
    ps : Sorry for my bad english, I'm french.

  • @jatingupta7439
    @jatingupta7439 7 лет назад

    Super awesome tutorial man... I was able to make my first blueprint watching it...
    Never understood any other tutorial regarding this spline thing...
    Thanks alot

  • @murlakatamenka
    @murlakatamenka 8 лет назад +16

    It's better to use [ Get Location and Tangent at Spline Point ] instead of [ Get Location at Spline Point + Get Tangent at Spline Point ].

  • @alexrusu2905
    @alexrusu2905 3 года назад +1

    for those confused why something is odd and not working, don't use the scale tool at all (R) and use Alt at the end point to add points.

  • @adamkareem
    @adamkareem 6 лет назад +1

    This video was simply amazing. Short, sweet, and to the point! Great tutorial :)

  • @shadacer0
    @shadacer0 6 лет назад +1

    So if anyone's getting issues with this Blueprint, I figured out what worked for me. In the ForLoop, set First Index to 1, and the subtraction off your Return number of Spline Points to 1. Then, as opposed to +1 for your second set of Get Location/Tangent values, set it to -1. No problem!

  • @mugencity
    @mugencity 8 лет назад +1

    Cheers Tefel, nice and concise tutorial.

  • @IamNeighborlee
    @IamNeighborlee 2 года назад

    TO so much!!!, This worked great, and you used hardly any promote to variable compared to others, therefore this BP was much faster and easier to do and grasp. Worked like a charm. :_))))happy dance.

  • @igornowicki29
    @igornowicki29 7 лет назад

    Good tutorial. One thing I would suggest is to upload a package with a project to get final result.

  • @masterzh
    @masterzh 5 лет назад

    stopping by to say "thanks" for amazing and quick tutorial... work like charm on fork of unreal 4.20.3 with nvidia framework

  • @narobruh
    @narobruh 7 лет назад

    Very useful tutorial, thank you so much, man. I didn't know splines were so complicated to make. Without this video, Id get lost :D

    • @UnrealTefel
      @UnrealTefel  7 лет назад +1

      Thank you for feedback. I am glad that you found this helpful. :)

  • @jdevcast6527
    @jdevcast6527 7 лет назад +1

    That was a really useful and quick tutorial.

  • @claudiusdsouza
    @claudiusdsouza 5 лет назад

    all this while i thought only houdini can do this!!!!!!! MIND BLOWN!

  • @Nessos007
    @Nessos007 8 лет назад +1

    Awesome work man. Keep it up.

  • @marcoseliasmep
    @marcoseliasmep 6 лет назад +1

    wow thank you very much! I'm coming from Unity, this is awesome!

  • @Laghoa2
    @Laghoa2 8 лет назад

    Yes, you are right, it is really useful. Thanks for sharing

  • @chronnodev
    @chronnodev 8 лет назад

    very nice tutorial. Could you please follow this up with how you forced the player to move along a spline? This would be amazing for ziplines, climbing ropes, etc

    • @UnrealTefel
      @UnrealTefel  8 лет назад

      Thanks! Yeah I will do it.

    • @calc3085
      @calc3085 8 лет назад

      I agree a tutorial on this would be nice as well. Power to you.

    • @sevenbomb2
      @sevenbomb2 6 лет назад +1

      Where is the tutorial for that?

  • @JoyKazuhira
    @JoyKazuhira 4 года назад +2

    thank you this is what im looking for, for my network and power cabling.
    edit: my cables arent bending whenever it hit the corner. its all straight.
    edit2: i forgot to subdivide the faces of my cables. lol now its working fine. :)

    • @ZaichegOZ
      @ZaichegOZ 4 года назад +1

      Thank, its very useful for me

  • @moutrave
    @moutrave 7 лет назад

    Very nice. Thanks for sharing that quick and very useful tutorial.

  • @BrunoIniesta
    @BrunoIniesta 8 лет назад +3

    Hi Tefel, nice tutorial... I would like to know What functions did you use make the character move along the spline? Did you attached and added an impulse/force/velocity with a tick or is there another way to make it constantly move?

    • @UnrealTefel
      @UnrealTefel  8 лет назад +3

      Hey Bruno
      get distance along spline and set actor location

    • @TheIBreakAway
      @TheIBreakAway 8 лет назад +2

      Explain it better please?

  • @hendrikbonthuys9190
    @hendrikbonthuys9190 8 лет назад +11

    Hi Tefel, in the tutorial, I noticed that your player character can jump onto any position on the spline and then follow its path from that position where it landed to the end of the spline. Do you possibly know a good tutorial that can help me set that up please? I can make the player follow the spline from its origin to its end, but not from the position where he landed on it. Tx!

    • @GalaxySoftwareStudio
      @GalaxySoftwareStudio 7 лет назад

      You're right this is what I've noticed too and I really would like to know too
      Maybe you've found the solution ?

    • @hendrikbonthuys9190
      @hendrikbonthuys9190 7 лет назад

      Sadly I didn't :(

    • @GalaxySoftwareStudio
      @GalaxySoftwareStudio 7 лет назад

      Maybe you should replace the AI and actor by the player component

    • @MrJonnezz
      @MrJonnezz 7 лет назад

      Ive been looking for this too

    • @stefanobieler3512
      @stefanobieler3512 7 лет назад

      Any luck in finding the answer to this?

  • @MissingTexture
    @MissingTexture 3 года назад +1

    How did you get the player character to grind on the rail?
    Thank you for the tutorial!

    • @UnrealTefel
      @UnrealTefel  3 года назад +1

      It's very simple, you check position and rotation at Distance Along Spline docs.unrealengine.com/4.26/en-US/BlueprintAPI/Spline/GetLocationatDistanceAlongSpline/ and update character position.

    • @MissingTexture
      @MissingTexture 3 года назад

      @@UnrealTefel thank you so much for the reply! Okay, I’m on the right track then. I had sent an email too, so thank you. I’m struggling with where exactly to put this as well as which nodes to utilize though. I tried casting to the first person character to set the location, but that’s not compiling correctly.

  • @Flashbangs_
    @Flashbangs_ 7 лет назад

    This is created all sorts of problems. My model is coming in the wrong direction and squished. when it extending it just breaks. I am spending more time scrumming through this video to check my steps because of how fast it was slowing down is always better. Just not 40 mins long. There is definitely a sweet spot for this.

  • @Johnnyjawbone
    @Johnnyjawbone 5 лет назад

    Thanks for the tutorial. Powerful technique which could save days of work. Subbed.

  • @Gabeee
    @Gabeee 8 лет назад +1

    awesome tutorial, when i had to learn it i watched Epic's tutorial that was like 40 minutes, this is short and spot on, good job, also as an idea : you could make another one about how to interact with splines, and by that i mean something like your train example, i had some annoying problems with rotation and stuff
    anyway, good job on the tutorial

    • @UnrealTefel
      @UnrealTefel  8 лет назад +1

      Thanks! Yeah this is a very good idea. I have 2nd series "tutorials" where I do longer stuff about 20-30 minutes so I can just make the train tutorial.
      I try to keep every guide as short as possible, explaining everything about one case and not being too boring

    • @Gabeee
      @Gabeee 8 лет назад

      +Unreal Tefel you are doing a really great job, keep it up and good luck! :)

  • @mo20-ir
    @mo20-ir 5 месяцев назад

    Hello, thank you very much for your excellent training, I have a question, I would be grateful if you could answer it, I want to make a hose with a spline and I made it with blue print, now I want to connect the beginning and end vertex of the spline to two different objects, and when I move the objects so that the hose moves realistically

  • @Braytonks3D
    @Braytonks3D 5 лет назад +1

    Mine wasnt working but then i realized I hadnt connected my white arrows together to complete the order of operations. Make sure all of your execute arrows are connected all the way through the chain :)

    • @UnrealTefel
      @UnrealTefel  5 лет назад

      Good point! Always connect your white arrows together! :)

  • @WolverineMKD
    @WolverineMKD 6 лет назад +1

    Maybe create a tut for layer blend and adding layers a bit more advanced for the landscape its pretty basic tut but i think a lot of people will watch it and there is none of them out there for this specific thing

  • @jwbonnett
    @jwbonnett 6 лет назад +4

    How would you implement this without stretching the mesh but rather repeating it? Also how would you add a random mesh at a spline point?

    • @UnrealTefel
      @UnrealTefel  4 года назад +1

      If you use Spline Mesh Component it's for stretching and bending mesh. It's good if you want to do quick deformation.
      For repeating the mesh I would simply use InstanceStaticMesh or HierarchicalInstanceStaticMesh in conjunction with Spline.

  • @zijianwang3911
    @zijianwang3911 5 лет назад +1

    There's an scary sound effect at 7:57...just saying, it's kinda fun to replay it.

    • @UnrealTefel
      @UnrealTefel  5 лет назад

      Ah haha it's standard UE4 sound when you are stopping the game :D

  • @sswt3796
    @sswt3796 8 лет назад

    Great Tutorial.. I created the spline step by step as you showed.. everything works fine... but when i "alt click" at the end on spline point to extend and add another point, that new point comes in between the two points, not in the end.

  • @overnights2572
    @overnights2572 Год назад

    Pretty cool stuff, thanks a lot !

  • @M0A2X8
    @M0A2X8 8 лет назад +1

    This tutorial is very well made! thank you very much!

  • @rebeccarodriguez584
    @rebeccarodriguez584 7 лет назад

    Splines are awesome!
    Easy and fast way to set up pipes systems in buildings. +Like
    keep them coming Tefel!

  • @Colorlavie
    @Colorlavie 7 лет назад +3

    Hi, Thank you for your guide !
    I follow the steps by when i add a part with ALT key the new meshe is not blend with the first when there is a curve... I can see a space bettwen the 2 and the curve is not smooth. Any idea ?
    Sorry fot my english ;-)

  • @devm3240
    @devm3240 5 лет назад

    Please make a tutorial for a light which should glow in multiple Colors with few delays .

  • @mahmudhossain4917
    @mahmudhossain4917 4 года назад

    Nice Tut! How would you add diff Static Meshes for turns/angles/corners?

  • @Hlrguitar
    @Hlrguitar 8 лет назад

    That's just what i was looking for!
    Thank you so much!!!

    • @UnrealTefel
      @UnrealTefel  8 лет назад

      Thanks mate! I am glad you find this useful.

    • @lisekpl3564
      @lisekpl3564 8 лет назад

      +Unreal Tefel Cześć, chciałem podziękować za świetny poradnik i zapytać kiedy kolejne odcinki bo nie mogę się doczekać :)

  • @SamuelB-
    @SamuelB- 8 лет назад +1

    awesome videos man! I would suggest a 1vs1 local fighter tutorial! :)

  • @MrDirtjumper11
    @MrDirtjumper11 5 лет назад +4

    When I use the Alt key to extend the spline, it just duplicates the mesh but will not extend it? help please

    • @IvanSorce
      @IvanSorce 4 года назад

      did you find any solution?

    • @Gambsmoore
      @Gambsmoore 4 года назад

      @@IvanSorce You have to click on the spline point, not on the mesh.

  • @gamesergeanthd
    @gamesergeanthd 6 лет назад +1

    Can you tell us how did you manage to make the player Grind on the rail / spline ? Thanks in advance.

  • @darthsurya
    @darthsurya 6 лет назад

    Awesome tutorial,is it possible to ass a mesh only at the end of the splain,like if it is a cable so it end with a connector?

  • @InquisitorSama
    @InquisitorSama 5 лет назад

    Simple and quick... Great tutorial dude. Just one question: How did you make the material tile well when stratching the spline points far? Like how it is with the road materia?

  • @destinationunknown6665
    @destinationunknown6665 5 лет назад +1

    Would be nice if you actually showed us how to add the character to the spline like previewed at the start and end of the video....

  • @Seathasky
    @Seathasky 7 лет назад

    Ty for the tutorial! Works great! Is there a way to save my Blueprint and use it in other projects?

  • @makarocket
    @makarocket 4 года назад

    Impressive great tutorial !!

  • @AndrewByrnes1
    @AndrewByrnes1 3 года назад +1

    10/10

  • @SlinFane
    @SlinFane 3 года назад

    great work! helped me a lot

  • @LyubomirIko
    @LyubomirIko 6 лет назад

    LOVE it! But can you make a little more advanced version with use of multiple mesh components for randomization reasons along the spline? (or is there tut for this somewhere) Thanks?!

    • @UnrealTefel
      @UnrealTefel  6 лет назад

      Of course, you can create as complex system as you want. Spline is just component which allows you to do it. You can randomize it, connect multiple splines, add more meshes etc.

    • @UnrealTefel
      @UnrealTefel  6 лет назад

      I've seen some tutorials for more advanced systems as well. It is also not hard to figure it by yourself :)

  • @zachansen8293
    @zachansen8293 4 года назад

    I suggest using a non-mechanical keyboard while recording videos

  • @Gamlin777
    @Gamlin777 5 лет назад

    Great Tutorial, Thanks!

  • @omeeddude
    @omeeddude 7 лет назад

    Great tutorial, thank you so much man! Is there a way to allow for tapering/scaling individual spline points? I am working on roots and that functionality is much needed.

  • @HE9ACbITb
    @HE9ACbITb 4 года назад

    Thank you! Very, very thank you!!!

  • @juanandresherrera4633
    @juanandresherrera4633 7 лет назад

    Hey! awesome tutorial!!, just one thing, how could I make a spline where I can choose multiple static meshes to be part of the same spline

  • @petruskolar
    @petruskolar 7 лет назад +1

    Thanks!

  • @CinematicGames94
    @CinematicGames94 4 года назад

    thank you very much you don"t know how much this just helped me. You learned things on you tube that they probably never taught in school shameful but it is what it is again thank you you just got a subscribe from me

  • @pietpanzerpanzer5335
    @pietpanzerpanzer5335 Год назад +1

    Is this addable on runtime? So eg a player spawns in a rail and can draw it and even connect rails into each other?

    • @UnrealTefel
      @UnrealTefel  Год назад

      Sure! It's even more useful runtime than in the Editor. Since is component is flexible.

    • @pietpanzerpanzer5335
      @pietpanzerpanzer5335 Год назад

      @@UnrealTefel is there also some sort of "ai pathfinding" component, like a train searching exitpoints by itself?

  • @TimothyBell90
    @TimothyBell90 8 лет назад

    Thanks Tefel!

  • @TheHsiWu
    @TheHsiWu 8 лет назад

    Thank you for this tutorial. I am making a platform game for android, and this spline simply will save me much of the work. :-D It was perfect, congratulations!
    I'd like to see a particle tutorial, when you can do. :3

  • @moaztaha9629
    @moaztaha9629 8 лет назад

    Useful tutorial please make a tutorial about vehicles.

    • @UnrealTefel
      @UnrealTefel  8 лет назад +1

      Thanks mate
      Currently I am working with wheeled vehicle a lot so I can make not only one tutorial.
      About: physic materials, the friction, movement along the spline, custom gravity etc

    • @moaztaha9629
      @moaztaha9629 8 лет назад

      thanks mate this would be great. looking forward to this

  • @Konradkh
    @Konradkh 6 лет назад

    3:00 but what if the "Set Forward Axis" node is no longer called that or no longer exists? I can't find the node... I'm searching for it, in Construction Script...

  • @DennG
    @DennG 8 лет назад +1

    Thanks man!

  • @fortsts
    @fortsts 6 лет назад

    it worked. Thank you!

  • @Spacebull
    @Spacebull 6 лет назад

    Thanks for your tutorial! I have a question, why do you add that AttachToComponent Node? the BP seems to work fine without it.

    • @RedStallion2000
      @RedStallion2000 4 года назад

      In the video, Tefel says that it's optional, but it allows you to use the Spline object to find all of the child objects.

  • @ElDiablo123
    @ElDiablo123 6 лет назад

    you sir earned my sub!

  • @TomSoundsGood
    @TomSoundsGood 8 лет назад

    Thank you for the lesson!

  • @IamNeighborlee
    @IamNeighborlee 11 месяцев назад

    How is this different from just adding spline from landscape mode under manage or just from add menu > spline, top of ue UI ?

  • @RockstarworldNet
    @RockstarworldNet 5 лет назад +1

    OMG, Thank you!!!! 👏👏👏👏👏👏👏👏

  • @SkullModder
    @SkullModder 4 года назад

    thanks man

  • @christophe1584
    @christophe1584 4 года назад

    Thanks a lot for this GOLD tutorial ! BUT i have a question please guys : How to make the roads not square for the turns ?
    Because when i try to make a turn, the road are square, i have right angles :s

  • @kevopl
    @kevopl 7 лет назад +1

    awesome :D. sooo useful :)

  • @daltonsweeney2869
    @daltonsweeney2869 6 лет назад

    Is there a way to add lane lines for the road? Like a solid or dashed yellow line that goes through the middle?

  • @haskell3d327
    @haskell3d327 6 лет назад

    How would you go about making sure the static mesh object does not scale along the spline?

  • @gaming4K
    @gaming4K Год назад

    How can i make a little overlap? With some mesh it would be nice if the second one spawned a little back not on the very end so it would be overlapped by the first one. Without overlap the mesh that i wanna use with spline looks like it's not connected properly. .

  • @WindBendsSteel
    @WindBendsSteel 6 лет назад

    Thank you so much man! i love you!

  • @Syurli
    @Syurli 5 лет назад

    Thanks for your tutorial : )

  • @krucialgames982
    @krucialgames982 8 лет назад

    Thx so much, it really helped me !

  • @kairon156
    @kairon156 7 лет назад

    Can you make a Tony Hawk Pro Slater game using these?
    How about roads that cars have to follow?

  • @genlee2354
    @genlee2354 6 лет назад

    How about turn left? Did the mesh flip down into ground? I used blueprint like this when I turn big angle mesh will flip///

  • @ReaverLordTonus
    @ReaverLordTonus 8 лет назад

    How was the geometry modeled for the static meshes? Did you have to add multiple subdivisions so it would bend or does it create them on its own?

    • @gioorgiu
      @gioorgiu 7 лет назад +2

      yes, you have to do it manualy or meshes will not bend, but "break" instead

  • @hendrikbonthuys9190
    @hendrikbonthuys9190 8 лет назад

    Awesome thanks!

  • @nogamgamedev
    @nogamgamedev 6 лет назад

    Hey , just a little question why the X axis for rotation don't work ? Cause i want to do a roll with my spline

  • @samcarey
    @samcarey 7 лет назад

    What would you do if you wanted to make a rope that had a knot on each end and look like one piece in the middle section.

  • @gravitstudio
    @gravitstudio 7 лет назад

    Great Job boy!

  • @Zev_Reef
    @Zev_Reef 7 лет назад

    Can you make junctions using spline meshes? I cant find any videos about that.