This kind of channels keeps up questioning our workflow around 3ds max and that’s why we are in the middle of switching to blender for some part of our team. Awesome work, Atti❤
for the endcaps flying out at 5:30, I think they do so because extra vertices are created, so in edit mode select everything -> M (merge) -> by distance
This actually broke my mesh and caused about 10 vertices to remain "glued" in position when animating.. I tried a few times with merging but it never worked for me. Following his example of simply deleting the faces then readding them did the trick. But I would agree in general, always vertex merge
I always try to redo everything from scratch and from memory, which keeps it fresh and stored :). However, the second time I tried to redo the extrusion followed by alt-S and I couldn't figure out. So you need to NOT be in faceselect mode for face extrusion. Counter-intuitive :). Second, my mesh is always sticking in mid air. 3 edges at both ends of the curve. How to fix this? Changes in mesh don't do anything and more often than not break the cloth simulation. Help appreciated!
Sounds like the outer mesh layer is not completely covering inner layer. Select the outer mesh, go into edit mode, select all, and scale with Alt-s. If this still doesn't work feel free to leave your project file in the discord troubleshooting channel and I can try to look at it when I'm off work.
It didn't change how I use Blender. I'm still trying to learn how to delete the default cube. HEHE. That was apparently a sneaky way to get the movement from a low poly mesh remapped to the higher poly one. very cool. It looked like rubber or a gel type thing bouncing.
This man is insane, all your tutorials really help small artists like us be better at using blender. The best hope, and all success to you, atti. Thanks man! 💯
Awesome video. Could you show the final result after working in the shader nodes next time? It's a bit trivial I know but it just feels like when it's not displayed something went wrong. Also being a bit new to nodes and working with curves that if I am certain of the result I will know if I messed up anywhere when trying to follow step by step. Then after I can learn why and how to change things to my preference of course. Plus it's just cool to see the final result of course :)
Loving you channel! I am very new to Blender and am already learning so much - it's like I've been let into secrets, I almost feel guilty. Keep up the great work.
Video Summary: (00:00) The creator, atti, made a video called "God's Chariot" with a rope simulation in Blender, but it required third-party add-ons. He attempted to create a tutorial on this but found it similar to existing ones, so he abandoned the idea. (00:48) Later, atti discovered a technique that allows soft body physics to be applied to any object with a few tweaks to Blender Secrets' settings. This technique is less intensive and works with dense meshes. (01:17) He demonstrates the process with a helix shape, enabling "Extra Curve" and "Extra Add Mesh" add-ons. He converts the helix curve to a mesh and adds trapezoid shapes to form a snake-like shape. (03:18) To simulate the soft body, atti duplicates the helix curve, extends it to cover the mesh, and converts it to a mesh. He then applies cloth physics with pressure, self-collisions, and no friction to the outer layer mesh. (06:42) Next, atti uses the Mesh Deform modifier to create a proxy mesh for the high-density mesh, enabling complex simulations without running the simulation on the original mesh. (08:04) He applies a solidify modifier and a glass shader to the mesh, resulting in a bumpy abstract snake-like shape with a glassy appearance. (09:22) atti tweaks the shader, adjusting colors and roughness, achieving a green-dominant look with a wet coating effect. (10:37) The final result showcases the power of the Mesh Deform modifier and the possibilities of achieving realistic effects without heavy simulations. (14:19) atti explains difficulties with sharing project files containing large alembic files and apologizes for any inconvenience. (15:51) He thanks viewers for their support, and although he won't share project files with alembic files in the future, all his work will be available for free on his Discord.
For the caps issue, you can only enter edit mode then select everything, then click M (merge) and select By distance, that will allow you merge all the vertices that are in the same location.
As for sharing files affordably. The answer is Google. Gmail accounts get 30G of storage for free. Just create a burner account and upload away. Post the public link to the files and you're good. Used up the 30G? Create another burner account and you'll get another 30g to work with.
man, I'm a month into blender and I just learned like 30 things!!! Subscribed and addicted sir... now back to watching this 10 more times to actually absorb it...
This is a great tutorial, and I really like the pace of it. However, it would be even greater if you said the values you were changing things to instead of saying "this". would be ace to be able to just listen and follow along! Thanks :)
One trick that might even work better in specific cases I saw in a (recent-ish?) Default Cube video: - create your curve - slap a soft body mod on it (not cloth. crazy, I know) - set collision offset to something that matches what you're trying to achieve. - Profit! Obviously, this should only work on tubes and such, but hey.
Wow. Free stuff, amazing blender knowledge and so on. You got a new sub uwu Also, I already knew about the mesh deform modifier, I use it to rig some clothes really easy, works really well with skirts, but it never occurred to me to do cloth simul with it O.O great thing!
so 2 things, 1 make a google drive account , that will give you an area that doesn't have your real name attached and you can upload there. 2 you just saved me like F@ck ton of hours on my octopus sim. thank you
When you have multiple planar faces selected and want to replace them by one face, instead of deleting them, selecting the boundary and pressing F, you can just skip two of the steps and press F.
my man atti you gotta use reflection and or window the texture coordinates they are the secret to my very wonky perspective materials in my up coming not so short movie so hit me up if you wanna get involved in this hit me up cuz i really need this cuz i have no motivation to keep working on this well i have but i possibly have adhd and remember if you do hit me up or anybody does please don't expect that much from me cuz i'm twelve but expect enough you knowx what i mean , right ?
Hello, I followed along and everything works fine in my sim, the mesh binds correctly to the low poly cloth sim, but I still get 1-2 fps when I play, what am I missing? Should I rebake everything after bind? Thank you for sharing this blender trick :)
I really enjoyed watching your videos, it's entertaining enough to just watch it whole in bed while drinking tea but also educational enough to motivate me to try it myself later. Only a suggestion, but sometimes when you use modifiers or any other kinds of thingies..to make..things.. for a beginner like it would be nice to hear more explanation why you do this and that and why it works.
Share docs with a alternative google account. That account can be for your channel (best practice not forbidden). Anyway I am sure that will work. Maybe in a google colab etc. Thanks for sharing your methods and discoveries. Takes a village I guess.
At about 3:14 I already guessed it that you are going to be using the super efficient method of the mesh deform lowpoly based method of simulating an higher poly mesh...guess I'm not dumb, it made sense also that you said you must have the low poly object capping and engulfing the whole high poly mesh (so it will be able to move its vertices since else with the mesh deform modifier it won't be able to move the high poly vertices that are out of the low poly mesh bounds)
I'm sure somebody has already tried this, but I'm thinking about it now and too lazy to search it up later. And I'll probably go search it out anyway. What happens if someone enables all of the available add-ons at one time?
it might be that in downloaded projects that wont turn out correct it might be that the fille aren't missing but blender just can find the so maybe (file->external files->locate external files) or something I dunno works like a charm for me when fbx files won attach there textures might just work with this
I really have no idea how big of an ask this is but how messed up would it be to make 3D letters out of fire and have them brought in by a fire ball or particles? Anything cool at any rate. Also wondering how to move that to Davinci resolve.
Hey. Just wanted to say that I download the file but I had to append it first so I can use the shader...then in shade editor - add- group - nodegroup - maybe it will help others :D
I don't know why when I add mesh deform,there was some vertices which be pinned being pulled out of shape. I tried to adjust many parameters, but still can't solve it. Anyone else can help me?i will thank you very much.
Hey for a project i want to have softbody on a shark laying only with a little bit of life on a floor, how would i use your technique on a mesh like a shark then?
Hello , does anyone would know ? from the add modifier " MESH deform " after BIND I hit space to start the animation but almost all the inner fall and collaps exept two " edges " who stay in the air so obviously it stretches . I really wondering what I did wrong. I start two times and the second times, more than 3 " point/edges " stayed in the air and didn"t fall to collaps to the plane. ^^"
Damn, I really dont understand. i notice that it is only edges from the geometry we did again on the face of the OUTER. And when I bevel it i was selecting the face and not the edges ( thoughts it was the problem but it isn't ) One more time I bevel the edges then create loop for better geometry but still.. After mesh deform there is alwats few edges that stay in the air and do not fall . I do not understand at all :o
@@attimp4 Interesting for a beginner like me. Glad I made this mistake. Atti, you are amazing, you take time to answer as well I mean .. Thank you so so so so so much.
Tried tutorial and when I bind "outer" sausage, my "inner" works as intended, but there are a few vertices that stayed in the air. Looks like some sort of glitch. Why is that?
Some vertices are not inside the shell (outer mesh), therefore, they aren't counted in cloth sim. Just unbind the main mesh, increase the size of the outer shell and rebind again.
There is also an issue with the cloth modifier itself when it doesn't register newly added geometry. Try deleting and adding back the cloth sim modifier if the solution in my first comment hadn't worked.
Pretty new to Blender, when I saw your ropes from your little clip you made I thought that would be a great simulated Dreadlocs replacement instead of using the hair particles system. You think this idea would work?
This is great :) Havent thought about that! I think this is basically something Houdini users do all the time with their sims. Its basically like point deform.
FYI - This is not a new technique, C4D has a similar mesh deformer modifier that I've been using to do this same exact technique since 2015. And it's probably been around even longer than that.
@@Traitorman..Proverbs26.11 All I'm saying is that it's good to watch tutorials on other software, even though you may not being using that specific software, you can actually learn some useful tricks
@@attimp4 the outside mesh is covering the inner one completely but they are still stuck at their initial position i re did it like 5 times every time there are new numbers of vertex stuck on top
Figured it out for anyone who might have the same problem when i was adding the bevel it was getting too close to the inner mesh so i skipped that part and extruded it a little and it works properly now i hope that won’t be a problem in future
"ropes are basically thick strings" - confucius
Probably 🤣🤣🤣
Confucius is very confusing
Also string theory
This kind of channels keeps up questioning our workflow around 3ds max and that’s why we are in the middle of switching to blender for some part of our team. Awesome work, Atti❤
for the endcaps flying out at 5:30, I think they do so because extra vertices are created, so in edit mode select everything -> M (merge) -> by distance
Also a good and faster way of dealing with this!
Rule of thumb:
Do a vertex merge by distance after curve-to-mesh conversion
This actually broke my mesh and caused about 10 vertices to remain "glued" in position when animating.. I tried a few times with merging but it never worked for me. Following his example of simply deleting the faces then readding them did the trick. But I would agree in general, always vertex merge
@@RubenLopez18 just delete the cloth modifier and add it again. For some reason, the modifier properties don't update when you add new geometry.
@@RubenLopez18 No matter what I did afterwards this kept happening to me. I guess I'll redo the whole thing but man...The depression 😂
So sick!!
I always try to redo everything from scratch and from memory, which keeps it fresh and stored :). However, the second time I tried to redo the extrusion followed by alt-S and I couldn't figure out. So you need to NOT be in faceselect mode for face extrusion. Counter-intuitive :).
Second, my mesh is always sticking in mid air. 3 edges at both ends of the curve. How to fix this? Changes in mesh don't do anything and more often than not break the cloth simulation.
Help appreciated!
I am having this same problem. Any solutions would be amazing!
Sounds like the outer mesh layer is not completely covering inner layer. Select the outer mesh, go into edit mode, select all, and scale with Alt-s. If this still doesn't work feel free to leave your project file in the discord troubleshooting channel and I can try to look at it when I'm off work.
@@attimp4 That fixed the problem, I didn't even think about that. Thanks man!😀
It didn't change how I use Blender. I'm still trying to learn how to delete the default cube. HEHE. That was apparently a sneaky way to get the movement from a low poly mesh remapped to the higher poly one. very cool. It looked like rubber or a gel type thing bouncing.
Haha yeah... EVERYBODY knows about the cloth sim with pressure trick... hahaha... who didn't know that one yet?...
This man is insane, all your tutorials really help small artists like us be better at using blender. The best hope, and all success to you, atti. Thanks man! 💯
this is incredible! fantastic tutorial, atti. I'm truly thankful for the knowledge that you share. cheers!
It's an old trick, it's usually used in videogames when the cloth sims are way too performance-heavy for every single vertex.
Awesome video. Could you show the final result after working in the shader nodes next time? It's a bit trivial I know but it just feels like when it's not displayed something went wrong. Also being a bit new to nodes and working with curves that if I am certain of the result I will know if I messed up anywhere when trying to follow step by step. Then after I can learn why and how to change things to my preference of course. Plus it's just cool to see the final result of course :)
100% i will try to keep this in mind. If you are still stuck the project file is in my discord and you can look at the material there.
This guy is changing the scene here for small artists like us. Thanks ❤
Loving you channel! I am very new to Blender and am already learning so much - it's like I've been let into secrets, I almost feel guilty. Keep up the great work.
Video Summary:
(00:00) The creator, atti, made a video called "God's Chariot" with a rope simulation in Blender, but it required third-party add-ons. He attempted to create a tutorial on this but found it similar to existing ones, so he abandoned the idea.
(00:48) Later, atti discovered a technique that allows soft body physics to be applied to any object with a few tweaks to Blender Secrets' settings. This technique is less intensive and works with dense meshes.
(01:17) He demonstrates the process with a helix shape, enabling "Extra Curve" and "Extra Add Mesh" add-ons. He converts the helix curve to a mesh and adds trapezoid shapes to form a snake-like shape.
(03:18) To simulate the soft body, atti duplicates the helix curve, extends it to cover the mesh, and converts it to a mesh. He then applies cloth physics with pressure, self-collisions, and no friction to the outer layer mesh.
(06:42) Next, atti uses the Mesh Deform modifier to create a proxy mesh for the high-density mesh, enabling complex simulations without running the simulation on the original mesh.
(08:04) He applies a solidify modifier and a glass shader to the mesh, resulting in a bumpy abstract snake-like shape with a glassy appearance.
(09:22) atti tweaks the shader, adjusting colors and roughness, achieving a green-dominant look with a wet coating effect.
(10:37) The final result showcases the power of the Mesh Deform modifier and the possibilities of achieving realistic effects without heavy simulations.
(14:19) atti explains difficulties with sharing project files containing large alembic files and apologizes for any inconvenience.
(15:51) He thanks viewers for their support, and although he won't share project files with alembic files in the future, all his work will be available for free on his Discord.
For the caps issue, you can only enter edit mode then select everything, then click M (merge) and select By distance, that will allow you merge all the vertices that are in the same location.
This almost feels like an exploit to get good rope sims, it's interesting to see how the software handles those shapes. Really cool video!
As for sharing files affordably. The answer is Google. Gmail accounts get 30G of storage for free. Just create a burner account and upload away. Post the public link to the files and you're good. Used up the 30G? Create another burner account and you'll get another 30g to work with.
I’m a noob, what/where is this Blender Secrets of which you speak?
EDIT: Never mind, I kept watching and saw the answer.
man, I'm a month into blender and I just learned like 30 things!!! Subscribed and addicted sir... now back to watching this 10 more times to actually absorb it...
I KNEW IT! I knew this was possible, I just couldn't figure out how. This can be good for like fat on a character
This is a great tutorial, and I really like the pace of it. However, it would be even greater if you said the values you were changing things to instead of saying "this".
would be ace to be able to just listen and follow along! Thanks :)
Isn't that just a low poly sim deforming a high poly mesh?
One trick that might even work better in specific cases I saw in a (recent-ish?) Default Cube video:
- create your curve
- slap a soft body mod on it (not cloth. crazy, I know)
- set collision offset to something that matches what you're trying to achieve.
- Profit!
Obviously, this should only work on tubes and such, but hey.
Wow. Free stuff, amazing blender knowledge and so on. You got a new sub uwu
Also, I already knew about the mesh deform modifier, I use it to rig some clothes really easy, works really well with skirts, but it never occurred to me to do cloth simul with it O.O great thing!
so 2 things, 1 make a google drive account , that will give you an area that doesn't have your real name attached and you can upload there. 2 you just saved me like F@ck ton of hours on my octopus sim. thank you
When you have multiple planar faces selected and want to replace them by one face, instead of deleting them, selecting the boundary and pressing F, you can just skip two of the steps and press F.
my man atti you gotta use reflection and or window the texture coordinates they are the secret to my very wonky perspective materials in my up coming not so short movie so hit me up if you wanna get involved in this hit me up cuz i really need this cuz i have no motivation to keep working on this well i have but i possibly have adhd and remember if you do hit me up or anybody does please don't expect that much from me cuz i'm twelve but expect enough you knowx what i mean , right ?
Hello, I followed along and everything works fine in my sim, the mesh binds correctly to the low poly cloth sim, but I still get 1-2 fps when I play, what am I missing? Should I rebake everything after bind? Thank you for sharing this blender trick :)
Had a subdivision modif. on the cloth sim mesh, that's why. nvm :)
After I use the mesh deform, the edges of my inner mesh stay stuck and just stretch to follow the rest of the mesh. Anyone experienced this issue?
hmm it not works for 100% after i bind them, i have some vertex from the inner helix which looks like hooked
I really enjoyed watching your videos, it's entertaining enough to just watch it whole in bed while drinking tea but also educational enough to motivate me to try it myself later. Only a suggestion, but sometimes when you use modifiers or any other kinds of thingies..to make..things.. for a beginner like it would be nice to hear more explanation why you do this and that and why it works.
every time i play the simulation, the openings of outer layer dont move, stretch on opening, inner tube doesnt even move
honeslty just subbing becuase he didnt want to make a cheap easy video copy
This is insane! I will definitely be going to play with this later!
thats what she said
Share docs with a alternative google account. That account can be for your channel (best practice not forbidden). Anyway I am sure that will work. Maybe in a google colab etc. Thanks for sharing your methods and discoveries. Takes a village I guess.
perfect timing. i hate soft body! lol
Hence the term Clearcoat I'M VERY SMART hahaha, great tut !
Wow game changer Thank you so much for this insight! .... my GPU will be thanking you also
At about 3:14
I already guessed it that you are going to be using the super efficient method of the mesh deform lowpoly based method of simulating an higher poly mesh...guess I'm not dumb, it made sense also that you said you must have the low poly object capping and engulfing the whole high poly mesh (so it will be able to move its vertices since else with the mesh deform modifier it won't be able to move the high poly vertices that are out of the low poly mesh bounds)
F3 > Grid Fill for filling the caps ;)
I'm actually learning about this when I 'accidentally' find a blend project file with 'jiggle physics' in it 💀
I'm sure somebody has already tried this, but I'm thinking about it now and too lazy to search it up later. And I'll probably go search it out anyway.
What happens if someone enables all of the available add-ons at one time?
Im half way of watching this video and i have to say. Genius!!! or shout it... Thinking out of the box. Great stuff. Top man!
Yeah that is actually pretty insane, thanks for this!
For my inner mesh, the complex one some vertices don’t move at the animation works, but the vertices mess everything up. What do I do?
Really helpful thank you. Also how are you this hyper at 12 am. LOL
I do not sleep
it might be that in downloaded projects that wont turn out correct it might be that the fille aren't missing but blender just can find the so maybe (file->external files->locate external files) or something I dunno works like a charm for me when fbx files won attach there textures might just work with this
Thanks great tutorial. BTW at 2:43 Alt-S (Shrink fatten) did not work for me, but S (scale) worked to scale the faces exactly as shown.
I really have no idea how big of an ask this is but how messed up would it be to make 3D letters out of fire and have them brought in by a fire ball or particles? Anything cool at any rate. Also wondering how to move that to Davinci resolve.
Hey. Just wanted to say that I download the file but I had to append it first so I can use the shader...then in shade editor - add- group - nodegroup - maybe it will help others :D
I don't know why when I add mesh deform,there was some vertices which be pinned being pulled out of shape.
I tried to adjust many parameters, but still can't solve it.
Anyone else can help me?i will thank you very much.
Did you figure this one out? I just posted a similar question before I realized someone else had made the same post before me.
Yeah, i had that problem too, so in edit mode select everything -> M (merge) -> by distance, when endcaps are flying out in video 5:30
Coolio! I’ll definitely play around with this. The jelly motion is so satisfying
No, this will not change how I use Blender in any way what so ever. But yeah, it's still a neat trick :)
noice 💦
Hey for a project i want to have softbody on a shark laying only with a little bit of life on a floor, how would i use your technique on a mesh like a shark then?
Exactly what i needed
Is it possible to bake the deform into an animation (like in shapekeys) so it can be exported into another software like Unreal? 😏
Just export as Alembic.
9:20 How did you get to that node graph window on the right side? Thank you for the tutorial!!
your videos are the best
9:40 just slide with mouse pressed from first to last cell, slide will take value with him to the others :))
Just curious atti, what class/spec machine are you running Blender on? Thanks for the great tuts!
Dude... this is the saver.. holy f, thanks for sharing! 👏
Does it let you take a solid face scan and make the opposite geometry so there can be a casting of the face when plaster of paris is poured?
dood, thank you so much for this, your glass shader is amazing, consider me a fan!
this is so fucking smart!
Wow that was amazing 🤩
I just learned about proxy meshes in my Houdini VFX class. I feel like I found this video at just the right time!
Hello , does anyone would know ? from the add modifier " MESH deform " after BIND I hit space to start the animation but almost all the inner fall and collaps exept two " edges " who stay in the air so obviously it stretches . I really wondering what I did wrong. I start two times and the second times, more than 3 " point/edges " stayed in the air and didn"t fall to collaps to the plane. ^^"
Damn, I really dont understand. i notice that it is only edges from the geometry we did again on the face of the OUTER. And when I bevel it i was selecting the face and not the edges ( thoughts it was the problem but it isn't ) One more time I bevel the edges then create loop for better geometry but still.. After mesh deform there is alwats few edges that stay in the air and do not fall . I do not understand at all :o
Those vertices are not completely covered by the outer mesh. Scale the outer mesh in the edit mode and re-bind.
@@attimp4 Interesting for a beginner like me. Glad I made this mistake. Atti, you are amazing, you take time to answer as well I mean .. Thank you so so so so so much.
when ever i play the animation some of my vertexes around the opening of the tube don't move on my inner layer. What do I do?
Scale the outer layer. It has to completely cover the inner layer or this will happen.
@@attimp4 thank you! that worked.
Tried tutorial and when I bind "outer" sausage, my "inner" works as intended, but there are a few vertices that stayed in the air. Looks like some sort of glitch. Why is that?
Some vertices are not inside the shell (outer mesh), therefore, they aren't counted in cloth sim. Just unbind the main mesh, increase the size of the outer shell and rebind again.
There is also an issue with the cloth modifier itself when it doesn't register newly added geometry. Try deleting and adding back the cloth sim modifier if the solution in my first comment hadn't worked.
@@danat4914 Tried both of your suggestions, it worked ) Thanks )
@atti i m having an issue with the texture, the texture is still while the object moving creating an illusion can you help me with that? thank you
Change the projection mode to generated or UV
@@attimp4 saviour 🥺❤️
Thank you Atti!
Pretty new to Blender, when I saw your ropes from your little clip you made I thought that would be a great simulated Dreadlocs replacement instead of using the hair particles system. You think this idea would work?
Very possible. Could still be a heavy sim depending on how many locs you are using. Probably still more efficient with particle system though.
Very interesting. Thanks for all the great content. 😎👍👍
super cool technique. thx for sharing!
With the alembic situation, what if shared the big files via bittorrent?
Clever, clever, clever, thank you sir !
BigUp. Thankyou.
Rendering takes too long😢
Absolutely amazing tutorial, i had so much fun making it. Easy, fast and well explained, also thanks so much for the FREE available resources.
So helpfull, thanks for this videos man. Much love
That is breath taking.
Thank you. So happy that I stumbled upon your channel a while ago.
This is great :) Havent thought about that! I think this is basically something Houdini users do all the time with their sims. Its basically like point deform.
i just discover fire
how did u add the shader
Literally just finished an animation that this would of been sooooo helpful for. Thanks for the knowledge, I’ll be sure to use it in future!
I'm glad I found this gem! 💎
Nice one 👌.
FYI - This is not a new technique, C4D has a similar mesh deformer modifier that I've been using to do this same exact technique since 2015. And it's probably been around even longer than that.
Did you know that Blender has a trick, that not even C4D can emulate?
It’s free. Forever.
@@Traitorman..Proverbs26.11 All I'm saying is that it's good to watch tutorials on other software, even though you may not being using that specific software, you can actually learn some useful tricks
wow! we need more of these kind of solutions. Thankyou for the video
Great idea, and I never considered using that modifier that way!
underrated channel, thank you so much
yo this is so sick
at 7:41 when I tap space why does it look like some vertex are stuck at their initial position
The outside mesh needs to be completely covering the inside mesh.
@@attimp4 the outside mesh is covering the inner one completely but they are still stuck at their initial position i re did it like 5 times every time there are new numbers of vertex stuck on top
Figured it out for anyone who might have the same problem when i was adding the bevel it was getting too close to the inner mesh so i skipped that part and extruded it a little and it works properly now i hope that won’t be a problem in future
Great stuff!
insanse tutorial man
Can’t begin to tell you how useful this is. Awesome channel, great content!
I used the mesh deform to animate dreads with cloth strips a few months ago, its awesome!! Thanks for the tut