Let's Model GAME ASSETS (part 2) in 10 MINUTES - Blender 2.9 - Ep. 42

Let's Model GAME ASSETS (part 2) in 10 MINUTES - Blender 2.9 - Ep. 42

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00:00
no no no all right everyone and welcome to episode 42 of the 10 minute modeling challenge so my name is stefan passon also known as infensia last week we started a little mini series within this 10 minute modeling challenge and i'm going to be modeling some game assets and then in the bonus material i'm going to be implementing those into a little unity game last week we did some tiles and some trees and a crate and a coin and this week around i'm gonna model the hero and we have to rig him animate him with some basic animations and poses and then we'll bring him into unity as well and maybe i'll
00:30
model some separate props for example uh a hat and a backpack i think i'll try last week i don't know if you caught it but that twitter blew up this weekend that just went by as well we had ludender 47 and i didn't think i was gonna participate for too many hours but i ended up pouring in the whole weekend basically and i ended up creating a little game called looper cooper and the theme was stuck in a loop and i created a little game where you basically have to fly this airplane around in a loop so the level is a loop and they have to do small loops inside that big loop so i tried to really stick with the
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theme and i streamed the whole thing on twitch or most of it anyway and i'm going to be putting together a postmortem about this and talk about everything that i did what i learned what i did wrong what i could have done better and yeah you name it i'll try to put that in the video so if you're wondering what the game is it's a physically accurate flight sim designed to compete with microsoft flight simulator 2020 so i've got the day and night cycle with the buildings light up in the dark so as it goes night the windows come on very advanced the
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physics model the air aerodynamics of the plane is totally accurate so you might experience some flight control lag and it's because i'm trying to model the molecules going under the wings or maybe it's just that the torque is a little bit slow if you try the game you'll figure out and you'll probably put some comments that well the game looks pretty decent but the controls are horrible but just give it some practice and you'll get the hang of it and my personal best so far is about 14 500 so you should try to go to the game play it and try to beat my score check the description of this video and
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you can play and rate it there you can even play it in a browser but i recommend that you download the windows version for some better performance it's also got a really good damage model so not only does it fly accurately the damage model is spot-on i watched like 25 episodes of air crash investigation and i checked on everything how it worked and i've tried to replicate that in this game and advanced crash test dummy as well some people call it like a ragdoll effect i'd say that it's more like a like a simulation of a crash test there's a lot of physics going on there as well
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pretty bit too advanced to bring up here it's a lot of fun to play around and i'd say that it's a lot more fun to crash the plane than it is to play the game so that's it as i was streaming the whole event on twitch uh brain shack was also streaming his event so he created the untitled shooter game and it looked really neat so i wanted to show it on this stream as well it basically reminds me like of a neon styled quake game and uh you'll see or like more like a tron look so check this out it's got really nice emission and bloom effects
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and you can run around and shoot these uh items and i thought this was one of the nicer looking entries so it did a really good job with the modeling i think the low poly style the way i like it and i also like the coloring and the texturing and the bloom a lot so i haven't played this too much because i've got one problem with the game and that is well i've got two problems unfortunately one is that it doesn't implement invert mouse and i'm old school and i played a lot of unreal tournament and stuff back in the day for some reason or quake for that matter i like to lean forward to push the mouse forward to look down
03:36
and then pull back like an airplane and look up and i played the like wolfenstein 3d back in the day as well and i had a very similar feel when you like glide through corridors like this and it just might sends my brain totally offset so i feel super sick quite fast and unfortunately games like roblox and minecraft do the same for me nice job brainchuck i like it and check out the description as well i'll link to this game that you can download it and also to twitch stream you should check out his twitch stream all right and what else this arrived i mentioned this
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last time and my youtube creators award is right i still haven't opened it so i'm really excited and it's got a green sticker here so it might be messing up the green screen a bit well i'm super excited about opening this i'll be recording that at 1 42 am i should have done this a long time ago but i've been working super hard on the rts game so much fun check out the discord as well we're actually inviting some more uh testers so if you want to become a tester of the rts game that i'm developing along with a friend of mine we've been working on it for 16 months now so if you want
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to become an alpha tester check out the discord description and go to the announcement and sign up there there's a google form where you can sign up to become a tester ready steady go we're off yes it's counting tab into edit mode as usual a to select everything scale it down oh proportional off now let's move it up to here i'm going to do the traditional style that i always do pretty much so you've seen this before but let's put them in the game this time edit auto mirror scale it down a bit more
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down to here a scale y that's why i always crack that lame joke there we go i'm going to do very similar style to what i've done before so it's going to be the hero here e to extrude s to scale or to rotate you need to extrude here's the knee so i'm going to put some geometry there it's going to be a big big foot not bigfoot but a big foot a scale y and then make big feet here e to extrude
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e to extrude bring that down i think i'm going to actually make the feet even wider like this because i want to see them when he runs i want to have big feet running around so it really animates well okay and uh arm e to extrude sd scale i'm gonna do a super primitive uh low poly object as usual even every time i do these they turn out to be low more low and low poly if that is even possible and for the hands i'm not even going to do thumbs now i'm going to do like these clenched fists
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instead bring this out and then bring this out as well a bit oop how am i doing 8 32 so again super primitive let's put a belt on i usually put something like that scale scale zed okay that doesn't work because i probably don't have medium points let's change it scale there we go all the other okay all the extrude long normals that's it control let's move this out as well give
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them a bit of a plot belly there okay head again super boxy scale e to extrude b to extrude s to scale e to extrude that's the scale e texture so i'm gonna so the head now is gonna be very big actually very very big because i want to have it the same size as the body so it's going to look super weird probably as usual but that's okay when it's a platformer it'll look better so i'm going to keep it a little bit square looking as well
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that's it and let's colorize them we're gonna have uh i think i'll do uv project since i've got the gradient here project project from view scale it down start with a slight thin shade like this and then here let's do control plus here maybe a red top should we do yeah black belt as usual pants can be a bit brown colored
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here oh a scale zero actually let's do them a bit shaded as well since we're at it scale there we go and the black shoes g there we go and hands are there let's put some white socks on as well again just to make the animations uh a bit more visible to see what's happening some contrast here eyes will do eye to inset scale z very simple eyes i'm going to do
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like this just okay i don't actually want to do that at all i want to do this this and now itunes set scale or i want to don't destroy the geometry as i'll do gg to just move these i could have done that better but never mind and then i'm going to make a cap now so i'm going to put there control plus and this one we're going to detach later on so shift d to duplicate that s to scale it up a bit
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let's make the cat rep cap red as well here we need to alt shift select that on f to cap it and then a scale zero to make sure that that's red too okay seems to be somewhere else actually so let's do reset the uvs a scale zero red and then i to inset b to get the boundary is a bit tricky to see there but i want to have that e to extrude that up there let's do control r
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e to extrude this one let's make a cap here bring that on in okay how am i doing 512. so scale zero g down to there can make it a bit bent as well maybe he's not bent but the cap is there you go okay and let's put a backpack on as well maybe we should make it back that's not so flat select a few of these maybe to there move that out and here's a very simple
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backpack a lot of simple stuff scale g make a gray backpack maybe e to extrude that one let's put um actually what i'm going to do here is i to incept this one e to extrude it let's put um control move to there you can have uh one of those uh that you sleep on whatever they are called sleep under lace circle scale it here to extrude that on control plus
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it can be green it's a camper not a game camper like where you light lay with a sniping rifle but set it explodes okay so that's his backpack it's small isn't it l scale it we can make it bigger so three minutes and fifty okay we put some uh here some knees on okay let's three minutes and 20. i'm actually happy with them i don't
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want to do anything else though so let's rig him then three minutes that'll be a challenge shift day armature go here i wasn't actually planning on rigging them i was just going to model there so either i finished very early or i'm failing now because i'm not going to be able to finish the rig e to extrude right click e to extrude let's go to the head let's do shoulders e to extrude e to extrude for the arm e to extrude and e to extrude for the hunt
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it extrude for the leg up uh g to move it right oh g through the middle mouse button to snap it on the axis that works as well g two minutes forty e to extrude move it down each extrude move it down and then here let's bring that one forward a little bend on the knee remember that's important and then we name these f2 root f2 spine 1 f2 spine
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2 f2 head f2 shoulder dot l f2 show no upper arm dot l f2 lower arm dot l f2 hand dot l upper leg dot l lower leg dot l foot dot l and let's do the inverse kinematic here as well e to
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extrude it to extrude alt p clear parent g to move it here we need to disable uh the form alt p clear parent did i do it alt p clear apparent deform off and then we'll do f2 ik leg pole dot l f2 ik leg target dot l
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and then here let's go here and do [Music] control tab into pose mode one minute and eight seconds to go so here we'll do uh inverse kinematics am i in the wrong one yeah that was so inverse kinematics we'll do chain length two armature target armature pole there we go and then we need the 90 on the pole angle okay and we've got something wrong here so control tab
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a select oh no select this one tab into edit mode a shift n align with view access control tab back into post mode everything's all right 24 seconds to go so for this bone remove this one that's okay we need to a select everything or control tab f3 symmetry let's see f3 sim
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a f3 sim it tries and time's up so i either failed miserably or actually succeeded really well because i was finished with what i was meant to be doing uh three minutes ahead of schedule or what i thought i was gonna do i was going to spend 10 minutes on this character so i guess i created the armature within the 10 minutes but i didn't fully rig him because i haven't parented him yet so maybe this was my first fail episode 42 like the hitchhiker's guide to the galaxy that's the answer to everything i finally failed or i succeeded really well
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so i'll let you decide in the comments i have no idea but it doesn't stop us we're going to continue with this anyway so it's actually very good that i stopped right here and that i didn't get any further because now i want to say something really important we're going to be bringing this guy into unity as i said before and for that to work it's they've improved a lot in unity 2020 with the the way you can import stuff because uh blender as you know has got the up and down axis is the z axis or z
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and in unity the up and down axis is the y axis and it's always been a pain to try to export objects from blender and get them in the right rotation in unity usually they look alright when you import them but the transforms are actually are actually rotated by 90 degrees around the x-axis and it's quite problematic if you want to have it parent other objects and it just doesn't look right so for static objects you could always apply this apply experimental transform that they've now renamed to apply transform but it doesn't work for armatures so the
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fix for it let's start with that one right now so before i export this guy now see that he's facing in the negative y direction you can see the blender direction here is on the y-axis it goes this way positively and it goes this way negatively and when you press one on the keypad to get to the front view does that mean you are facing front or does it mean that you're looking at something from the front i don't even know and i couldn't find a google result so if you know what that means let me know but the point is we need to bring this into unity and for this new system to work i have
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to rotate this by 180 degrees so i'm gonna be having him facing forward in the green y direction here so to do that i'll select the guy first we can rename him to hero f2 and then i'll just do r to rotate zed 180. so now we've flipped him and we'll do the same for this rotate z180 and here's another important thing if i press n now well no but if i go to items here you
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can see that it's got 180 degree rotation here on both of these objects so i have to press ctrl a and apply the rotation so it goes back to zero very important control a apply rotation another thing that i wanted to do for the legs here is i do control tab and we have to fix just these when i left the these legs now you can see that the foot points down and that's not so nice to animate with that so in order to fix that we'll select this bone here now go to the bone tab here and go
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relations and while do inherit rotation we can do that for this one let's switch those off or the feet and then we have to copy the rotation of this bone here so i'll go to this one and do add objection constraint copy rotation and then we have to pick the armature and then pick pick the armor okay pick the art
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oh i've been using the wrong constraint i've been using this one so here we go add bone copy rotation easy as that so target oh target hell all right that's okay we go to local space local space rotate it's funny i've been doing this about a billion times and i still get it wrong so this rotation is wrong so we need to mirror that on or invert it so we just mirror the
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z direction rotate that rotate that's okay but this one's wrong too so the y direction we have to rotate or invert so here we go that's it and then same for this one we'll do what i could do is just make it easier for me ctrl tab you just delete delete the right side tab into edit mode b to box select shift select this one delete bones we'll just do a to select all of them f3 simmer tries
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again that's it control tab post mode and everything is up and running one thing i want to do as well is i'm going to detach now the let's see that the arms are working as well or okay tab into post mode or that's okay that's going to be sufficient for our little uh character that's fine head it's good it doesn't matter that the hat isn't following because we're going to detach that one though so let's do that now control tab we'll
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uh select this one tab inside it mode l to select the hat the link to addresses here p selection select this one tab l p and do selection there as well one thing we need to do now is alt p and clear the parent because we don't want to have the it linked to the armature anymore so f2 on this one call it hero backpack and here we'll do
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alt p clear parent so it moves it from this hierarchy down to here f2 on the on hero hat now you'll find that uh control tab now these stay in the air so we can if we want to animate with these on which we probably do then we can select this hat now and go to this one this time it'll be this one add constraint child of and then we pick here armature and then pick the head and it moves all the way over here now but we can fix that by doing set inverse and
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then it moves it back to the original location there same thing for this one we'll add a constraint child of and this one we're going to do it to spine 2 i think so let's do pick armature pick spine two and then set inverse and now that this one should also follow here like this and this is the good thing in unity now we can actually have this backpack parented in the
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hierarchy so it's to work really nicely there so we need to do a few animations now to bring him in so let's go to the animation tab select the armature and then go from dope cheek to action editor here click on new and then we'll do t-pose first t-pose here this is a shield icon to predict it from being accidentally deleted hopefully and here i select all of them and then we can just hover over it and press i
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and inset location and rotation keyframes here now we've saved the t pose here so we create a new animation on this little multiple page thing let's call this one walk well we'll do a run animation it's gonna i'm not gonna do a walk animation for this one i always do walk animations but for this platformer he's gonna be running so i go to the side view and then we have to do automatic keyframing and usually what i do now is i bring up i just google like a running sheet i can see here
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run cycle and then we find one that we like i usually want to have just four key frames so i usually search for one that has four key frames so i can blend it with a walk cycle which are also so i'm going to go for this one so this one i'm going to keep on the side of my screen here so i can see it and i just replicate this control tab into edit mode i'm on frame 1 here shift space g to get this little thing move it down move this leg forward rotate it i'm just copying the poses now that we're on that uh
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screenshot that i showed you actually i'm gonna bring him up because now we're doing a run post this time so i'm gonna make a little happy run here do the arms afterwards so just start with these skip two frames go to frame number four and then here he's going to come down and plant this foot this one is going to start to come forward actually i have to go back to this one because it needs to go back a little bit further i'm just looking at the reference at the same time here skip two frames go to frame seven and here come down even further i'm
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gonna have the passing it's equivalent to the passing phase here or passing pose of the walk cycle and then the last pose here the high posts and then flip the foot it doesn't matter that it doesn't roll off the ground it's going to be so fast we can't see this anyway okay it could have been better uh folding here on the legs that's quite terrible but very bad but it's okay for our purpose don't do the knees like i just did them
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so let's grab this and see okay it's gonna look a bit too stale i think so we need to exaggerate this so this pose let's send them up pick the feet as well send them up to here and we need to move this pole bone as well and then here land then on this frame let's send them down a lot further even we can go back to here send them up a bit so he's just landing here and then here
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a little bit higher again that's it and then we'll do the arms so i'll go to the front view rotate down ctrl c ctrl shift v to flip it to there right leg forward left leg back left arm back gonna be forward and up
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okay and uh that's it we'll do a to select all of it and ctrl c down here on the dope sheet go to frame 13 ctrl shift v to flip the mirrored and the arms are not following it's because we need to do this one as well shift d to duplicate this to frame 25 and then we'll loop it on 24. i'm going to speed this up a little bit i'll press s to scale these down and
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just make sure they scale so there's only one frame in between each here instead you need to move them down let's see we loop it on number 16 instead that's a bit of a faster run cycle and then we have to put some motion into his body as well expand the rotation on this one get rid of all the rotations delete so we can rotate this one forward back oh i have to do on this frame rotate up with the spine a bit
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like this okay i don't like this run cycle so we need to improve it see what can we do to fix it we can exaggerate it so leg comes up to here and up to here and we need to just move i think the so the knees pointing the right way and then let's go more with the arms as well and then when i think we have to rotate the hip as well forward rotate that rotate that okay so there we go
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that's a bit more exaggerated and then we go to frame three here move this forward let's see what this looks like and then we mirror everything now so mark all of these four frames ctrl c ctrl shift v to do the flipped pose and then do mark this one shift the bring it back to there we've got some problems with that one of these bones is not turning could be
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[Music] this one so we need to do ctrl c ctrl shift v here is that better that's a bit better i think so he twists his body a little bit now as he runs we'll switch the armature off there so we can see we've got a problem there with a backpack so and that's because we've turned this one i think
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so let's reset that rotation and then we turn this one instead so spine two to get rid of the rotations here do alt r and then we'll twist this one instead i think rotate z so it goes forward a bit more control c ctrl shift v ctrl v and now the backpack is a bit better and it's still uh bubbling a bit so that's uh the run animation took a bit of time but we got
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there and we're gonna do uh just see a jump post and a full post those are the last two i think i'll do so for uh i'll do a new one here first i'll go to the t pose go back to frame one click on this little thing let's do jump post we only need one keyframe for this the little shield here alt r alt g and here we're gonna do
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a simple jump pose so i'm gonna do how do i want him to look when he's jumping up in the air let's do him give him a little split thing again okay that's the wrong one there so remember these are where the legs or knees are pointing and then he's going to punch a bit in the air when he jumps so i'll rotate this one rotate this one and then you can look towards the side a
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little bit to our camera when he jumps maybe he'll turn the hip turn the arm forward and then side view go back a bit but be careful so he doesn't hit his head he's going to try to punch with his arm up here maybe we can so that's going to be his little jump pose i don't know if that's a little that was saved and then now we'll do a full pose as well so keyframe here or a new animation
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uh fall pose everything here a alt r alt g and for him falling just put his arms up in the air and his legs up as if he's getting prepared to land maybe side view g and g rotate rotate okay that's when it falls so let's that was saved control s switch keyframing off here we've got the run we've got a t pose that's not a t pose let's fix that
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alt g alt r height inset location rotation select the guy and then i shift click the armature and we can rename this armature maybe hero armature so we know which one it is because we're going to get the enemies next time and then we'll export the backpack and the hat as well so everything there is selected did we get the guys well there file export fbx and then in assets meshes
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let's name it hero and then here are a few important things we need to select tick selected objects we need to apply scaling fbx unix scale and here is very important we do what what is forward here in blender which is y forward and remember we did y positive forward and then z will be up but we have the animations with us all the actions there so let's hit export
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minimize and go into unity so we should have our guy here now hero hey heroes here and usually you get them in a pose here that you don't want first we can fix uh let's hide the hat and the backpack for now and you can see that his pose now isn't what we want let's put him on a tile or in fact let's move a tile under here and then move the coin over to here so usually
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i don't like to keep him he'll come in in a random pose probably the last one that you created that's the post that's gonna come and we can actually first let's give him the same material because he got the auto imported material but we created last time this common material so let's put that on him because it looks a bit better there so if you want to change this pose then we can trick it trick it a little bit i right click here and do create a new folder folder at the top too easy animator
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controller now we right right click here and do create an animator controller hero controller anim controller animal controller double click on this one and then i'm just going to drag the post in here that i want from the hero so i'm going to grab this t post and this is going to be the default post though so if i go into play mode he'll swap into that pose
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i thought okay we need to fix a little bit more first i go to hero we go to model or rig i'm going to keep the generic rig for now but we'll have to create an avatar from this model and apply we go back to the hero in our scene and then we need to assign this uh hero controller that we did there and we got the hero avatar now when i press play it should send him into the t post there in play mode now i can press ctrl i'll hover over it
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and press i'll go into the scene here select him select the root object here press ctrl c press stop on play go back into the scene view press control v and now i've created a copy here and i can delete the original one because i copied him in play mode and we lost a prefab connection but that's okay because we're going to create a new prefab connection anyway and he's got we've got him in the right post that we want now so it's a little bit of a trick and a workaround if you want to force him into a new pose that you want you can pick the animation
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then to get his hat back and cap we can take the cap here or the backpack and that's positioned pretty good but we need to parent it into this armature here so if i expand it's the same name here you'll recognize so i just drag this backpack now into the spine and it's parented it to that spinal and same thing for the hat here we'll unhide that one it's on his head now like it was in the t-pose so we go ahead i'm just going to parent
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the hat to the head and now he'll follow quite nicely when he runs and jumps and everything like that in order to set up the running and jumping it's going to take a little bit longer so what i'll do is i'm going to create another video so for now let's just create a rag doll for him so at least you've got something to do so you can play around with it with the ragdoll a little bit and then we'll uh get the one running and walking animation and i'll do it either in script or in bolt put in the comments if you wanted to see me to do it in script or in both bolt or both so but for now let's just do a ragdoll out of him
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in order to do a ragdoll i copy him ctrl d here and then i hide the original and we rename him ragdoll and now we go up to gameobject and there's a nifty thing here called 3d object ragdoll and now with this guy selected i go up into the armature here and we just need to map these bones and we name them pretty good so pelvis here we'll do root left hips so they're named a little bit different but we can go upper leg on the
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left hips [Music] we'll do expand this one and do lower leg on the left knee expand this one and do foot on this one and for the right side i'll go upper leg for the hips lower leg for the knee foot for the foot quite simple and for the arms we'll do i have to expand the spine here we'll do for left arm i'll do upper arm l
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left elbow we need to do lower arm l we don't have to do the hands here so for the upper arm r for right arm and lower arm for that one middle spine we can pick probably any i'll pick spine a one i guess and for the head we'll pick head mass we can leave as it is strength as well and now this just hit create and that's it we've got ourselves a ragdoll now be careful so you don't do it on the original though because you want to keep that one but now you can see that it's created all these
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colliders here the box and capsule colliders so if we let's have both views here visible the game view and the scene view and if i move this ragdoll up note to here and press play he falls through but that's okay it's because we don't have a collider on this so we need to add colliders to these objects and for that we'll do it in the prefabs that we created before so then they all get them so this tile dirt one i'll just do add component and i'm gonna do box
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collider on it and we can go into prefab mode here double click on it to see and that's pretty good it doesn't really matter oh yeah we could shrink it a little bit you could do a mesh collider but i prefer box colliders because they're so much faster and you don't really need the definition of uh of all of this at the moment but if you wanted to i'll show you you could do a mesh collider and then in order to see it you have to do a convex one and it's quite tempting to do this but when you have a lot of tiles
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even though this looks really really good i'd try to get away with the box collider for as long as you can unless you absolutely have to we could resize it a little bit so the height here the y height then move it up a little bit so because the precision is kind of probably going to be good enough but if you do need that the bullets and stuff ricochets off these angled edges i guess you have to do a mesh collider but try to avoid it if you can so we'll do the same here for this stone
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tile we'll do add box collider this one is a bit more we'll just keep it like that for now go back here now we can try our rag doll now we should have something to collide with here there ah that worked oh yeah we have to switch the animator off otherwise we don't this guy doesn't need the animator but the original guy does and move it now we can copy and copy a few of them ctrl d ctrl d ctrl d
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ctrl d and try this and if you want to see this in play mode if you feel that animation isn't quite up to par the way you wanted to we could do this as well let's get rid of all those drag dolls let's create a prefab out of this one just drag it into the prefabs folder double click on them and then you can see here i can type here in the hierarchy rigid body then i get in this prefab i get access to all the rigid bodies so i shift select these and then i go interpolate to interpolate
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and collision detection to continues if you want it to better or continues dynamic even and now when we press play i don't know if we can tell that much of a difference but it should be higher quality higher quality animations of them it won't jitter as much let's copy him a few more times again now since we've got better quality on the animations here so let's just duplicate them a few times and then press play that's gonna be it for this week remember now put in the comments do you want me to see the running and jumping stuff and the
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falling in bolt visual scripting or in c-sharp scripting or both because then you can compare the two and you'll see that maybe scripting is better sometimes maybe it's not as easy as you think to do the visual scripting we'll see i hope you enjoyed this episode 42 the hitchhiker's guide to the galaxy edition of uh the 10 minute modeling challenge subscribe if you haven't already hit the like button if you like this video and don't forget to come back next week for episode 43 take care bye for now
42:31
[Music] you

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