NOTE! If you are following this tutorial, make sure when you export your OBJs from MD that " Unified UV Coordinates" is checked. Mine was not by default, it wasnt mentioned in the video so I didnt notice it at first. This process wont work when you project your mesh on to the high poly if you dont do that. Having that option unchecked leaves your UVs on top of eachother , which makes a mess when projecting. Just a heads up! :)
@FlippedNormals6 жыл бұрын
Great note! Thanks a lot
@daniellesand13375 жыл бұрын
I just tried the tutorial but for some odd reason it only works when I transfer the UV, not the mesh. When I want to quad mesh to fit to model from MD, the quads mesh is all weird and after a couple of days I still can't find why...
@fernandolara6305 жыл бұрын
For some reason even though I check "Unified UV coordinates" the UVs always overlap and are all messed up in the center, I tried tweaking all the settings in the export menu but It always happens (even using the same as in the tutorial)
@尚凡智5 жыл бұрын
@@fernandolara630 try this, in UV editor, right click and choose " set uv from pattern alignment", good luck!
@fernandolara6305 жыл бұрын
Yeah thanks man, when MD crashes sometimes makes all the uvs to go in the center, like a reset, so I always go to the UV editor before exporting everything
@remon5633 жыл бұрын
for those wondering in the new version of Marvelous there is a remehs option that works really well and preserves UV's !
@StylizedSchools5 жыл бұрын
FOR PEOPLE IN 2019: When trying this today I ran into a problem with the uv's all being on top of one another. I'm not sure if this is due to having a newer version where they implemented this change. Turns out there is a UV editor in marvelous designer and it will export the uv's based on what appears there NOT on the 2d sewing pattern. In the top right corner of MD there is a drop down menu and simulation should be selected, you can click it and go into uv editor to change the uv's. Id recommend doing this before arranging your pattern to 2d so you can have both the flat and the 3d with the same uv's to transfer the attributes. Hope this helps for anyone who had this issue too.
@katherinet47695 жыл бұрын
thank you so much, I really needed this
@RebeccaR10145 жыл бұрын
Thank you... so much... I couldn't understand why my uvs kept coming out messed up! So many tutorials online rely on this pipeline.
@TheGreatArlei4 жыл бұрын
Quick question. Is there a way to get you UV based on the sewing pattern instead? Thank you so much in advance!
@afra-k26854 жыл бұрын
@@TheGreatArlei Yes. In the uv editor, right click and select "set UV from pattern alignment".
@DejiDigital2 жыл бұрын
@@afra-k2685 this comment just saved me like 400 dollars for a deadline lol
@RebeccaR10144 жыл бұрын
This is a great tutorial but I'm still so glad they implemented retopology tools in the newest version of Marvelous 😩 saves me a lot of headaches
@Anton_G_6046 жыл бұрын
Guys this is a fantastic video, thanks! I use a slightly different technique where I retop the same way you do in Maya, but then blend shape flat marvelous mesh to the simulated one. Once you make a blend shape, use wrap deformer in Maya to make your retopologized mesh follow the flat marvelous mesh. I think it works out to be roughly the same thing, except I don't transfer UVs from marvelous mesh but make my own on the retopologized flat mesh.
@FlippedNormals6 жыл бұрын
Ah yes, that's also a great way of doing it! Thanks for sharing, Anton!
@Beeblingz3 жыл бұрын
Holy cow! My jaw literally dropped when you "sewed" it to the high poly in seconds. Absolutely amazing. Thanks for the awesome tips as always
@neelambikadhan6 жыл бұрын
Hey, I use this technique a lot. Wanna add something. While drawing quad at cloth piece joints , maintain edge counts so that it will be easy to stitch piece together. Only model half dress and mirror merge it.
@davidyon4 жыл бұрын
This is a perfect workflow for still images, but what about the workflow for cloth animations coming out of marvelous designer ? Thanks
@ChaosWolfNinja Жыл бұрын
Wish this video popped sooner in my search! Thanks guys!
@ChuckPalomo2 жыл бұрын
I'm at a loss of words to describe how cool this is.
@HanSolocambo4 жыл бұрын
I had to do that twice on two Marvelous works to fully integrate the workflow. I used your video for the second attempt. This is definitely the absolute technique. Maya Transfer Attributes is so insanely useful. Thanks for sharing. Hopefully someday Marvelous will come up with something equivalent to ZRemesh instead of their crappy quadification. And we will be able to avoid that many extra sets.
@doltonm60195 жыл бұрын
You could have also stated that for more complex folds you can select by UV shell and easily hide unneeded sections to get to other overlapping and folded sections. Nice walk through
@nestorlichev85316 жыл бұрын
It's crazy how you always post the most relative things. Keep it up!
@ant1fact6 жыл бұрын
I think you wanted to say relevant (p.s. I'm a nice person, I didn't correct you to be mean)
@bao007fei6 жыл бұрын
Never use Transfer Attributes in Maya. Mind blowing. Thanks again. BTW. The flat model imported from Zbrush is fragmented. Need to be merge vertices first. (If anyone has problems with merge UV🤔)
@FlippedNormals6 жыл бұрын
Transfer Attributes is a gift from God - so useful! Thanks for your notes! Appreciated.
@CherylynnLima3 жыл бұрын
one of the best vids on the internet
@gion19886 жыл бұрын
I have done several techniques trying to clean the topology and save time. The only way to make it quick and simple is export with quads using MD. Although the quad may not be accurate and what to expect the topology result. On other hand, to make it less headache is to fix it in 3d software and that would do it but the higher density is quite crucial to fix when the number of vertices. Thats how it works to solve a headache problem otherwise MD should integrate a guide point like zbrush does. will see in the future
@yaschan994 жыл бұрын
It is impressive method. However what about collars or deep creases? In order to get good poly flow for them one must anticipate the creases and twists of fabric while looking at the flat plane (or the marvelous screen). In addition of making sure that edges will match one must also take that into account, otherwise you get polygons twisting diagonally which is unusable. Even standard Marvelous mesh beats - mesh like that. The only true pro way I can think of the task of retopology of a collar for example is to export them separately and retopo them in 3D view while making sure that the edges will align with the following pieces. I have greatly struggled with this phase and yet to find a really good workflow for more complex fabrics.
@andreas.mischok4 жыл бұрын
You can also do this entirely within Maya. Just use the transfer attributes window to transfer the position, by UVs. Using the shirt and a newly created plane, this will flatten your mesh out, just like in ZBrush/Marvellous.
@andreas.mischok4 жыл бұрын
And you can also do the flattening in Blender. Just select your mesh and run the following script: import bpy def flatten_geo(objects): bpy.ops.object.transform_apply(location = True, scale = True, rotation = True) for object in objects: for face in object.data.polygons: for vert_id, loop_id in zip(face.vertices, face.loop_indices): uv_coords = object.data.uv_layers.active.data[loop_id].uv new_location = [scale * uv_coords[0], scale * uv_coords[1], 0] object.data.vertices[vert_id].co = new_location scale = 10 selection = bpy.context.selected_objects flatten_geo(selection)
@SkrikzArt6 жыл бұрын
You guys just blew my mind with Transfer Attributes. Thanks so much!!
@FlippedNormals6 жыл бұрын
Super happy to help! :D
@cathyfoil62745 жыл бұрын
You can find a free mel scripts that take a 3D mesh and flatten it into the UV pattern just like ZBrush does. You don't need ZBrush. I have often in Maya done fast retopologizing by selecting the edges long one side of a polygon now in the shape of a UV island and convert "Polygon To Curve" and use the option of 1 Linear for degree. Rebuild curves so that opposite curves have same number of spans and use linear and uniform. Do this for at least 4 sides of the UV island. Next using those curves do a Birail 3 and use options Polygon, Quads, Control Points. Don't use the resulting quad mesh with "Transfer Attributes" for more control possibilities create a "Subdiv Proxy" and change the input of the polySmoothProxy to Linear and set the Linear Level to 0. Now copy the UVs using "Transfer Attribues" to the original Birail quad polygon and it will automatically be transferred to the Subdiv Proxy mesh. Next reshape the Subdiv Proxy mesh using the "Transfer Attributes" to reshape it into the 3D shape. Why use a Subdiv Proxy and not the original Birail quad mesh? Because you can make changes to the Birail quad mesh and the changes will automacially update to the Subdiv Proxy. If say you want need more edge loops you can just rebuild the curves to what ever spans you need. The Birail mesh will update and so will the Subdiv Proxy. Why not just do the editing like adding edge loops on the Subdive Proxy? Any edits you make will not follow the 3D shape. You will have to redo the Transfer Attributes. Besides you can create the LODs a lot faster simply by rebuilding the curves. In theory you could Transfer Attributes to the Birail so you can better see where to insert edge loops and other edits. Basically I can retopologies faster using the birail method and since the curves have uniform spacing there the seams meet are either exact or so close that performing a merge on all the parts and then tweaking the merge distance means very little cleanup needed at the seams. Not to mention that creating other LODs by simply rebuilding the curves is a huge time saver.
@MCDMaker4 жыл бұрын
Do you know the name of the script? I'm trying to find it but so far unsuccessfully.
@crimsonBen6 жыл бұрын
it is also good to know when you retopo, keep in mind that you have to merge the vertices at the end after transf. attributes, so baically "piece_one": 10 rows of edges (or vertices to connect later) thant the "piece_two" should also have 10 rows a little reminder here for others
@Ruyanisme6 жыл бұрын
Just what I needed at the moment, thanks!
@FlippedNormals6 жыл бұрын
Brilliant - thanks!
@Ruyanisme6 жыл бұрын
We are the FlippedNormers, we watch only the latest and greatest of FlippedNormals.
@mfrancisco_8504 жыл бұрын
the new retypology tools in marvelous are amazing and you get the uvs for free so you dont have to transfer attributes anymore you just weld the exact number of verts that you did in marvelous.
@tauqeershoaib32154 жыл бұрын
I’ve tried it. However when I retopologise in Marvellous designer the old topology still shows. Why is that? Is there anyway of deleting the old default topology?
@alexpurkhalo711 Жыл бұрын
thank you so much guys, it's probably most usefull video I'wathced ever
@nana-sj6wu3 жыл бұрын
About Retopology tool inside marvelous designer ... is that a game changer now? Btw ... thanks for awesome tutorial ❤❤
@Ingsoc755 жыл бұрын
First time I've watched your channel. Very helpful for a tunic I just made today in MD.
@dwiz_93364 жыл бұрын
Hi guys, just a quick question--when exporting your clothes from MD. I'm working on a raincoat that has thickness to it. I know you guys select 'thin' when exporting, but the thickness on my raincoat is pretty important, shouldn't I do the topology re-work with thickness on when exporting?
@kraftworkstore5 жыл бұрын
I have been using Couture for Maya. It's easy and fast, bit wiser than ZRemesher.
@depperagain6 жыл бұрын
About perfect time for me too. I´m working on a project in wich I was thinking to do exacly that. You saved me the struggle :)
@BGold_Animation6 жыл бұрын
Super useful video! Thank you
@ahsankhan-nc6wd4 жыл бұрын
Can we use this method in blender ?? if yes soo how ?? transfer attributes
@1DInciner6 жыл бұрын
Wow, just like in Blender! Awesome)
@anastasiiaradchenko95296 жыл бұрын
Transfer Attributes in super tool, why I never hear about it)) Thanks for sharing!
@주성우-m2f6 жыл бұрын
Great Tutorial, Thank you so much
@justin96493 жыл бұрын
Let's say you go through this whole process of transferring the clean topology onto the MD mesh. Is it possible to transfer animations as well to the clean topology if you exported out an alembic file from MD?
@brian105085 жыл бұрын
God, this is exactly what I'm searching for. Thanks you a lot!
@viktorgustafsson31474 жыл бұрын
This is so helpful wtf ! thcnk you for showing this trick !
@metube29076 жыл бұрын
Nice, I think you could probably achieve a similar workflow in modo using the UV transform procedural tool, I might give this a shot. Thanks
@sudharsansuresh1706 жыл бұрын
Nice work! very useful
@jozseflaszlo74456 жыл бұрын
My cookies just intercepted this video and got me out of a longer day at work! Thanks as always guys! :D
@TheGreatArlei3 жыл бұрын
Merging the vertices in Maya doesn't work for me, the innen part of my UV islands is still broken. No matter what I select(faces, vertices, UV islands) pressing MERGE doesn't work. Any clue why this could be happening?
@SirPeacemaker6 жыл бұрын
Hi guys. How about to make another video, where you create a shirt? Not T-shirt. But shirt. The thing is there is quite problem with sharp edges (collar on shirt for example) and I cant get through. No matter how hard I try I can never make it sharp. The edges are quite rounded more or less, but not sharp. Thats why I would really like to see how you do it. Thanks a lot and best of luck
@an1_mate5 жыл бұрын
Does 3ds max have the same tool?
@Arthursen6 жыл бұрын
Hey Henning and Morten. What was the approach for alembics with animation data? Did you wrap deform the retopo mesh on top?
@d32productions304 жыл бұрын
Can you update this tutorial with the retopology built into marvelous designer?
@dylanmonin15253 жыл бұрын
Hello Guys! Thank you for your video! i've see this method and i use it but i've one question: Can you use this process with the simulated mesh ?(because the export is Alembic, so we can seperate the mesh). There is a method for transfer the attributs for keep the vertex position? retopo => transfer to simulate mesh(alembic)? Thank if you have an idea! Cheers!
@DejiDigital5 жыл бұрын
Love you guys. Thanks for always taking the tome to share your gems with us. Very appreciated. Thank you. Can this transfer attributes transfer animations too? Like if i export an animation file from marvelous, could i transfer the shape and position of the sim to the retopologized mesh?
@TomaZxxZas3 жыл бұрын
So after I transfer all the details, what do I do if I want to add extra polygons to the model, how do I transfer the topology from the model to the UV's?
@mohammadrazakhan38523 жыл бұрын
I have to transfer one part at a time. If i try to transfer together like combining every thing and transferring them make them crumble
@janspaperheart6 жыл бұрын
You guys are heaven sent 😮😯😮
@FlippedNormals6 жыл бұрын
:D Aww.
@jht26586 жыл бұрын
Thankyou so much! Amazing!
@alientan29494 жыл бұрын
Really wish that C4D can have this attributes transfer!
@NukaColaLight6 жыл бұрын
I feel like I've learn something very useful :D Now just have to figure where I can use it. Nice video, just discovered your channel and already watched some of your videos, it's good content !
@FlippedNormals6 жыл бұрын
Awesome, thank you!
@rithyarchitectitdepartment98532 жыл бұрын
Do you have program teachings about maverlous I want to learning it. Can you teaching slow .
@vanissa17917 ай бұрын
Hi, How are you, can I do this in 3DS Max instead of Maya?
@PedroSimoes876 жыл бұрын
hi guys thanks for another awesome video, so help me here, if i have a lets say, hoddie, that i want to add some thickness, the workflow will be like: export pattern in 2d thin, retopology the patern in maya, project the uv to fit the original shape, weld the vertices and them i can add some thickness with Zmodeler or extrude in maya? this will work?
@matmachina6 жыл бұрын
thank you thank you thank you!!!
@VictorBStan4 жыл бұрын
Can this kind of attribute transfer be done in Blender, of Max?
@yosofya5 жыл бұрын
I got everything except for the part that you need to model the back and the front with same topology .. how would i do that ? By placing them next to each other and start quad draw or what ?
@HazzR84 жыл бұрын
How can you retain this uv map when adding thickness in ZBrush? Would that erase the UV's on the map?
@Arvolve6 жыл бұрын
12:36 whats your approach for modelling the seams after merging the vertices? Adding 2 (or 4) supporting edges and scaling the centre one down? (if so how do you scale it equally all around the loop if it's not circular?) It was hard to catch it. Thanks guys, just in time for me as well! :)
@MangosHD6 жыл бұрын
did you ever find this out? I'm trying to figure that out too
@halafradrimx6 жыл бұрын
Thank you for the video, MJTheHunter.
@seymaple5 жыл бұрын
What do you guys think of the Remesher (beta)? It’s pretty amazing I think
@crimsonBen6 жыл бұрын
Cool thanks BUT: what is the workflow when you want your clothes improve inside of zbrush (to add more/better folds etc)? - Export "cloth_flat.obj" - Export "cloth.obj" - Import "cloth.obj" to Zbrush and refine it and export it as "cloth_zbrush.obj" - inside of maya use "cloth_flat.obj" and "cloth_zbrush.obj" along with the way in the video, would that work?
@puppy39085 жыл бұрын
clean in maya then take it into zbrush and only bake the changes as normals?
@jasmynhall84096 жыл бұрын
Hey, guys! I just started retopologizing a Marvelous Designer garment in Maya, following the steps outlined in the video. However, I'm running into issues because my garment also has buttons and stitching. Although the buttons and stitching should've been separate subtools, I exported the garment as a single object. I was just wondering if there was a way to save my current retopology state, re-export the garment from MD without the buttons and stitching, import to Maya, and translate my current retopology state to the new mesh? Thank you for your time.
@08gardamD15 жыл бұрын
What if you took your new topologised shirt back into Marvelous to simulate, would you lose that topology you made?
@sonhoang-sq9fw6 жыл бұрын
Love u guys!
@ILLORYS4 жыл бұрын
Note: Always keep an eye on the measurement menu... i fckd it up first because i should have gone for cm and it was m :D
@stevejjd6 жыл бұрын
THANK YOU THANK YOU THANK YOU!
@陳昱慈-m2h4 жыл бұрын
Can someone help me with the problem about the part of importing the flat OBJ which export from Marvelous Designer to use zremesher. I'm wondering that why when I use Zremesher on my imported Marvelous Designer flat, some of flats will move from the position I imported, even I selected keep border. Thank you for your video, and thank you for reading this.
@NixisI4 жыл бұрын
You're cool guys, guys!!)
@marikosusie6 жыл бұрын
Help, when I transfer the retopologized to the MD mesh, my retopologized flat mesh dissapears. What am I doing wrong? I would appreciate the help
@Dizcordum4 жыл бұрын
is there a thing like that in blender??
@Ricardo-de9ju11 ай бұрын
Is it possible to replicate that in C4D?
@kumaranan02065 жыл бұрын
can u pls make a video for marvelous to blender 2.8 for production
@xinjin95922 жыл бұрын
You guys saved my ass. Once again.
@AntonSavoderov6 жыл бұрын
LUV U GUYS! HUGE THANKZ! ^)
@FlippedNormals6 жыл бұрын
Thank you!
@RitchardKnight6 жыл бұрын
What kind of people "dislike" this video >.< I guess some ppl just wanna see the world burning Y_Y
@crehenge23865 жыл бұрын
Because it's really badly produced
@Elusive5194 жыл бұрын
Hey guys, I have a question regarding this method used in games. This method is brilliant for cost-effectiveness and takes into consideration possible future tweaks. However, what if you want to use it for games where the poly count can't be crazy high? I noticed that the quads might cause unevenness along the big wrinkles. Do we have to go in and draw out all the proper face angles? If so, that would take a lot of time and also break the effectiveness of the method for future-proofing. What would your suggestions be?
@rithyarchitectitdepartment98532 жыл бұрын
Do you have software and video about maverlous .
@jakesnake17935 жыл бұрын
I can't seem to figure out how to export my UVs in a manner that lays them out identically to the 2D pattern window. Mine always overlap one another. Even when I have the "Unified UV Coordinates" checked they wont export the way they should. Any suggestions would be much appreciated.
@blaesbjerg45 жыл бұрын
You need to lay out your UV's inside MD's UV editor before you export from MD. Otherwise they are just automatically stacked on top of each other.
@kirandev5 жыл бұрын
New update have remesh(beta) we would love to see video on that. :)
@notusingmyname47914 жыл бұрын
2:20 you give either of those to a rigger and they will say "ahh, no"
@kirie45 жыл бұрын
When I use "Transfer attributes options" to paste it to the UV, my mesh disappears completely. Any help?
@FlippedNormals5 жыл бұрын
Probably due to the vert id being different. Try setting it from Component to Topology. Now the vert id can be different as long as the topology is the same
@kaptnobvious98125 жыл бұрын
everytime I try projecting the topology from the 2d to the final mesh maya crashes with a fatal error .__.
@IfthiAli6 жыл бұрын
Games need this too :]
@YouTubsel4 жыл бұрын
11:25 ... you gotta be f*cking kidding me!!!! °___° Now I understand why you say that in production you need utility UV sets. This is brilliant. Please, please, please make a video about what magic UV sets can be used for, otherwise. (edit) Two followup questions: 1. Can this be replicated in Blender somehow? 2. How does the new retopo mode from MD9.5 do in comparison?
@TungNguyen-oe6bs6 жыл бұрын
Cool! :)
@PyR0986 жыл бұрын
there is something like transfer attributes in blender ?
@FlippedNormals6 жыл бұрын
I'm unsure! Any Blender people who can comment?
@HuntahSVK6 жыл бұрын
Maybe try to use ctrl+L to make links and transfer UVs.
@PyR0986 жыл бұрын
HuntaH i tried but it does not work if the topology is different
@Rahviel806 жыл бұрын
Use data transfer modifier
@HuntahSVK6 жыл бұрын
And if the modifier is not working, go to object-transfer mesh data-UVs and in the T panel play with the settings and it will work.
@RileyBrownMusic5 жыл бұрын
Anybody know of a comparable workflow in Blender? (Please don't attack me. I use Maya and Marvelous as well.) This transfer attribute tool is indeed handy.
@josephbrandenburg43735 жыл бұрын
I'm in the middle of figuring this out, remind me in about a week and I'll have an answer. There's a really simple script to flatten the mesh based on UVs on BlenderArtist forum.
@Mayleemouse5 жыл бұрын
Landing a bit late on this, but I found this decent Blender workaround, thought I would share anyways ! ---> laresandpenates.net/2017/12/29/using-the-surface-deform-modifier-with-marvelous-designer/
@nxtlvl21166 жыл бұрын
can i import retopology in md and re sim ?
@FlippedNormals6 жыл бұрын
We dont think that's currently possible, unfortunately
@jekaabdullayev53466 жыл бұрын
Wow!!!
@acribro41683 жыл бұрын
anyone know a way to do this in blender
@lestrike27076 жыл бұрын
@FlippedNormals Hi guys =) I am currently working on my Master Thesis which includes a lot of 3D modeling (Human Faces) so I was wondering if you know any Tech-Paper, Scientific or other citable Source for the following: Edge Flow Topology (So I could argue why I decided to model the way I did) An answer would be just amazing! (otherwise I will ahve to cite you in one way or another :-P ) THX Jack
@FlippedNormals6 жыл бұрын
Hey! I actually have know idea when it comes to scientific sources for any of this - but if you have any questions regarding your master, feel free to ask :) /Henning
@lestrike27076 жыл бұрын
FlippedNormals thanks! 1: in what manner are manually generated meshs superior to generated (or auto-retopologized ones?) 2: why is edge-flow important? (For animated meshs) 3: Definition of good Edge-Flow and topology
@FlippedNormals6 жыл бұрын
1. You have far more control when it comes to deformation. The riggers will need very specific mesh controls. The auto-generated retopo will also have mistakes in it, and manually fixing it is normally harder than just doing it from scratch anyway. 2. Edge flow is important so that you get good shapes while rigging. This is mostly important for deforming objects. If youre doing static rocks, it literally doesnt matter. For instance, you want a loop around the lips, nasolabial fold, eyes, etc. so that you get very specific and clean deformation there. 3. This is a pretty good example of clean facial topology. i.ytimg.com/vi/bN-GnqSKCgU/maxresdefault.jpg This is also amazing for body topology: flippednormals.com/products/stylized-female-base-mesh-pisciasa-edition/ Hope this helps! If you need more help, feel free to email me at henning @ flippednormals.com
@lestrike27076 жыл бұрын
Thanks a lot! =) you guys rock!
@regforinet6 жыл бұрын
Спасибо.
@MrFallac6 жыл бұрын
I used your excellent technique and it worked really well. There was an issue however. I made a dress with a very ruffled hem and a lot of the vertexes had their normals facing all crazy directions. here is a pic. i.imgur.com/14IXYRs.png . So I am going around with the edit vertex normal tool and manually correcting this. It seems to be fixing the issue. I wonder if you have seen this problem before? I wonder if there is a better way to fix it?
@MrFallac6 жыл бұрын
oh :) I found a better way. Select all verts then MeshDisplay>SetToFace>options - match face normal - apply. Done. Hope this helps someone.
@MrFallac6 жыл бұрын
oh. Now I have found a better result Select all verts then MeshDisplay>SetToFace. use std settings, then select all edges and soften. And now it looks like I want. ty for the excellent technique :)
@Guy-rv2vl6 жыл бұрын
WAIT WHAT
@sasholazeski46626 жыл бұрын
Awesome! Anyone here knows how to do this in Max? :O
@Guy-rv2vl6 жыл бұрын
Hmmm
@specter9295 жыл бұрын
Far to many adverts for such a short video, Jesus man 3 mins apart