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Create your first 3D Animation with Unreal Engine

teacher avatar Studio Wander

Watch this class and thousands more

Get unlimited access to every class
Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Watch this class and thousands more

Get unlimited access to every class
Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Lessons in This Class

    • 1.

      Introduction

      0:47

    • 2.

      Install Unreal Engine

      6:36

    • 3.

      Prepare the 3D scene and the Light. Model the space.

      18:23

    • 4.

      Change the mood and the lighting in the scene. Create the effects.

      17:58

    • 5.

      Create several animated sequences and cameras. Adjust Light and Effects

      20:25

    • 6.

      Final Touches. Put it all Together. Final edit and Export film

      15:39

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Project

About This Class

This course will provide a comprehensive introduction to the world of animation using Unreal Engine. If you're a complete beginner 3D animation, this course will guide you through the process of creating a professional-looking animation from start to finish.

This course is designed for anyone who is interested in learning how to animate using Unreal Engine. No prior experience with animation is required. You will Learn the fundamentals of animation, texturing and lighting. Create cameras, animate objects and effects, edit and export a short animation.

Gain the confidence you need to create your own animations, with an awsome software, and you will have fun and enjoy the process of learning something new.

What Students Will Learn

  • The fundamentals of animation in Unreal Engine
  • How to model a simple environment , texture, and light 3D objects
  • How to animate cameras, Lights, and effects
  • Tips and tricks for creating realistic and engaging animations
  • How to assemble and export animations to video

After this class your will be able to create your first photorealistic project.

Materials / Resources

Softwares:

  • Unreal Engine.

Apply the skills you have learned throughout the course to create your own variation of the same subject. Create your very own professional-looking animation using Unreal Engine and add it to your portfolio

 By the end of the course you will be able to apply the skills you have learned throughout the course to create your own variation of the same subject. Create your very own professional-looking animation using Unreal Engine and add it to the Class Project

 

Meet Your Teacher

I am a 3D Artist with more than 10 years experience in the field of Architecture and Design.

I'm very passionate about what I do professionally but I I always try to live a balanced life outside work. I'm always open to new sources of inspiration, that will enrich and elevate my art. I love museums, books, videos, cinema, friends and I try to take the best out of everyday life situations.

My passion and experience in the field of 3D Modelling, render, video, made me think about sharing and teaching about what I do.

That is what i'm trying to do. I hope you will enjoy my content and use it to create your own projects.

See full profile

Level: Beginner

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Transcripts

1. Introduction: Hello everybody and welcome to my channel. I will show you how to make the animation that you just saw at the beginning. This tutorial is for all levels, but especially for everybody that wants to make right away something with quality in Unreal Engine five. Let's read our real project. 2. Install Unreal Engine: Lest install the software. For that you have to go to the real engine.com site. Here you will have access to all of the information about the software and also the download, it's from here that you do the download. To do the download, just click here in this icon and it will start downloading. Once that is done, you need to do a login in this icon here. You will create a login to sign in to the Epic Games lounger. You have to give your e mail address and create your own password. Now let's just install the lounger that we just downloaded from the Unreal Engine.com site. I have it here. I'll double click it. It will start the installation. I can now access the lounger that I just installed. I came here by its name, Epic Games Lounger. Now it will open this new window. It's here that we access our Unreal Engine software. In my case, I will show you what I already have installed. It's in the library that we access the software here. In my case, I already have three versions. The older 15.1 0.11 after that one, and the latest version of Unreal Engine Five. In your case, you will not have any of those installed, you'll have nothing installed. To do that, you just have to click in this icon and engine versions, you click it here and he will install the latest version. In my case, it appears the oldest version than the ones I have here. Because there's no latest version of the software, he will propose this one to install. Then you just have to click here, Installed. I will erase it. I will explain you quickly what these different windows are. Right at the start, when you open Epic Games Launcher, you are informed of the advancement of the software. Also, you have and you have artists showcase, showcasing their works. For example, this one here, Spanish cottages by the river of an independent artist. Also you have the samples. This is great because epic games, they give us different projects where you can download and explore the projects. Some of a lot of details, but it's awesome so you can explore and learn these new techniques presented in these projects. For example, Hillside Sample, I download it. It's an architectural representation project. If I click here, I will access. If you see here, it changes to marketplace because it's a marketplace where we can access different three D projects and elements. Here it is the project for free. You can download, you need to create, give it the direction where you want to save it. And you will have access to this project. Back to samples and back to marketplace. Like I told you with one of the samples here you have a projects that you can search for. Some of them are free, but most of them are paid. But if you need a specific thing for a project, you can gain a lot of time by searching here what you need for your project. For example, if I need a car, I can just type car and I will find different things related to the subject. Back to the library. It's where we have the versions of the software, but also where I have the thumbnails of my different projects are already done. Also a vault where I have the library of all the samples that I downloaded for free or I bought in the marketplace. I will now start creating my project, have different options. I can launch it here, launch it here. But if I launch it here, be careful to choose the right versions that you want to use. In my case, I have three different versions. I have to choose the latest one. Now I'll have a different window, pops up this window and real project browser you at first. Recent projects, all the projects that I'm working on. Area you have down here five different templates depending on what you are working on. For example, if I'm starting a new project, games, I already have a project with a minimal contents in it. I don't have to start everything from scratch, putting the lights, putting the ground, putting the camera, the post process effects. It's a great way to save time and right away start creating. In our case for discourse, we will use architecture. I will choose the directory where I'm going to save my project. Let's two different folder I selected and I give a name to my file I create. Before starting to show you the interface, I just want to show you now that we created the project in a specific folder. You don't need to pass by the launcher. For example, you can right away go to the project folder where I save it. Now I just have to double click it. That's easy. See you in the next chapter. 3. Prepare the 3D scene and the Light. Model the space.: We opened the Epic lounger in the library. I will open, or I will launch, one of the versions of the unreal project that I have. I will open the last one that I already have installed, 5.3 0.1 You can also use the previous 15.2 0.1 and I will launch, I will use one of the templates that you have in the left. For this case I will use architecture a blank project and I will save it in a chosen file. I'll give it a name, smoke box for example. I create this template will allow you to start from a scene that already have some effects in it. Light cameras and a surface. Let's start by making our room, where we will put our car inside. That will be our environment. So I can, I can leave this object here. That will be our floor now. We'll change the site to two by two by two. Okay, now I'll start adding the walls to our scene. Can go here. Shapes cube. You see that the cube is floating. If you want to quickly head it to the floor exactly with the base on the floor, you just click the end key. There you go. That's position here, for example. It doesn't matter. I position it here and I'll change the size to something like ten by 0.2, by four. Once again, key right away, it will stick to the floor, the other walls, I'll copy this one. To copy this, you just click Alt key. You drag in the axis that you want. There you go. Then I will copy this one here. I will rotate this key here. I change the side to seven, so it will be once again. I copy this here. Now I can close my box with this wall for the ceiling. I can also copy one of the walls. I will rotate change its side to 2.5, Move it back here. Copy another one here and two others in the middle. So I had three chats entering my box, change it side to one, okay. Now if I go inside, I will have three openings to let my natural light inside the box save your project. Don't forget in this project, I use assets that we can find in the marketplace for free. If you want to access them, you go to the Epic Lounger once again, marketplace. And you have the automative. Automative materials. This file here, you can download it and add it to the project. You also have sample, this one here if you don't want to waste time and space in your disk. I already prepare the file with the car and textures and even the lights and effects that I use in this tutorial. You can find the link down in the description, but please feel free to use any other assets that you already have. Now, I will add the card to my scene or any other object that you want to use inside your box, and I go to content and search for the name. Of the car. There it is. I would put it here. Let's first bookmark this view. We come here and you choose bookmark set. Bookmark bookmark one. This way, every time we click the number one key, the key number one, we can always come back to this point of view to have a general look of what we are doing with that set. Now we can create the material that we're going to put everywhere in the box. All the walls. So I can create a here, new material walls. I open this and I create a constant three vector in the nodes. I will put a constant, a normal one. Now copy two others, and I put it in the specular and in the roughness I change the color to something like this. These values, I keep this 11 and this 10.8 I save it and I create a material instance of this material and I add it to all my walls. You can do it one by one or you just choose all the objects. And then you come back to the material and then you slide it over. It saves, now we can go around the space. Click one and I go back to the bookmark I set for my point of view. When you create a material, you always create first the master. You have all these nodes that you can change and add up to. Then you can convert it to an instance like I did that presents itself like this, a simpler look to it. It's also quicker to use instant materials way clean and way quicker to render, just to give you an example, I can manipulate this when I want, if I just convert it into a parameter, for example, this is the parameter of color. I create a parameter and I'm going to save it. Now in the instance, I have a parameter of color, meaning that I create an instance of the master material that now has a parameter called color. If check this box now, I can in real time change the color of my walls. Now let's change the light in our scene. Then later on had our fog effect. Let's start by changing the light. Let's search for the sun, sky. I go to directional light and lower to 1,500 Then you see the effect of auto exposure even when it's dark. Comes up and put it out again with a lot of light. We change that too, in the post process volume, we go to exposure. And change this to manual and put this in the value of 7.7 That seems okay for now. Now we are going to create our effect. Let's make a new folder, Color effects, and inside I will create a Niagara system. I choose the hanging particles, I finish, I call it Fog. I can open it. I will change some characteristics, for example, in the size of my particles. Before that, I will add this to my scene. I will have what I just created in our scene, so you can see it right away appearing the little dots in our scene. And then I will change the shape location from box to sphere. I leave the sphere radius like this. I will change the size of the area. You will cover ten for ten, the size of each particle. I will put it to 200 by 300. Okay, save it. Of course, it's not circles that we want in our scene, we want something that really looks like fog. For that, we have to find a texture. We have to use a texture that looks like fog in the engine. You will find a texture, if you search for smoke, you have this texture that we are going to duplicate and change its name to white. Save all I can open it, I will just change the clouds from black to white. For that, I can erase this parameter here and connect this value of the particle color to the multiply. Now we have white clouds. I go here back to the particle system with that new texture selected actually. Now to add it to this window, it's still not looking good because our texture as an eight by eight count, so we have to change that here in the sub UV, we're going to put eight by eight saves. Okay, it looks like it looks better. Save it. Let's change our spawn rate because there's a weird way in which the texture transforms itself. So we have to change it in the spawn rate. The spawn rate, Let's pass it to 500. Yes, looks better now, there's this weird effect over here, so we have to go back to the texture and change its plan mode to heditive. Okay, that looks good. I see it. I can also add another effect in the, in the particle update. Can add UV animation And change it to normalize. That's okay. I can also change the offset, meaning that if I think the fog is way high, I can lower is height. Going back to the shape location in the offset modes, change it to default and -50 for example. Okay. There are some real weird cutting edges in some surfaces like for example in the car. We can see it here, like cutting parts and here in the walls in the floor also. To get rid of this, we have to go back to the texture. We have to have a new parameter called depth. Depth, fade, we just have to take this out with the old key selected, you clicked with the left mouth key. Then we put the clamp in the opacity node and this one back in the opacity and shade. The distance to this parameter mitigates where the fog meets an object, mitigates that cutting edges. I will save it now we got rid of that effect. 4. Change the mood and the lighting in the scene. Create the effects.: Let's now change the light in the mood of our scene to something a little bit more dramatic. So I will start by heading some lights first, erecting the light. Okay, Facing down, I will change its sides to something like 410 by 15. Sorry, 565. Okay. That's good. So this light will accentuate the car. Try to put it in the center. There you go. I will change its intensity. 500. Okay. I think that's okay. To make it on enough. The gizmo, the gizmos you see here, I can hide them. You press key key on G. K off. So I will copy these lights parting from the side. This one here, I will change its color. Something like this. Also, I changed the intensity back to 50. This way we have subtle changes of color. This one is like gray, white. This one is blue. So this contrast, it's cool. You can do whatever you find it cooler for you. Let's save it back to our fog. Yes, also I can have a little bit more effect by having this type of God rays effect also the light coming from the ceiling. From these three openings, you see this rays coming out. We choose this exponential light fog. You look for volometric fog, you see it now appearing through the openings. We can also change our lights in the coming from the outside in the sun sky, directional light, I can put also a color can leave it like this. For now, I can change the sun positioning. So in the sun sky, I can change the time of the day. I can leave. There you go. Okay, I'm just testing. You can leave it like this. I can have a new bookmark here so I can come back here again the set bookmark. This one will be two key. We have first 1.2 We can also change a little bit more the general light to have a dark mood going back to the sun, sky. Try to change this. I like this. Yeah, something like this. I can also use some spot lights to the front of the car, lower that tuition radios and the outer corner also. And we copy this one to the other side, just a bit more intensity. Now it's good. I will now add the new camera, a close up to be used in our final animation. I will put myself here in front of the car like this. Like this. I will eye the fog for now, save it. From here, I will create a camera. I will be here, create camera here. See a camera actor, change its name. Front here, we still in perspective view, so I want my window to be the point of view of the camera, okay? Can be like this. And I'm going to change its maybe current focal length. I want to open it way more to accentuate my depth of field effect. Maybe like this. And I will adjust my depth of field. Yes, Yes, something like this. It's cool. So we're right in front of the car and we have the two headlights in focus. This is good to start going back. Okay. I'll say going back to activate my fog. Okay. It's too wide. We have to maybe to change something like for now. Right now we don't see a lot of the fog. We just see like a dense fog. We don't see any movement. So maybe I will go back to my fog and change what can I do? Okay, I want it to open it. I want to open my fog for now. It's very dense. Maybe I will add a point attraction, a point attraction force exactly this. As you can see here in the left, slowly condensing, I will put my attraction radius way higher my point of attraction. If I exaggerate, for example, -900 you can see a whole opening and everything going around this center. I'll put something like. Maybe -30 discrete. I'll save it K. Going back to my point of view now, I can see my fog which is very dense. Now we can see the movement here of the fog, still very dense. Maybe I will change it to location. I will put it way lower in the point of view. Maybe ten? Yeah, Best better. I will also change a little bit of the overhead light I think is this one you have to give. Yeah, exactly. This one here to add a little bit more detail to our point of view to our scene. I'll save it. Let's organize everything inside here. The smoke box Already done it. Did it. Now the cameras, I can erase this one here. And camera, let's now create the first sequence From this first camera. We go to the content browser. Let's create a new file, new folder, And we are going to create a new sequence at level sequence. Let's search for the folder we just created. Let's call it first sequence one. Let's in this sequence, in this movie editor, we are going to animate or create our first sequence that will have some animated elements. The camera, the lights, the fog. Let's head to this timeline, the camera first. You can do that by just dragging the sequence inside the timeline. You automatically have the camera cuts and the camera with the different characteristics inside that we can change anytime you want. The aperture, the foc, lathe, the transform for now, let's keep it like it is. One important thing is that in the sequence, we need also to add the effect of the fog. Otherwise, it won't appear when we will render the entire sequences. Let's strike our fog effect here in the plus. Let's add Niagara component again. Let's choose Niagara system life cycle track and change this to desire G. This way, this effect will appear when we will export our sequence to change to what we are seeing here in the sequence. You can click the camera here and change heres to cinematic. Okay, so we have our first sequence done. I will just strike at this. We're here. Let's start by animating a little bit of our camera. How can we do it? What we want to do is transform the position of the camera from one point to another. In the part we start by with zero. Let's save this first create automatic key frame. Let's say the frame here and the frame there from one frame at the beginning, another frame at the end. Clicking clicking here individually will give us the possibility to change everything at the same time. It's part of to put your key frame in the transform and not in the location or rotational scale. So here I can have a little bit, maybe in the acts, yes. So here, so it's very subtle. My movement is very subtle. I can also have like a movement like this. What I'm doing, I'm zooming in. At the same time, I'm sliding from right to the left. Feel free to do whatever you want in each sequence. I'm just doing like really small and discrete movements, but you can exaggerate if you want. 5. Create several animated sequences and cameras. Adjust Light and Effects: I have my first sequence done. This can be my template for the other ones that I'm going to do after this one. Let's save this. I have my sequence there. I'm going to get out of my point of view. I'm going to do another one. If I start by using this point of view, I can duplicate this camera, call it scythe. And I'm going to put myself, just change, sorry, not this one. My current focal length. Now I have this other camera side camera. Can we use the template we just did with the other camera for creating another sequence? Here, I will duplicate this sequence, create a sequence to open it. I will replace my camera with the side one quickly. You can put this over here. Now I have the second. I will just drag my life cycle to start a little earlier. Yes, like this, I will do the same for the other one. I come back to this one and I'll drag just enough for the effect to have time to charge before running the sequence. Okay, this one here, what I'm going to do, it may start the sequence a little bit to the left. Yes. Maybe start Kate transform here, transform here. But I will start from the pack. Yeah, maybe here. So there you have to be sure that your movement is constant and linear. We can select all these points and change them to linear. And the same for these ones. We can do the same for the other sequence. This one line like this on linear save. The effects of the movement and the animation that we do in the sequence will not affect the cameras that we have in our scene. Because the cameras that we have in our scene, they don't change the change. Once we put them in the sequence, you can do whatever you want. With that change the focus, the positioning, change the focal length, the depth of field. We can even change the lights inside the sequence. I will do it with the solar sky. For example, I can come back to the first sequence, activate the camera. I will make this light change from side to side. The light responsible for the three lights is the sunskyI'. Put it here. I will have solar time at the beginning stays exactly like this. At the end it will change, change it to linear. We now have several things moving. I can do the same for the light that's above the car, for example, light. I will change its positioning. I don't have to transform here. So I will add it to the light. Add a key frame here, the key frame there. At the end, you will move once again. We can choose to have a linear movement. We animated different aspects of this shot. This animation stays inside the sequence. If I go to my sequence number two, my light stays the same, is waiting for me to give a different animation. I will also my sunlight, so time I will maybe do a different thing here. I will make it come back to the where it was. There you go. I will create another camera. I will say this all before I can close this one. I can duplicate the site one, call this one, change it to the one I just. And change my focus here. Save this. I will duplicate the sequence, open it, delete my other cameras, and now put the one inside. I will raise these two key frames, put another one, and start with almost no lights, change it to linear. I also moved my camera up. I was stopped by for this one. I'll also changed the focus, the depth of field, so it's here, the manual focus distance. I want it to be quicker, so I will start by heading. Maybe I will have repeat the effect here. Starting okay and finishing. Blurred out. I have to change this back to auto and we have already three sequences maybe. Let's do the last one where we can see the car in its hall. Second, I will duplicate the first one, okay, And create a camera from the side placate and call it final. So we will end up with this shot. Save. I will open my last sequence. I will change cameras. I will, yes, I will leave the top light. Also, maybe I will change the solar time after this one. I will start by dragging the final camera he will start with, you will start on focus and he will move backwards backwards. So change this linear in my position. We can finish outside the box, so oh, it's best to leave it inside. And I will make it slide. I'll change the light also. I think the focus will change it too. Yes, And back to focus. So start and focus. Focus again. Focus at the end. 6. Final Touches. Put it all Together. Final edit and Export film: Now that we have all our sequences ready, the final step is to export them. For that, we are going to use the movie render before. I will just change this to linear, save it. To access the movie render, just click here. Let's erase this sequence inside. We will add all our jobs, all the sequences that we just created. For that, we just have to search for all the sequences that we created. Sequence 23, sequence four. This will render all and every images that are inside of the sequence one by one, and it will save it in the directory that we want to save them. First, we have to configure the parameters that are going to in which the images will be exported. For this project, I raised the Jpeg format. I will add the PNG lighter one. I will change my settings. Before that, I will just add the antialiasing 216. This is the quality in which we are going to render our images. Click on the Override, antialiasing rend up warm frames. I will do a little bit more to give time for my effects. To load the output, I will leave it at this format. Hd, I will add custom playback range, they all have until 150. I'll put here 150. Okay, that's okay. To end, we'll have to add also the command variables, the console variables. This will guarantee that each images are exported the best, in the best quality possible. For that, we have to have several lines inside the console variable command to start adding that. The console variables, we have to go in the plus icon in the console variables, we will have one by one fields that we want to enhanced. You will find the text for each variable in the real engined documents, I will leave the link in the description and you have to copy and paste these variables. You just have to copy and paste this in your empty field. Each time you want to add a new variable, you just click the plus icon. So let's start by doing it. I also have the directory in which I'm going to save all my images, and I save this present to use it later on. Safe, press and I will put it inside the movie sequences safe. Okay, have everything prepared except I will change all sequences for this preset, but for each one I will just change where I'm going to put. I also save the movie Render settings, meaning that if I want to come back to this movie render que with all these the same sequences. I can also do that save in the movie sequence. And I'll save it. Everything is prepared to render all my sequence in one action. So let's do it. Okay, Now that we have all our sequences ready and done, if I go here to where I saved them, so I have the first, second one, third one, and so on. First I'm going to do the edit in the free software software you can download completely for free. In my case, I download it for Windows platform. I installed it, its name, it's open shot. I'm going to look for open shot. I open it, I'm going to import files. I just have to choose the first image of each sequence. You will right away. No, it will be a sequence of images. You will accept? Yes. Now we have here the first sequence. I can put it here, I can put it in other here I have 12345 tracks. But I can put it here in track number three. Doesn't matter. Now, I will do the same for the other sequences two, I put it here, import the third one. Yes, and the last one come back four. Choose the first one. Yes, I put it here. Now I just have to do the export of this sequence. Head it altogether. I export the project export video. I leave it with the characteristics. I'm just going to change from HD 722 to this one. I choose where I'm going to save it and I can put it here, save it and I will export and it's done. I can save my open shot file if I want. Okay, and now I can verify that the movie It's done going here, can change the name. I open it and there I have my sequence. If you want to do it in after effects, I can also show you after effects. Here I will start composition From the sequences I choose the first one automatically. It will also accept that this is a sequence. You just leave it as it is. All these parameters I imparted and I have the first sequence done in the composition. I'm just going to change the duration of my movie. I just have to import the other sequences back to back to three. And you can save our, our after effects at it. And now I can exported to media encoder. So I can choose the format in which I was going to export. It will correspond to the source, meaning that it will have the same size that each image already has. I change the directory where I'm going to save my file. Can do it here. Movie after effects. I can now play, there you have it, your movie, it's done. I gave you two ways in which you can head it, your sequences. You have a free option with Open Shot. There's so many other free software you can do and edit after effects for those who already have a creative suite add up installed and you have the possibility to do it with after effects. Let me just show you the one made with after effects and there you go.