Transcripts
1. Introduction: Hi, and welcome to this
twin motion masterclass. My name is Dan and I'm an
architect with over ten years of experience using modeling
and design applications. I will be your guide through all the aspects that
makes this an amazingly powerful tool in your
architectural landscaping and urban design workflow. I will show you
how to add motion can help you visualize and explore your work at every
stage in the design process. Here are some of the things that you will learn
in this course. How to create highly detailed
textures and materials, compose dynamic scenes full of animated characters
and vehicle models. Simulate any lighting
or weather condition. Generate lush environments or carefully detailed
landscaping projects with numerous types of
plants and foliage. And of course, how
to quickly and easily generate
high-quality media, which includes images
and panoramic views, standard or 360 degree videos, as well as interactive
cloud-based walk-throughs. So whether you're a
complete beginner with no prior experience
of twin motion or other visualization programs. Or are someone who
has used it in the past and would like to
brush up on their skills, then this course is ideal
to improve the way you interact with your projects regardless of scale and scope. To emotion is also
compatible with a wide range of modeling
and design applications. So it can easily plug into
your existing workflow. Throughout the course,
I will primarily use the demo projects that come
built into twin motion. So you can follow along and get started without any
additional files. I look forward to seeing
what you can accomplish. Let's get started.
2. Installing Twinmotion: To install twin motion, simply head to the
official website. Here you can see an overview of all the different
functionalities that the program has to offer. In order to download
and install it. You will first need an
Epic Games account. And access to the
Epic Games launcher. Simply create a new account if you do not already have one. And download the Epic Games
launcher from where you can easily install and
then startup twin motion. You will find this in the Unreal Engine tab
on the left-hand side. And within the twin motion tab, within the top bar. Once you're ready, simply
launch it from here. There are different types
of licenses available. So you can either start with the free trial version or select whatever licensed
type that suit your needs. Full motion connects many mainstream design and
modeling applications, such as SketchUp,
rhino, our kcat, and many others, to directly import your
project information and to enable a
live link between the design model and the
visualization model. To create this link, you will need the appropriate
data Smith plugin depending on which
application you are running. These can be found on the
twin motion website as well. This plugin also
acts as an exporter, converting your
design model into a dot data Smith file type that can easily
be shared with others. So depending on which program
or application you use, most frequently, select the appropriate to emotion
dataset, plugin. Install it, and once the installation and
setup is complete, let's open twin motion and
have a look at the interface.
3. Interface: Now that we are into emotion, we can discuss the interface. There are different sections that will appear on your screen, and each has a
dedicated function. The main section of the screen
is called the viewport. And this is where you can see and interact with your model. At the bottom of the
screen, we have the dock. This will host all the
general project settings, object or material
related controls, and other contextual options based on what you
might have selected. This panel also has different tabs on the
left-hand side that allow you access to various settings which will expand
into the main zone. So we have the input tab. Then we have contexts
settings, followed by media. And finally, export settings. Above the dock, we
have a narrow toolbar which hosts the main tools that you will use to interact
with the model. Let's talk about them
from left to right. So we have first
the burger menu. This is the first icon from the left hand side and it
expands into the jungle. Fowl management,
actions, preferences, connections to Epic
Games account and so on. Then we have the
tab name or label, and this will indicate what you currently
have open in your doc. Next we have the packet tracer. This is the shortcut
that toggles the path tracing
render on or off. When it is on, the progress or preset icon will appear
to the left of it. Now this progress or presets icon only appears when the
path three, so it's active. It will show progress circle fills up when the scene
renders out in the viewport. And as you can see, a tick icon. When this is complete. It also features
a drop-down menu, which gives you a shortcut to three quality
presets, low, medium, or high, and a value inputs for the number of samples
currently calculated. You can easily import your
desired value in here, and that will
immediately take a sec. Then we have the material picker indicated by this eye drop tool. This will allow you to
sample the material from your scene simply by
clicking on an object. And it will bring up
the material within the dock and also give you
the relevant settings for it. We'll discuss this in
more detail later on. We then have the general
interaction tools. First you will see them
move tool or translate. But if you click the arrow to the left of it,
it will expand. To show you a lot more tools. The first three, translate, rotate, or scale our
transformation tools. And they allow me to interact with objects in the viewport. When you no longer wish
to see all the tools, you can simply collapsed
menu back by clicking the X. Each TO will have
a different gizmo that appears once an
object is selected. So if we select one
of these lawn chairs, you will see the gizmo appear at the center
point of that object. Then we have two more tools. First is a toggle between the
local and the world axis. This toggles whether the
objects pivot point and transformations are
tied to the world axis. That motion will interpret the local axes which are
inherent to the object. With the pivot edit, you can toggle whether to move the objects pivot point without moving the object
itself, or vice versa. It also has a drop-down menu
to allow you to either reset the pivot or to center the
pivot back to the origin. The top corners, we can
see a few different icons. On the left-hand side. We can expand the library
which holds all the materials, all the objects and assets, as well as the siem tools, characters, and many other. On the right-hand side, we have another arrow which will expand or collapse
this scene graph. This will show all the
assets currently loaded into the project and can be
very easily organized. You can control the hierarchy or structure of your projects
contents through containers, which are similar to folders, but they're not necessarily
limited to folders as objects themselves can
also become containers. We can expand on that later on. You can also control
the visibility of assets simply by clicking the icon for certain
objects or containers. And you can see that they appear or disappear from the viewport. You can also manage assets here by duplicating
or deleting them. Renaming or replacing them are additional panels at the
base of the scene graph. Currently we see
statistics which we can expand by clicking the
arrow to the left of it. This will give us a rough
indication of how well our performance
is at the moment. So you can see an indication
of frames per second, whether or not the
model is in good shape. And some details
about how many items, polygons and so on. You have loaded into the model. There are a few others, so we can click on Statistics and select
from the drop-down menu. You can see scene states. Ben information. If your model comes from
the design software. Transform. And
finally, statistics, which we had previously on. Also in the top
right hand corner, we have the visual settings. Now, this menu and
defeated by the eye icon, will expand to show you
presenters settings, camera types, and other quick
access visual settings. The navigation shortcuts panel, which we currently can see
at the top of the screen, can be turned on or off
from the basis this menu, clicking the last icon
called navigation. And you can choose to either
hide or show navigation. Before discussing the
navigation commands, we can enable or disable
the presenter mode, and this is indicated
by the second icon. This will enable the full
screen presenter mode, hiding all the menus and panels. So you can focus on
exploring the model, are showcasing Live
presentations. Finally, the navigation
shortcuts offers you a panel that can
be turned on or off, and shows the most
common keyboard and mouse game controller commands
to navigate the model. We can see that we have the
mouse commands based on the different keys that you can use, the movement commands. So you can move around in
the model in six directions. You can also change
the speed of motion. You can, however, also
changed the layout by clicking on this gear icon and selecting the mode
from the drop-down menu. First you can select
what you want to use the keyboard of PAD, which is again pack or touch, depending on the availability of such functions
on your device. Then if you wish to use
a keyboard and mouse, you can change the layout
of the keyboard commands to replicate certain
mainstream design software. So you always have a
familiar experience. You can choose between the
twin motion standard methods or Unreal Editor if you
are familiar with that, or pick from a sweet different
mainstream design programs such as Revit 3D and smacks, archi cats, Cinema 4D,
SketchUp, or rhino. Finally, you also have a height navigation
panel shortcut here. If you want to get rid
of that altogether. At the very top, we
have the menu bar, which will host the
OS familiar settings, as well as some of the
twin motion preferences. To learn more about
keyboard shortcuts, you can access the
shortcuts menu and help. And depending on
the language that you're using or prefer, you can find a list of all
the different shortcuts. I find this to be a very
good cheat sheet in case you want to learn how to
control the application better. Or one quick refresher of
how to use it later on.
4. Navigation and Interaction: Let's talk about how to
navigate within your model. Depending on the
input device and controls layout that
you have selected. You may have a slightly
different experience, but I will be using the
default twin motion layouts to exemplify this. And I will use the W, a, S, and D keys to move
around forwards, backwards, left or right. I can also move up and
down by using the q or q e to come back down. You can see it also
tells you a couple of alternative keys that
you can use in place. So maybe you will be more
familiar by using page up, page down as they're a bit more intuitive to move vertically. If you hold Shift, you will slightly speed up. So if we move only
in one direction, say forwards, this
is the normal speed. If I press and hold, you can see that it
moves at a higher base. However, if you hold Control. So let's look in
another direction. This is the normal speed. And with control held impressed, you want to actually
move at all. You can also change
the speed of motion. So you can either press
the shortcuts 123 or four, or from the visual menu. We have here a speed guidelines. So one is a walking speed, two is a bicycle speed, three is driving speed. And for something
like a plane speed. So let's exemplify these. So I'll click on one. This is the normal pace. I'll simply hit two
on my keyboard. And this is what we
have previously. Now going on SP3. You can see this is much faster. And if I hit F4 on the keyboard, you can see how quickly
you move around. You simply zoomed through
the entire model. To look around the model. Simply hold the right-click
button on your mouse and drag the cursor around
to reorient the view. Japan, you can either hold down the middle mouse button or the scroll wheel and simply
drag around the cursor. As you can see within
the navigation panel, the shape is identified
by this oval, which is also identified
over the mouse. If we hold Shift and use the middle mouse button
or scroll wheel, again, you can track
mouse around to orbit. The difference between these. If you want to simply pan and
they fight over this roof. I can move in any
direction that I want. But the cameras sits on the
same position basically. So you can't move
forwards or backwards. You can simply move around a fixed point
that you have chosen, which was where the
camera was located. However, if I hold Shift and the middle mouse
button and I enable orbit, you can see that I
actually move the camera around the point at which
the mouse was held, that becomes the orbit point. Of course, if you look around, the camera remains fixed and you simply rotate it around
that fixed point. You can of course change the navigation commands by simply going and picking
another template. So if you were to pick
something like SketchUp, you can see the command
has changed for pan and orbit and they
have been flipped. If we select Rhino, you can see that
instead of using the middle mouse button
or scroll wheel, instead devices you to use Shift and right-click or
Alt and right-click. These obviously
changed depending on what option you so choose. You can change the
navigation mode by expanding the visual
settings menu. And if we move the cursor down, we can expand the
presented mode section. Here you can see two modes at this treadmill and fly mode. Currently, we were using
the flight mode so we can easily zoom around the model without being
constricted by gravity. But if you want to
enable pedestrian mode, the camera will be fixed at the very specific height and you will walk
around the model. Now, if I enable higher speed, it will become
easier to navigate. If I now press q or
e to go up or down, you can see that it
doesn't actually happen. That is because the camera is fixed in the pedestrian mode. To change that back, simply expand the visual settings menu, and select the other mode. You can also press M on your keyboard to quickly
switch between them. Also from this menu, we can change the view type. So I will expand the menu. And if I scroll down
to the house icon, I can expand the views sub menu. Here, you can change the
view from perspective, which we currently are. Two typical to the
views such as the top besides the back, the bottom. Once you are in a 2D view, you can notice that
official style has changed. It starts to emphasize the
edges of all the objects. However, it doesn't
give you an option to change the style or to
reduce this effect. I am hoping that in an upcoming
version of the motion, they will let you change this in order to make the
drawings a bit softer. However, it is really good when you're
trying to exemplify to a client or colleague
how to building might look. Some of you, they might
more typically expect. There is also custom mode that
forces an isometric view. And it is represented by the small house with
a C next to it. Again, this emphasizes the
same visual style as before. However, it does
force the model to become axonometric or
isometric and style. You can navigate the
model just as before, albeit it may be a
bit more twitchy. For now, let's go back to
the normal perspective mode. To interact with
objects in the model, you can simply select them
with the left mouse button. This will highlight the asset, and we'll also show
a transformation gizmo at the pivot point. If we expand the scene graph, you can see the model
has been expanded here and it is called
lecture number three. If you select another object, you can see that also expands the current
copy we have selected. So you can see them alternating within the scene graph
depending on the selection. Now I've selected the
towel and you can see that has been immediately
highlighted here. You may also directly
select assets within the scene graph instead of
picking them out of the model. So if I select the
texture again, you can see the
transformation gizmo has moved and the asset
is now highlighted.
5. Transform Tools: We have seen that when
you select an item, it will also show you the
transformation gizmo. And if you remember, we have discussed the three types
of transformations. So we have translation, also called move,
rotation, and scale. Now, depending on what transformation
tool you have selected, the gizmo will also
change correspondingly. At the moment, I have the
translate tool enabled. So you can see the three axes, as well as a point at
the center of them. And also this arc between
the axis x and y, and also a plane. It's important to
understand because these also allow you different
types of movement. So let's start by clicking above or directly
on the pivot point. And we can move really
all the way around. And because we have
selected the pivot point, you can see that twin
motion allows you to snap the object
on any surface. So it will automatically detect the surface orientation and aligned option directly
vertical to it. So as you can see, we can place this table absolutely anywhere. Let's bring it back. If you select one of the
axes themselves, you can first see
that the axis is highlighted also in orange, and an input box will appear. First, let's click
the axis and drag. You can see that regardless
of my mouse movement, the object would only move or
translate along that axis. So you can only take it back and forth along one specific vector. The values within the input box also seem to change depending on how much you move the object and also
in which direction. So if it's along the
positive values of the axes, you will see a positive value. However, if you go towards the negative values or in
the opposite direction, you can see a negative value. This is the same
for all three axes. Let's place this
back on the carpet. Now, if I hover above the plane defined along the X and Y-axis, you will see the plane
actually get highlighted. So this allows me to move the object anywhere
along that plane. You will see it no longer
snaps to other items. But instead, it is defined
and constrained by the original plane where
it was previously located. Finally, if I highlight
the arc between them, this allows me to very
quickly rotate the object. However, it is only
available in plan, so only between
the x and y axes. If I hover above one
of the axes again, or above the arc, there is a flashing cursor
appears within the input box. This will allow me to more rigorously control
the transformation. If I want to rotate
the spine 30 degrees, simply put in 30, hit Enter. You can
see the results. You can also do that to move
this object up by a meter. You can now see it
floating above us. If we select another tool, let's say the rotation tool, you can see that gizmo
has changed altogether. It's still also
shows you the axes, so it does allow you to
move them just as before. But now you have arcs
along all three planes, as well as all the three
planes being displayed. So you can move the
object along the planes, x, y, and z, and x and y. And you can also rotate it
alongside the respective axes. So alongside axis y or x. And again, you can also freely snap the object into
another position. You can see that it has
reset the transformations. Then if we select
the scale tool, once again, that gizmo changes. So we have the axis, but now it only has a
grabbing point at the end. So you can click and drag the mouse cursor to scale the object only
in one direction. Depending on which
axis you pick. Or in all three dimensions, uniformly, If you pick
from the origin point. If you hover above one of the axes and the
value box appears, you can import the scale factor. And you can hit Enter
and see the results. If you're not satisfied
with the results, you can also use the typical
commands to undo or redo, which you can find
in the Edit menu. Control set to undo
and Control Y to redo. Also here you can see copy, paste and delete using the typical commands from
the scene graph menu. If we go and change
from statistics and to transform and
expand this menu, Let's select an object. So at the moment, this will give you an indication of
all the transformations currently affecting
the object has been moved almost one meter
along the x-direction, almost half a meter
along y direction, almost 0.8 along
the z direction. So if we notice the first
line is called position. This indicates the position N respect of the
world origin point. So if I click and make these 0, you can see that it has moved the entire table directly next to the origin within
the entire model space. Now I can click on due. To bring the table back. From here. You can also change
the rotation more accurately along any axis. And you can also
change the scale. Now, I want to scale this back
to a 100% along all axes. It is important to note what unit of measurement
here model we'll use. As you can see, it has indicated
within the parentheses. So for position, it will
tell me I'm using meters. And for rotation, it
will be in-degrees. Whereas for scale, it
will be in percentages. You can change the
chosen unit system to be either in
meters or inches. You can set this
up in preferences. If you want to make copies
and duplicate objects, you can do so in
a number of ways. First, let's select one of these tables and
choose the move tool. You can see it selected in
here in the scene graph. So if I hold Shift and I track the item in whichever
way you prefer, you can make a duplicate
instance of this. However, let's discuss,
because this menu will actually identify what
type of copy this will be. We have instance,
which is actually a clone and shares the properties with
your original object. Or we can have copies which are detached from
the original object. Then you can see it asks you how many copies they will make. So at the moment
it is making one, but you can actually import
a different value here, let's say five copies. And it takes the value
between the original spacing and the new spacing to actually give you the
cap in between the objects. You can also input
another value in here. When you're satisfied,
simply click OK. You can see it has created five new copies spread
out at 1.2 meters. Because these four instances, let's see what the difference between that and copies are. If I choose the
same object again. And I want to make a new
duplicate instance of this, but I will only
make this a copy. And just for the sake of it, I want to change the
material to be this marble. If I drag it above
the original item, you can see that all
subsequent instance copies of it will take
on the new material. But the last object that
I have made over to the right-hand
side does not take the new material because
it is entirely separate. Let's hit Escape to
cancel out that command. This method works
whichever way you want to use the
transformation gizmos. So if you hold Shift, you can also make a rotated copy using the same menu commands. Or you can also hold shift
and drag another instance away from the pivot point so you can snap it to a new location. If you use the normal commands, say copy and paste. If I move slightly away from the original object
and I click Paste. It will also ask me what
type of copy this will be. Let's go with Instance. And you can see it drops it
back in the same location. You can also do the same
commands within the scene graph. Let's select the object. And from here you
can cut or copy. And also right-click on the
container and select Paste. You choose the desired type and it will drop in the exact same location
as the original item. Now, if you make an instance of an object and let's do that now. Select instance. And perhaps you want to
change the material to it again for the original object. But as you can see, we no longer want this material to be applied to
this table here. So hit Escape. Select the one that you wish
to break inheritance for. And we can find it
within the scene graph. Simply right-click and
select break instance. Now, when you want to change the material for
the original copy, you can see that the new object will be excluded from that. If you want to get
rid of an item from the scene graph
or from the model, simply select it and hit
Delete on your keyboard. Or you can right-click on it and select lead from
the right-click menu. Or you can also find
the same command with an Edit menu and the top toolbar and select
the lead from here. As you can see, this model
is very neatly organized. In order to create better workflow for
yourself in the future. I do recommend that you create a lot of containers
and give them adequate names in order to make life more easy to find items. So as I have mentioned, all these folders are
called containers. Every time you will
import models, regardless of whether there
are multiple objects or not. This will be contained within a container bearing the
import models name. You can also create
this yourselves simply by going on the
three dot menu here. And depending on which
active container you choose a walk, create a new container within. So if we select new container, it will be added to furnitures. If I click it on the scene
graph and say new container, it will add it on the
bottom of the list. As you can see, there
is no problem in using the same name for
multiple containers. However, this walk perhaps impede your searches
in the future. If you want to rename an item, either use the three
dot menu and click Rename or right-click on it
and choose the same option. You can easily drag these
around to place them underneath another container or to change their position within
the hierarchy. So perhaps you want to put
this new test container within lights and simply
drag on top of it. And it will appear in there. If you want to exclude a
container from another one, drag it outside of the
current hierarchy. The very top line called Seeing graph is the general list
for the entire model. And you can see
you cannot rename it or delete it
or do much to it. You can however, copy
or paste into it. And you can collapse
it's hierarchy, which you can also do by clicking on the arrow
next to its name. If you're not happy
with the recent action, you can always undo. As I've said, you can use either the undo command in the Edit menu or the
keyboard shortcuts. However, you can only go back
and forth about 50 steps. And this will include every
action that you have done. From the viewport interactions, visual style changes
to expanding and collapsing containers and
everything in-between. So if we simply hit Control Z on the
keyboard multiple times, you can see that nothing actually changes
within the model. But all the containers
will expand or change depending on what
we have done recently.
6. Importing Models: When you need to
bring in your data and models from
another software. There are multiple ways
for different input types. To import design models
into twin motion. We have two different methods. You can input geometry, which allows you to input
files directly into twin motion in a variety
of compatible formats. The most common being
data Smith, FBX, OBJ, three ds, and even SAP
files native to sketch up. However, you can also create a direct link between
the two applications, meaning to emotion and
your design software, which allows changes to be synchronized between
motion in real-time. When you have
different files open, they will automatically be
detected within the menu. If you need to import semi
models and additional data, we have two different options. First is the landscape method, which allows you to
input data and generate a sculptor bold typography
within twin motion, you can import a variety
of file formats, either as a height map,
images, ordinal data. We're even 3D models
from other software. The second method
involves point clouds, and this allows you to import survey data to directly
visualize existing buildings or site conditions within
twin motion and can also open several
different file types. Let's discuss the
input geometry method from the import tab
within the doc, click the Import button. And on the first tab
called geometry, Let's try and open the file and navigate to
your source file. And the bottom right corner, you will see a drop-down menu showing the acceptable
file formats. By default, it will indicate the first type which will be recognized within
the explorer. However, you can also load up different files by clicking
on the second option. Thus, you can easily bring in your existing content library created and other applications, as well as importing
GeoDesign project. Generally for assets, I
would use 3D S files, OBJ files, or FBX files. These are widely used
in other software. While for projects, unless it is greater than
SketchUp for which twin motion can automatically
detect the SQP files. I wouldn't actually create
a due date as metafile from the source software
using the twin motion plugin. But first, let's see how we
can import this ketchup file. So I will simply click
on it, click Open. And without going further
into these options, simply click Import and wait for it to emotion to
register your data. Once it has finished, you will see in the scene
graph a new container being created corresponding to the file you have imported. If I select it, we can see that it has naturally appear within
the 2D motion viewport. And you can navigate around it. Within the doc, you can
see the file format pink, exemplified by the thumbnail to indicate what
you have imported. Here. All the other phones that
you will import during the course of your
work will also appear. To create a data Smith file type from your design software. Simply go to the data Smith plug-in and select
export your data set. Let's try this within
SketchUp for the same model. Here I have the bus
model in SketchUp. If you also use SketchUp, then you should have installed necessarily dangerous myth
plug-in at the start. However, if you are trying to impart some different software, there are additional data
Smith plugins available. So from the plug-in, we can see export
to data Smith file. This will allow you to create
a new dataset file type. Simply select your desired
file location and click Save. Once it has finished, let's try and import that
directly into twin motion. Again from the input setting. Let's click Import
again within the doc, select geometry, and navigate to the newly
created you data Smith file. We can see it has the same name. And alongside the file type, it has also extracted assets
and necessary textures. As we'll cover all the
necessary options like to run, simply click Import for now, and let's see if
anything changes. Motion will start
to read an extract the data and we can come
back once this has finished. Now, because I have all the same materials
within the model, having important the
same model twice. Motion recognizes this and
it will ask what to do. I can choose to use
the same materials. Or if I prefer, I can use the imported materials
coming in from the new file. Or if need be, I can keep both options and duplicate all the materials
within the model. This also allows me to do this on a material
by material basis. Alright, so this has
finished now and we can see the two
imports side-by-side. You can see in the
dark that different types of formats that
we have brought in. And we can also see
within the viewport, the model being duplicated. For some reason, it has changed
the models orientation. But I think that is just
in the way that reads it. You can see within the scene graph the two
different containers. And conveniently, the SketchUp one also has the file
extension at the end. There is virtually no
difference between the two. However, the advantage of using this method is that you
can easily share that you date estimated file
and packaged assets to another user and you do not need the source application
opened or installed. However, if you do need
to change the design, you will need to re-export a model and re-import
it into twin motion. Next, let's discuss the
direct link methods. To set this up, you need both twin motion and another application
open at the same time. We can select direct link, which is the second tab. And it will automatically detect what source software
we have opened. If you have multiple compatible
applications opened, this will be all
visible in here. So if I click on
the drop-down menu, we can see I have the
sketch, our model, which we have just seen, as well as the Revit model showing the basic
sample project. If I select the Revit model, ignoring the options for
now, let's click Import. As you can see, 20 motion. So immediately loaded
in the Revit model. Because we haven't changed
any of the import settings. We can see how the
import has been brought in with all the
different materials. We can ignore that for
now and let's have a look at the
different methodology. I will get rid of
this plane for now, just so we can fully
see the model. The advantage of this
is that once you go back to the design
software and make a change, you can synchronize the
changes without re-exported in reinforcing all the
information all over again. Now let's switch back to wrap it and make a change
within the model. So here we are in
red and you can see if you have installed the
necessary data Smith pocket, you will see a tab
within the menu up top with all the different
commands necessary to work. So in here, I want to
create a new wall. It doesn't really
matter what you're creating a song as if it's something that we can then synchronize back
into twin motion. Now, I haven't made
any connections. So let's go back into twin motion and let's see
if this has appeared. Okay, so as you can see, it doesn't automatically
appear just by magic. You have to synchronize it. If we go back into Revit, let's see how we can do that. From the data summit tab. We have the first menu
command called synchronize. And this will synchronize
with the direct link. If you want to make sure
that this is connected, you can first select the second menu option called Connections. And this will show you that the model is connected
to 20 motion. Let's click Synchronize. Now, let's go back into twin motion and let's
see what has changed. Okay, so now back
into twin motion, we can see that the wall
has immediately appeared. This works well when you are trying to develop your designs. N1 to both visualize and produce all the necessary
information at the same time. By using the direct
link methodology, you will save a bit
of time having not to reimport and re-export each and every time you
make a new change. The landscape import
function allows you to import height map files
as monochrome images, point coordinate
values as text files, or 3D objects in order to create a specific topography and last deep surface
with a height map, which you can also generate yourself in any
graphics program. We'll use a dedicated online
tool called height mapper to generate real-world
height map data based on real locations. You can generate this
monochrome image. This is representing a
section of the Italian Alps. And we can see the differences
between pure white and pure black and the
gradients in-between, which will generate our
contexts and typography levels. Let's click Open and
see what we can get. If we know what the
overall levels are, namely the highest and the lowest point within
your height map. You can input these values
within the options menu here. The tallest point corresponds
to the largest dimension. So if this was 3
thousand meters, and then subtract
the lowest value from the highest value, thus generate the amplitude. This will then calculate the height of each
pixel based on the brightness value in relation
to the two high values. Let's assume this
is 2500 meters. And click Import motion and will thus generate
the file based on the values hand, mitch type. Let's zoom out and see
why it has created. As you can see, this is a very quick and easy way to generate a very
varied topography. If you have survey coordinates
for your project sites, or even half the model
is another software. You can import a text file for the coordinates or
the model itself. If it isn't recognized
file format, the result will be a
topography surface, just like the one which you
can create from the library, which you can sculpt and
paint within the viewport. If we select this object, you can see two
different commands appearing in the doc will
discuss this later on. However, if the topography
needs to be more accurate and it really
matters for the project, I would personally model that in another program where I can adjust it during
the design process, the project, rather
than rely on grade, but very primitive tools
within twin motion. If you do need just
the ground surface or an imaginary landscape
background for your design, then this will definitely
do a great job. Finally, we can discuss
Point Cloud information. This is a new function in
twin motion as a version 2022 is still being developed as it currently
has limited functionality. If you do have
access to point out survey in a few fall formats, then you can import this and better visualize
the scan data using the presenter to truly experience or review
the space is surveyed. Unfortunately, I do not have any such
information at hand. And it appears somewhat challenging to find a
good example online. But if you do happen to
obtain one and a few of the file formats accepted,
do give it a try.
7. Import Options: After you have chosen to import the file for
your design project, let's discuss the various
input options available. If I tried to Import
Geometry directly, regardless of what file
type this will be, you will see a new addition
to the Import menu, and this will describe the
various different options. First, let's discuss collapse. This affects the way in which information is
structured upon imports. First, keep hierarchy,
will retain all geometry structures
intact as incoming from the design software
without collapsing it. It provides the ability
to select and edit any individual assets or
sub-elements as modeled. What can lead to very heavy
scenes within twin motion, given the high complexity. Let's import this without
changing any other things. And we can see how it looks with the model
having been imported. If we expand the scene graph, we can see the folder, what container
indicating this file. If we expand this, we can see all the different elements
that it is composed of. And if we say select one item, it will be highlighted
within the model itself. And you can see
that you can select individual elements
without being constrained by
absolutely anything. However, let's expand the Statistics tab
within the scene graph. We can see that it has brought
in 2 million polygons, Around a thousand objects, counting around one
gigabyte and textures. I will rename this
container just to make sure that it is the one that
has kept hierarchy. Next, we can discuss
collapsed by material. This uses the materials
applied in the source design file to group multiple objects
and sub-elements together. Condensing highly
complex model structures into simplified structures. We've grouped objects that
share the same materials. This enables a better
management of assets through the scene graph and can lead to better performance
whilst in the model. Again, let's import this directly without changing
any other options. And let's see the results. Okay, Now as we can see, the model has been brought in and it looks identical
to the first one. However, if we expand the container that it
has newly created, and you can see the
previous one with the k-th at the end. To distinguish it. We can see the structure
is now much different. Even though it is
still quite expensive. It does indicate that the structure is based on
the materials that it has brought in rather than the
individual items themselves. So as an example, if I select blue body work, it will select all items
that shared that material. If I select the tires, you can see that it has
selected all the four ones. Whereas if I hide this object and re-enable the one with the hierarchy, get, if I select one of the tires, it will only select that
individual one rather than all the ones present and
sharing the same material. If I select the body work, you can see it highlights
this element or panel individually rather
than what we had previously. Let's rename this one to indicate that it has
collapsed by material. Finally, we can explore the last option
named collapse all. This will collapse all
elements and sub elements from the file into
one single object, but retaining all the material
information applied to it without distinguishing the individual elements
in the scene graph. This is useful when
importing objects and assets where you don't necessarily need the
entire file structure, but less so when dealing with entire buildings
or complex scenes. If we click Import without changing any additional options, let's see what the results are. Okay? Once again, the model
is completely identical, but you can investigate
the structure that has newly created
within the container. If we expand this, you
can see that it is only including one item inside. If I selected, it will select
the entire bus without distinguishing between different elements or
different materials. Now, if I use the material
picker from the toolbar, I can select
individual materials. So selecting the blue body work, we'll highlight that material. Picking the tires, picking
the wheel covers, class. All the materials are
recognized individually. This will be the same case if we expand the previous model types. So if I once again use
the material picker, it will select the
same material. It's like the same
glass, and so on. Now let's discuss some
of the other options. Fixed UVs slash texture
is only a tuple. And this will allow to
emotion to attempt to correct material mapping and
orientation of surfaces. Next, up axis allows
you to define what the vertical axis is
within the source model. As some file types will have
a different app access. You can set this
to auto or select each individual axes as
the defining vertical. Finally, the unit
conversion table allows to emotion to re-scale
unimportant if necessary. If the source file is sent to a different unit system
or different scale. If you set this to auto, you don't have to
worry about it. But if you unclick it, it will give you an
indication of the scale that you want the model
to be re-scaled by. A one factor means that the model will not
be converted anyway. But if you type in, that means that your model was initially ten times smaller, so it needs to be brought up. Or if you type in 0.1, the model was already
ten times bigger. So you want it to rescale it
down to a different size. It's important to note
that twin motion works in either inches for
imperial measurements are meters in the metric system. Using all these options, motion will allow
you to customize and define how your models will
be treated. Font import. If you choose to import the model via the
direct link method. Once you have selected
the source project, you will again be shown
different import options. First, you can select how to collapse the materials
or not at all. Then you can enable
substitution, meaning that materials will
be automatically changed to a preferred set once
brought into twin motion, you can define your own
personal substitution tables using a spreadsheet file. This is a rather
more advanced method and is generally used
in larger offices, where you need to keep all work produced in a consistent style.
8. Materials: Next, let's discuss materials. Having access to an extensive
library of high-resolution, high-quality materials
has an immense impact on the visual quality
of your projects. Together with the
ability to create and customize the raw
materials to emotion, provides the tools to rapidly visualize your
designs in a simple, friendly, and easy
to use interface. I have opened the
demo material library seen built into twin motion. First, let's explore the model
a bit as it will give us an indication of the
materials effects start to emotion is capable of. We can find materials
in the library. So let's expand
the library panel. This will be under the first icon, intuitively
called materials. They will be grouped under many different
categories depending on the type of material. With each type shown with a myriad of different
variations. It'll be great to
explore these at your own leisure to familiarize yourself with what is available. Let's expand metals,
for example. You can scroll this and see a wide variety of different
metallic materials. Or we can also explore stones. And you can see, if
you hover above them, it will give you a
thumbnail with how that material will look once
applied to your model. If you want to see more
materials at once, you can expand the library dark by dragging the grip over to
the middle of the screen. And they can expand
up to five columns. Besides the ones found in
the materials category, we can find additional materials under the quick so
omega scans icon. These are all Photoscan assets, including materials
grouped under surface, which are digital copies
of real life objects, textures, and so on. We can discuss these
in detail later on. To apply materials will
see simply track is selected material
from the library over to the target object, and the effect will
soon be visible. Let's change the material of this wooden desk to
something more stone like. If we go down, go into
marble and granite. And let's select a green marble. Type O one D. If I drag it out, once it hovers above
different surface, it will give you a preview
of how that might look. You can still drive on if
you have a left mouse click. And you will see the effect take place depending on whatever
you are hovering above. Once you have reached
the desired model, simply let go of the mouse and the material will
shortly be applied. The material settings will
appear within the doc. Now, before diving into the different
sliders and toggles, we can first notice
the material preview, this ball object that displays
your current material. You can see the changes
happening here. Even if you don't
have the material applied to any
scene objects yet. In the corner of
the street view, we can see the grid icon. And this will enable the library of all the materials that are currently
applied within the scene. We can also create
new materials from here by clicking on
the big plus icon. If you didn't want to expand
the individual materials, simply click back on the ball icon and it'll give
you the preview once again. To select the material you have already applied
to an object, either to change its settings or to apply it to a new object. You can use the material picker. We have seen this is
located within the toolbar. And if we now want to change the settings to the stone we
have applied to the desk. Simply hover and click
on the material itself. This will be brought back into the dock and we can
change its settings. If you want to apply
it onto a new object, simply drag the ball over
into your scene and let go. Once you have selected
the desired object. When you apply
material to an object, you can either apply
it to the object using the previous material in your scene library or you
can replace it entirely. This setting can be toppled from the first
icon in the toolbar. We can see it represented by the two circles at the moment. And if we click on
the drop-down menu, you can see the two circles
represent replaced material. Or if you want to
apply to object, the icon will only
show a single circle. To exemplify this, let's drag the green marble we have on the desk on to another object. If I then want to track in
a different material from the library with the applied
to objects settings enabled. You can see that I can apply
it over the task without changing the material I have applied to the skirting boards. If I undo. And I want to change the setting
to replace the material. If I then drag the
second green marble, you can see that once I
drag it over the desk, it will replace the material
in the scene and therefore change every other instance of it that's supplying the
skirting board as well. You can also change how the material is mapped
onto an object. This is called UV mapping. From the second toolbar icon, represented by this cross. You can click the
drop-down menu to reveal four different options. We have cubic UV, cylindrical UV, spherical UV, and from object
using the term u, v represents the axes of the texture in relation to the axis of the model in space. Similar to how x, y represent the play. So to UV represent the
textures flat plate. In order to change
the mapping mode, you must first select
the mapping mode and then apply the
material to the object. First, let's select
Cubic UVs and dragging this just not material
onto one of the boxes. If we're getting closer to it. We can see that has
been applied and a fashion that we might expect naturally a wooden
box to look like. However, if we also apply
this to the cylinder, Let's see what the
differences might be. I will drag it from the
material preview and the dock and release it once
it is over the cylinder. Okay. So we can see that for the vertical face of the cylinder is still looks
somewhat like the box would. However, we can see the scene, which perhaps is
a bit unnatural, but it doesn't detract
from the quality of view. However, the top face is much more stretched out
in an unnatural way. Especially when looking at
the mapping on the box. This doesn't look
like it should. Next, we can also
apply it to the ball. Let's strike it from the
material preview once again and reset whilst
it's over the sphere. We can see the same
representation that we can see within
the material preview. Since this is also a ball, it would look a bit natural. However, I'm sure the top, we'll have a bit of a discrepancy to how this
might look in reality. However, let's also apply it to the hemisphere or the cuts here. You can see that it has the
same mapping as the sphere. Next, if we change the
material mapping type, and let's select cylindrical, we can use the same
material preview and let's first apply
it to the cylinder to see if it changes. Unfortunately, it
doesn't seem to do much as the material actually
looks somewhat similar, if not identically the same
as the cubic UV protection. If we select circle UVs
and apply it to the box, Let's see if that
has any effect. Okay, so even with the
spherical projection type, spherical UV, it doesn't seem
to have the desired effect. That is perhaps still a known bug within the newest
version of twin motion. However, if we apply it
to this flat surface, I think we can
actually see there is a difference in the way that instead of this
being displayed similar to how it looks
on these objects, that is actually stretched out because it is
trying to map out a spherical projection
onto a flat surface. For whatever reason, it
doesn't want to apply the same effect onto
the primitive objects. If we try with another
type, perhaps a brick. We can also see this effect. And now perhaps highlights
best how it looks. The different primitive objects. You can see that on the box
it looks somewhat natural. Whereas on the cylinder, it does make it much more
stretched out along this face. Whilst the top one is much more distorted.
In terms of scale. We can clearly see that the flat ground projection is also greatly scaled upwards. However, if we do apply
it onto the sphere, you can see there it is
actually behaving as expected. Now let's select cylindrical UVs and try another material. Perhaps that will actually
override the selection. So if I apply it
onto the ground, you can see that it has
unwrapped in a natural way. On the ground with a
cylindrical UV protection. It works just as nice
as it does on the box. However, funnily enough
on the cylinder, it doesn't really
work as intended. Because instead of it
being naturally shaped, it does stretch out the texture much more
than you would expect. Finally, let's apply from object UV so that everything
will look as expected. And perhaps in a natural way. Let's choose a turkey break and apply it to any of the objects. And you can see
the preview works perfectly as expected on
all but the cylinder. Depending on what
types of materials and what types of objects
you will apply these to. Your results may vary. I'm sure you have noticed that at the bottom of the
screen and the dark, the different materials
settings have expanded. And depending on what
material you have chosen, stopped, the settings
might be different. Regardless. This panel will now
allow you to edit and refine the material
to suit your needs. Let's review what these are and how you can
interact with them.
9. General Material Settings: Having seen how to
apply materials, let's now discuss how to change their
individual settings. Let's start by adding a new
material into our scene. Let's go to perhaps
this planter, expand the library and
add the new material. The material now selected, we can see from many
settings that control its appearance will be
reflected in the dock. Alongside them material preview. We have a range of
different settings, so let's discuss it
these individually. First, we have the color. Now, if you have a material
without a texture map, you could simply
recolor that material. So if we click on it, it will give us
the color picker, allowing us to pick any
color from the spectrum, as well as change its
individual RG or b values. You can input a hex code to
reach a specific color tone. Or you can use the slider to control the variation
of brightness. However, if the material
does have a texture map, this will apply a tint
color on top of that. You will recolor the
entire material. For example, if we change the color here from
the color picker, if we make this slightly more reddish or perhaps purplish, you can see in the material
preview the results, as well as within the
viewport directly on the object onto which the
material has been applied. If you're happy,
simply click OK. But if you want to
store this new color, you can also click Store, and it will appear
within this grid. If you want to
cancel the effects, simply click on cancel. If we have a look, there is a More button here in
the bottom right corner, underneath color, as well as indeed under many more options. Let's click More and see
what this expanse to. First, we have an
option to load, change or remove
the texture map. Simply clicking on
this will reveal what extra currently is loaded. And you can copy and paste
this into another material. You can open the file location, reload it in case you
have made any changes to the original file or
set it to default. Then we can see
the opacity mask. If this material had
any perforations, for example, which you
wanted to see through, could enable the
opacity map to enable that effect or turn it
off to ignore the effect. To exemplify that, Let's
pick another material. And the material library
I will go to grades. And let's choose another object. Actually still on the planter. I will apply grid number two. I will drag this on. And because it has
the opacity mask on, you can see right through the dark spaces within
this material texture. As you can see here. We can clearly see through it. However, if I disable
the opacity mask, now that defect has disappeared. Moving on, we have luminosity, which is presented as a slider, or it allows you to input
the value directly. This allows you to adjust the brightness of
the texture map. If we slide this down, you will decrease the value. Hence the material
will look darker. Or you can increase the value. Lightening the
material a bit more. Grungy is a setting that will roughen up the uniform
appearance of the texture. In effect, it will
superimpose another texture, which will change its appearance to look slightly less uniform. If we increase this, you
will see the effect. This can make it so that the texture applied to
material throughout your model don't look as perfect as normally you would
expect from a CGI, giving them a bit more character
and a bit more realism. Then we have an option
to change the sound. This allows you to change the sample file
this material will make once you walk across
it in pedestrian mode. For example, if I
pick this material, which is a cobblestone, if we go on to bar
and we can see the sound it currently has
attributed is for carpet. However, that is not good. First, let's experience
this without changing it. If I press M on my keyboard, I will revert into
pedestrian mode. You should hear a
very soft sound, very unlike what
we would normally expect from walking on
top of cobblestone. Now, if we are going
to change this, perhaps do something
like concrete or raffle. Depending on what you think
cobblestone might sound like, you should hear the sound profound change as
you move across it. Generally, these settings do help with creating a bit more of an atmospheric field once you create more interesting
presentations. Next, we can discuss
about reflection. This is a slide that controls how reflective
the material might be. If you increase the value, you will increase this effect. And you can see the material starts to be more mirror-like, reflecting everything around it. Whilst by reducing this value, you can see the reflections
are softer, more blurry. And the less you give it, the less reflective it will be. In reality, all materials do have a vase level of reflection, so light will naturally
bounce off of any material. Let's set this to about
thirty-five percent, just so it has a very soft glow. If we click More, you can see there is an
extra slot allows you to insert a monochromatic image that will control which areas are more or less reflective across the
surface of this material. In general, we would refer
to this as the roughness. Currently, it has a texture map already loaded in which
imitates the wood grain. And thus, darker parts of this image will be
less reflective. Then the lighter parts. If we zoom in and perhaps
get a very acute angle. We can see around this area with a reflection
of 35 per cent. You can't necessarily
distinguish much. However, if we increase this, you can start to see that some areas naturally become
more reflective than others. It's a very subtle effect. However, this kind of effect does increase the realism
throughout your entire scene. If you use it with
purpose and care. Now increasing the
value of bit more, you can clearly see
that not all areas around this portion
are equally reflected. As the deeper parts of the
world green would naturally be much less prone
to being reflective, whilst the areas closer to the
surface may be a lot more. Next, let's talk about scale. This slide that can
uniformly scale the size of the texture
map applied to a material. You can also input a numerical
value if you so wish. If we change this, you can see how quickly the texture is enlarged,
the larger value. Or by decreasing this, you will see that texture be
repeated many more times. Under more. We can see we
have additional options. First, we can
rotate the texture. So if we drag the slider, you can see Protection will
rotate on top of the object. To stretch or
reposition texture. We can click on axis, which will expand
into another menu. First we can stretch along
the x or the y directions. So if we increase the values, you can actually see that the texture is much
more compressed. Whereas if we
decrease the value, the texture will indeed
become stretched out. You can see what a
fairly low value, how it becomes very indistinguishable
from it being bored. And you can do
this independently across either direction. If the values are close
enough or identical, the effect will become uniform. However, if one value is much
different than the other, then the effect will be quite different and the texture will
become greatly distorted. However, you can also
move your texture along the x or the y directions. This simply allows you to reposition the texture
in relation to the object's volume so
that you may be able to cover up scenes or change it, become a bit more
randomized or so on. Next, we can add speed
factor to the material. If we expand this menu, you can see you can input speed along x or speed
along y vectors. This will set the
texture in motion and can be super useful for
certain applications. You can see by
changing the values, how different the result MBA. Not all materials will
have the same settings. If we pick another
material and very conveniently have this
glassy texture here. If we use the picker
tool to select this, we can see that instead of
reflection, we have opacity. Opacity is an option that controls how transparent
the material will be. And it has no
additional settings. So by decreasing the opacity, you can make them with you a lot more transparent
and see-through. Or alternatively by
increasing this, it will become more solid. Next, on most materials, you will see a toggle for
whether this doesn't give you any indication unless you actually start to
change the weather. If we set the weather control on any weather effect
within the environment, will have an effect on
top of the material. If you turn this off, clearly the effect will not apply to this specific material. Let's exemplify this by
changing the weather. Don't worry, we
will discuss this in greater detail later on. But for ease of simplicity now, let's make it so that it
is overcast and rainy. Having changed the
weather system to enable snow globe here. We can see that because
the weather is toggled on, snow will start to deposit on
the surfaces that they can, on the object that uses
this material texture. If I disabled when there, you can see that effect
starts to disappear. And this is true for
all whether particles. Once the weather
effect is turned on. The very last section
called settings. Within the material
setting stock will expand to give you a number
of very important features. First, we can
discuss about bunk. Now, if we zoom in closer to this material surface for perhaps let's look
at this cobblestone on which the effect will
be a lot more pronounced. Bump is the material property that generates a 3D
effect on surfaces. Give them that without actually having to
model the geometry, the slide that will control
the strength of this effect. If I decrease it, you can see the effect
immediately take place on the surface with a 0% value, effectively flattening
out this entire surface. If we click More, we can see we have two
additional options. First, it allows you to
import a normal map, an image file that
describes which parts should be reassessed from
the material texture. Then we can enable
the parallax effect, which actually
calculates and displays this effect that we see
on screen. And off. You can see the depth of the material is
much less pronounced. Positive will show up
in some reflections. It doesn't necessarily appear as if the material
had any grooves. If we turn this on, you can see that is calculated based on how you look
at the material. This also has additional option, allows you to input another height map and also a slider to
control the intensity. So if we set this
all the way down, it is as if it is turned off. But if we increase it, you can see how deep it starts
to try to simulate that. And depending on the
type of material, the strength is perhaps
a bit too high. And they no longer represents what we are trying to achieve. In this case, I think a value of five per cent is great enough. Then we can talk about low. This allows materials to
appear MSF, to emit light. This slide that will
control the intensity of light and is
measured in next. You can apply this glow
effect onto any objects. So if we select this with material and increase the
slide that even by one knit, the material will immediately
start to emit light. You can also see
that effect take place in the background
of our viewport where those objects MetLife and also have a very
special effect. Actually, I will
pick this material because it will allow us
to better see the results. Currently, this is
set to a 100 nits. You can also increase this
beyond the top value of the slider simply by inputting
the different values. And you can see with
very high results, the effect of that light is very pronounced
within the model. If we click More, you can see that in this case we can
control the temperature. However, if we go back onto the wood material
and click More, we have a lot more
settings to control. First, we can import a
texture map that will allow us to control which
specific areas are emissive, rather than it being
the entire surface. Generally, a grayscale image works best as you can control the intensity of emissive areas with the brightness
values from the image. If I copy the same texture map that defines the wood grain, and I will go and paste that
within the globe setting. Here. You can see that effect is no longer the same across the entire surface. However, let's get
him closer to it. And also set the
setting to nighttime. If I increase this value
only by five-minutes, you can see the effect of the whiter areas within that texture map be
much more emissive, whilst the darker parts
no longer shining. Anyway. Moving on, we
have a luminance filter, which changes the color
of the light emitted. Currently, this is set to white, but we can change this using the color picker and set
it to any desired color. This will also
allow us to better see which parts are
more or less emissive. Next, we can adjust the
color temperature to make it colder or warmer
in degrees Kelvin. A lower value will change the color to become
more yellowish, orange, ranging towards red with the lowest value
of a thousand Kelvin. Whilst if we increase the value, the color will
become more bluish. We can also enable the
dusk to dawn effect. If we turn this on, and currently I have set
the time to be nighttime. If we set this to
be around noon. You can see the effect
no longer appears because it is set to only
work during the nighttime. Mindfulness is a toggle, enable some materials to have stronger
sharper reflections, thus, replicating
real-life appearance of metals and metallic surfaces. This is based on
the principles of physically-based
rendering or PBR. If I enable this for
the wood material, you can see it tends to
vary darker shade of brown. However, the glossiness effect
is much more pronounced, even if the reflection is
only set to 50 per cent. If we come in closer. And perhaps let's see a area which has a brighter zones so
we can see the reflections. If we increase this, you can see the effect
is so pronounced, it looks like Chrome. This allows you to create a very convincing looking
metal elements and materials without making
them look unrealistic. Under more, you have an
additional texture slot, which can further
control this effect. In gray scale images work
the best in this situation. If I once again paste the
same what grain material. And having this enabled, we can see perhaps by changing
the reflection value, that not every area is super metallic or
super reflective. And response to the Great and brightness values
within that image. The next setting named
two-sided is a toggle that enables the material
to be applied to both front and back
surfaces of a surface. Whereas it normally only
applies it to the front face. If we go inside this planter. Because it only applied
it to the front face, you can actually see
through it as if the internal phase is
do not even exist. It basically makes the material and the object itself disappear. Whilst if you go outside of it, you will see it's normal phase. If we enable this setting, their material will be applied
to the back face as well. If we go inside it, you can actually
see the material is still has some
limitations because you will not necessarily see a solid element given
how it was modeled. This setting can be
very helpful when you only have planar
or 2D objects. Detections will be
displayed on both sides. And it can also
allow you to correct certain input errors
when objects have incorrect surface
orientation and the material or faces
will appear missing. Finally, x-ray forces your
material to be visible to other objects regardless of how much they may be
obscured from your view. And also changes
its appearance by applying a color overlay
that you can also change. If we enable this material
will no longer be what, but instead it will
have this bluish, then you can
actually see through the material because it has
become more transparent. And if we go further
away from it, even go outside, we can
still see the planter. If we expand the More menu, we can see different settings. First of which allows us
to change the opacity, which is currently set at 50%. So if we lower this, the material will
become invisible. And if we increase this, we can no longer see through
the material as much. However, the next
effect called fall off, will control how the reflections work and how much the
edges are defined. If we decrease this
value closer to 0. You can see that the
material actually starts to take on the color of certain
materials around it. And you can see much
more defined edges. However, if we increase
this value closer to one, you can no longer
see anything through it and the edges
become a bit more. Finally, can also
change the color. So having brought up
the color picker, you can manually change what color is going
to be displayed. And even from far
away distances, you can still see
the object there on screen regardless of
anything circling it. This can work great when you're
trying to create survey, diagrammatic, or show objects that will naturally
be obscured by other elements within
your buildings.
10. Special Material Settings: There are some additional
special material set which only apply to very
specific material types. First, let's expand
the library panel. Go into materials and scroll all the way down
until we reach neon, which you can find indicated
by this light icon. This is also currently applied to these objects that appear in the view port flashing
brightly orange. Your materials are
therefore somewhat special depending on which
type you may choose to fly. There are a few that link, ones that are static. There are also wants
to change colors. If we have a look at
the material settings, we can change the color. As we have discussed before. We can change the
scale or be it, this doesn't necessarily
change anything once the material is
one single color, but it will come in handy
for different types. We can change the globe by increasing or decreasing
the slider or the value. We can change the sound
profound that they have and also control whether
they are two-sided or not. If we now apply a blinking
neon to the same areas, you can see that this
flashes at its own pace. However, if we go into
scale and go onto speed, we can see that there is a speed value given
on the y-axis. If we decrease, this
material will be static. However, if we start to
increase this value, flashing will
become much bigger. Please note, there will be flashing images
appear on screen. If you have a sensibility
towards that, maybe skip ahead. So what higher values? This will be very, very fast. I won't go into more detail and you can experiment
at your own pace. For these. There are two additional types. One called police beacon, for which the
flashing color will change from orange to blue. And also a movie
colored neon that will change between all the
different colors, the rainbow. Next, we have a Watson material. So in the library, if we scroll all the way down, we can see right
underneath neon. So we have a water section. Here. You can see there are
pre-made water materials, which if we apply
onto the plantar, we can actually pretend that
and it has been filled up. This material is special
in the way that it stimulates water
and other liquids. With a few preset variants
available to choose from and some very
specific settings. You can see that it also has a very specific animation across the surface
of the material, regardless of how that
surface has been modeled. So we can change the color. You can see how that appears, and we can change the water depths currently
set at two meters. This will simulate the effect of the water or the being
more or less transparent. So if we increase
this value higher, you can see it turns
to a darker tint. However, if we give
this a very low value, you can see this becomes
a bit more transparent, lighter in color, emulating
a shallower body of water. If we click More
additional settings, it duplicates the
water depth slider, but it also gives you turbidity, which simulates
the cleaner liquid or one with more particles. So at one per cent,
at this very clean, if we increase this value, it will become a bit murkier. If we also increase the depth. You can see how that
affects its place. Next, we have a slider that
controls the CO six sides. These are the
effects generated by the light shining through
the liquid surface, reflected or refracted
onto other surfaces. Five disabled the plants. We can perhaps better
see this effect. So as you can see, these waving like particles are actually the
caustic effects. If I turn this all the way down, you can see the size
of them becomes smaller and they
are more repeated. If I increase the size, they repeat much less. Variation is much greater
across a wider surface. If I then move on to
co sticks intensity, this will control the
brightness of this. If I increase this value, you can see the brighter spots. Whereas if this is lower, you can barely see them anymore. Next, we can control the waves intensity
across the water surface. Currently this is set
to a 100 per cent. You can use this
slider or inputs of value directly to change the
intensity of this effect. If you want the calmer or
more agitated body of water. If we click more, because
the ambition of settings, once again, we can
enable this effect. We can change the wave
size with larger values, simulating a much
larger body of water. And lower values making their
waves much closer together. To pay attention
that they do not increase or decrease the height. They are simply a scalar value
across the entire surface. Then we can change the flow direction in relation
to the world coordinates. We can also change
the flow speed. So a lower value will make
the waves move much slower. Whilst the higher value will
increase the intensity. Finally, wind gust. It's an effect that enables
an official type of waves, which, as you can see, replicates the
effect of the wind blowing above the
liquid surface. This works great for fonts and other smaller
bodies of water, which might not have
natural forming waves. The last toggle enable
seasonal effects. This mainly response to
wintertime when the water can. If I let this be enabled. As I change the value from the season from
summertime into winter, you can see the entire
surface as it freezes. All of these materials
settings allow you to treat em perfect each
and every material type. Thus bringing your scenes
closer to realism.
11. Landscape: If you require a more natural
setting for your projects, away from the urban context, you can generate your
own landscapes using the powerful built-in tools
from the library panel. Let's open the vegetation and landscape and select the
landscapes category. These are surfaces that you can sculpt and paint to
create the background, topography, and environment
for your scenes. You can drag either one
of these into the sea and the painting and sculpting tools will appear in the second panel. Let's try with the
slack 1 first. Once this has been prepared, you will see it appear in the viewport and the settings
will appear at the bottom. Let's also get rid of
the starting ground. Using these tools,
you can easily modify the two rings to manually
define typography features, creating mountain mountains, valleys and planes, and
everything in-between. Let's have a look at
the Sculpt tools. Once this section is selected, you can see a few settings
appear in the dock. Diameter, intensity, and shape
of your sculpting brush. In the toolbar, there are also
six modes to choose from. Phrase, big, smooth,
noise, erode, and flatten. Let's have a look
how this works. So when you hover your
cursor above the view port, above the object, let's
have a better look at it. You will see this brush tool currently with the erase tool. Select it. If I move
my brush and hold it. You will see that the
Marines start to move. If I look from a
different angle, you will see this has
started to rise up a bit. Let's increase the intensity. The effect will be
a lot more visible. You can change the
diameter size to widen the brush will
make it more precise. And you can change the
shape from a circle to a smooth circle,
blobs or stains. This will allow you to increase the variety and create more
natural looking environments. If we go on to dig, we can start to depress the topography rather
than increase its size. If you want to smooth
and the results. Let's decrease the intensity. You can create more
smoother transitions. Using noise. You can both race and depressed the
topography at the same time. Let's go with a smooth circle. Let's see what it looks like. If we use a road will
start to dig into the topography without actually changing much of the
defining characteristic. It also smooths it but without making it
all the way flat. And finally, if we use flatten, it will pick the defining
point as the level and then move everything
to that particular level. The painter rain tool has
a similar functionality, but it allows you to paint different materials on top
of your typography object. Expanding this section
and the doc will reveal similar settings
such as the diameter, the scale of the material, its opacity, and the
shape of the brush. You will see a material palette giving you the option to choose from for different materials. And it also expands the materials for ground
comfort in the library panel. First, let's pick a material from the palette at the bottom, such as the grassy ground. And let's increase the diameter so it's a bit more visible. As you can see, you can
very easily paint on top of this surface to change the
material aspect of it. If you increase the
scale or decrease it, you can see that immediately
affected on screen. You can also change the opacity. And that only applies
to the newer brush. So that transition is a
bit more blurred out. Let's use moss Iraq. You can also always play with
the transitions of these to make them a bit smoother or to alternate
the material between them. If you are no longer satisfied. But these foreign materials, you can simply replace
them by dragging another material from the
library into the palette. However, you pay attention
to the fact that you will have to
drop it on top of an existing material thumbnail. As you cannot simply
add it to the palette. And this will replace existing material with
the new addition. Having replaced the grass
with the pebble material, you can see that every word
that material was present, it has now changed
into the pebble one. It will be a good idea to
first define the materials that you plan on using
before you start painting. Otherwise, once you
replace the material, some unexpected changes might happen in your entire model. Let's have a quick look at the other type of topography by first delete this one and adding the rocky
grasslands type. As you can see, this has some inbuilt variation
in the topography. It allows you to
very quickly define more natural looking
environment without having to manually sculpt and define every high and low point
in the environment. However, of course, you
can use this hope tools to more accurately redefine
this natural landscape. But it is a very good starting
point if you want to use your models and designs and an imaginary
natural landscape.
12. Vegetation: Thanks to its incredibly
rich library of trees, plants, and other assets, twin motion can drastically
improve your scenes by allowing the easy
and quick creation of diverse environments. It also features some great
tools that help you create randomness and variation without manually changing every asset, thus reducing hours of work
to just a couple of minutes. The library panel, Let's open the vegetation
and landscape section, where we can find several
different categories of vegetation assets. We have already
looked at landscapes, so let's focus on plants. First, we have trees. And these gives you a
large collection of trees of various species native to different parts of the world. These can be placed
individually within the scene with
automatic rotation as like re-scaling to generate variety
without much effort. Let's simply select one, such as the little leaf, linden. And hover over your viewport and you can see that's
already appear. Let's click once. And you can see the
next one already has rotated and a slightly
larger click again. And now each time you place one, it will be slightly different. Slightly smaller or taller, and ever so slightly rotate it. Once you're happy
with your placements, simply hit the Escape key. In the preview panel
next to the library, you can see how this tree
will behave and how it will change its appearance
based on its age. You can also see a
representation of scale indicated by the
human figure next to it. Has indicated the library
is quite extensive and you can see a large
variety, different species. These come in all
sizes and shapes. If we select one, we can see there
are many settings that affect the
appearance of trees, as they are quite
interactive and responsive to the
built-in weather system. You can change the age of the tree by changing the slider, which changes the height
and its appearance. So let's make this
a very young tree. And not only has it
changed in scale, but you can see the
entire body has changed and more
into a young length. If I again select this
and increase it to 100%, you will see its body
has changed once again and it has a
much fuller ground. If we come in close, you
can even see if there is a slight wind animation that
moves the leaves around. Besides the H, you can see an indication of
the height of the tree. As the tree grows. You can also see how the
size actually changed. This is very useful
when you need to define a very specific height
for your vegetation. You can enable or disable the growth mechanism by
clicking this toggle, which changes whether
this is controlled globally for the
entire scene or not. Next, you can also
change the tint color of the leaves by adding your preferred variation
and even to the bark. So if we can make
it any other color, let's see it up close. And that gives you a lot of
freedom to experiment with. Next, we can turn the seasonal
changes toggle on or off. Which means that as
the season changes, there will be a
different family of the tree that corresponds
to that particular season. Let's have a look by going
into the settings menu. Whether changing the season
from summer into autumn. And already you can see how the leaves turn golden yellow. And if we change this
all the way into winter, you can see the
tree is now bear. Going into spring. You can see all the
leaves now come back. But they are slightly
whiter color or a much brighter color. And as we go into summer, they are a lot more
saturated green. However, if we change this
mechanic on the trees, changing and from auto, you can manually define what seasonal factor and
you would like to see. So currently this will
be the summer variant. And we can make it awesome, which changes just
this individual. And also set this to winter. Finally, you can talk all the
wind animations on or off. If you no longer want to see
this very slight movement. Next, we can have
a look at bushes. This is another large
collection of plants, two different shapes
and sizes that also come in multiple variations
for each species. You can see in the case
of a tropical palm, that you have three
different types, which already have the mechanic
of scale and rotation. But by having different
variations of the same model, you can more easily create a wider diversity
in your scene. If we select one
of these objects, we can see there are fewer
settings to play with. We have sites which allows us to manually define the
size of this asset. And we can also tend to leave and enable or disable
the wind animation. Next, we have two
similar categories. First being class and flowers, and the second detail grasses. They have similar
assets featuring many types of grass and
flowers to add to your scene. Let's expand the first one. And we can see different types and lengths
and appearances of grass, as well as different
funds that will appear on metals and loans. If you scroll to the bottom, you can also see different
types of flowers. Let's select one type and
start adding it to the scene. And you can see it allows us to place clusters of tufts of grass so that we can easily create more variation
and more realism. Then by simply painting the surface with
a glass material. If we come in close, you can see these are mildly detailed and they have some
variation in the texturing. If we go back into
the library and have a look at beta of grasses, there are fewer options
to choose from. But if we select something
like long grass borders, you can see that
the main difference is reflected in the
density of the tough. These being far fewer
than the first time, but they have a lot
more detail with the blade being slightly more defined and bunched
closer together, which is useful when you have to come in for a close-up shot. As an example, here we
have lawn number one, borders has a detailed
class element. And lawn number one as
a normal grass asset. And you can see the
very stark difference. One being much more refined, much closer together, whilst the other being far
wider, spread apart. And the blades having
much less definition. Of course, work in
different ways. For one, you would only place in bunches When you will have the camera really
close to the objects. Whilst the other is
great for building wide environments
where you don't need to see the actual
definition of every asset, but you want to improve on
just using a grass texture. Both types, however, have the same settings as we can see. So first, we can
define the size. And this pretty much scales
the grass blades up or down. If we click More. You can
see that you can also change the type from wild to uniform. The variation is quite subtle. Next, we can change the tense of the
leaves or the plates. We can change the dryness. So at the moment, this is quite fresh. It's quite green
and it's uniform green throughout the
length of the plate. However, if we zoom closer in, if I increase the
dryness to 100%, you can see a lot of variation has appeared on
the length of the blade. Next, we can define whether
the wider appearance of a patch of grass will have
a striped effect or not. This will be more visible
once we will cover larger areas under more. You can also change the angle
and the size of the effect. Finally, we can toggle the
wind animation on or off. The last two categories. Rocks in miscellaneous,
offer a large collection of various stones of
different sizes and various other
types of assets, such as fallen branches
in three stamps, leaves on climbing plants, and other kinds of debris which might find
out in the wild. These do not have any
specific setting. So if we bring in
a wood pile into the scene and select this, you can see nothing can
be changed about this. It merely has to be taken as is. If we bring in a hedge. Again, nothing can be
changed about this. The appearance is set and the same is true
for stones and rocks, which you can bring in. And as you can see, these also have
the same rotation and size, variation dynamic. And also nothing can
be changed about this. Beyond this incredible
collection, there are even more assets to be found in the pixel
mega scans section. Under 3D asset or
3D plans sections, which allow you to dramatically increase the level
of realism and visual quality by adding these highly detailed,
photo-realistic object. We will discuss more on
this topic later on.
13. Creating the landscape: Having access to a
large collection of vegetation and environment
asset is useful, but also having powerful
tools to disperse and distribute them
across large areas with automatic rotation
and re-scaling to generate variety
and randomization certainly takes the process of building your landscapes and environments to the next level in the pursuit of
lifelike realism. For this purpose,
Let's have a look at these two super
awesome tools and the contexts that we can find, the vegetation paint and
vegetation scattered tools. Now let's see how
also these work. Starting with the
vegetation paint. This tool allows you to
create custom brushes, loading them with a
variety of landscape and vegetation
assets all at once. Set up how dense each and
every one should appear, and then simply paint over
in areas of your scene, large or small to
easily distribute them across without the
need for manual placing or additional plug-ins. To create a vegetation brush. We can simply drag
objects from the library, which conveniently opens
on the trees category. So if we drag in a few different types
onto this palette area, now, these will be considered as new assets to be
painted in the scene. You can select each
individual one to increase or decrease
their density. So perhaps I want the Indian
sandalwood to be 50% dense. Japanese see there
perhaps a bit less. European mountain ash,
something like 80 per cent. And both of these last ones
just leave them as they are. It's good to remember that
these do not all add to 100 per cent is just how often each one will reappear
in the scene. You can also affect each individual ones settings by clicking on the
Settings icon. Once you're ready
to start painting, either select one
or multiple ones, and click on the vegetation
paint tool in the toolbar. This will automatically
select all the assets. And you can see the diameter
slider now appear enabled. But let's have a look. So simply start painting
into your viewport. You can see the areas affected by these small triangles
at the bottom. And all the trees start
to appear in the scene. You don't have to do
all the area in one go. So you can also look around, decide where you
want to change or do you want to add
and just continue? And it really doesn't matter
how far apart they are. Once you're happy
with the results, simply hit the Escape key. As you can see,
all the assets are automatically being created
and randomly dispersed. They are also hosted
under one single object. If we expand the scene graph, you can see we have one
painted vegetation asset, and it doesn't contain
any other sub-elements. This helps greatly with
easy sea management. If you also select the object, you can change all of its
settings or add to it. You start to paint again. Or if you're not happy
with some areas, you can simply use the
vegetation eraser tool to remove unwanted areas. You can also add, change or remove assets from the original
painted region at anytime by simply adding or removing new assets
into the palette. Or you can also change the individual settings
for each of the assets. If I want to change
this in-country, perhaps I want
this to be taller. You can see I can change
its individual age and it will be propagated to all individuals and
the painted region. If I want to remove this
japanese see there, I simply select it. Click Delete and
it will disappear. If I want more Indian
sandalwood assets, I simply select it and
increase the density. If I decrease the density, you can see other assets
will substitute it. So the entire object
is actually quite interactive and it allows you
to make changes on the fly. You are not limited
to just adding trees. You can add any
type of vegetation. And lastly, asset. If you want to add bushes, you can simply drag them in. They will appear within
your painted region. And you can add
many, many assets. We can also add the
grass and flowers. And these might take a
couple of seconds to load in depending on how many
assets you want to distribute. And we can also load
in a couple of rocks. And you can see if your
machine is slowing down to in motion will
let you know too. Please wait as it is
trying to work hard to add all of these
assets into your model. Let's have a closer look. And apart from the fact that I have added to far
too many rocks, Let's delete one of them. You can see that all the assets has been distributed within the scene without me having
to add any more manually. So we have a lot of bushes. I guess we can also see
some grass somewhere. But if not, I can always
increase the density. Okay. There you go. It's still trying to load
some of the assets up, but you can immediately see how lush this new
environment is. You can see a lot of
grass, lots of bushes, all the rocks underneath, and a wide variety of trees. Next, let's have a look at the
vegetation scattered tool. This works in much
the same way as the pink brush with
the ability to load up a pallet with different assets and tweak
the settings individually. However, instead of manually
painting over an area, you can essentially
distribute the assets across an entire surface or object
in just a few clicks. Let's have a look by
simply adding a few trees. Because I have a very
wide landscape object which I will paint over. I think I only want to
add one or two types. So let's drag this nickel and a blue spruce. You can select one
or multiple assets. So let's select both of them. And you can then
use the scaffold, our tool from the toolbar to easily distribute
across the target host. And they will magically
populate the entire area. Because my area is quite large, it will probably
take a few minutes. But you can also apply
it to smaller surfaces. Okay. So as you can see, all of my scene has now
been populated with trees at a very light density. Now, imagine having
to place all of these in such a large area. It will probably take
you a couple of hours. And even with the paint tool, it will still take you
quite a fair bit of time. If I go into the air, we can actually see just how many trees have
been added into my viewport. If you want to
increase the density, simply take the scapula tool and click once again
on your target host. Okay, so you can see
a lot more trees have now been evenly distributed
across the environment. If you are no longer
satisfied with the results, you can either Use the
scaffold Remove tool. Let's see. I only want to
remove one of the three types. If I select the blue spruce and select the scaffold remove. If I click on the target
host, click once. You can see that these
have randomly been reduced and distribution
across the entire environment. If you want to be a bit more specific and reduce manually, you can use the eraser tool. This works just the same as with the vegetation
paint tool. So if you zoom closer in, if you want to
increase the diameter, you can simply use
it to brush over the selected assets to
pay attention that it will only remove the blue spruce because that is what
I have selected. So if I then select
the nickel firm, it will only reduce those
and ignore the other types. So it only affects those
which are selected. If I select both, then equally, it will remove both
types of assets. You can always add, change, or remove assets from a
scattered region at any time by simply removing or adding or changing their
settings from the dock. Because I have been working
on such a large section. I don't want to
do that just now. But if I make a new object, for example, a
primitive surface, I want to create
another type here. So vegetation scatter. And I want to scatter
a lot of grass and flowers and
other small plants. Select all of them. Use this catheter out tool and click on top
of this surface. You will see these have
appeared by magic. If I click again, they will increase in density. And if I perhaps want to
remove these two types, you can see the ferry
equally disappear. If I delete the wild grass type, number one, it will disappear
from my entire surface. And perhaps if I want to
add a couple of rocks, simply dragging them in, I can just redistribute
these on the surface. Just as before. It's useful to
know that they are all created under
one single object. Combining the ability to widen, generate dense vegetation
by using these two tools. What manual placement
of assets to perfectly set the
scene and fine detail. You will easily mastered the
ability to create stunning, diverse and realistic
environments for your projects.
14. Urban Context: A few projects are located
within urban environments. Motion can help reduce the time needed to build and
model the contexts. If all you need
are simple mass in blocks by extracting the data and downloading
it to your scene. All thanks to the integration
of OpenStreetMaps. The urban tool is found
within the context tab. And it allows you to locate
your site using the map and then grab the
surrounding area by fitting it within
the selection box. It defaults to a region
and center of Paris. But you can always search
the map by clicking on the magnifying glass and
typing your desire to dress. For example, if we
want to zoom in on the city of
Westminster in London, you can zoom out and
see a wider area. But you can also zoom in to
define a very specific site. Once you're happy with the
general location of your site, you can simply click
the zone to grab tool and the selection box
will appear over the map. Unfortunately, you cannot
change the size of the selection box no matter how much you try to
drag by the grips. So try to fit the
required area within it. Even if it is at a wider scale, then you would perhaps need. So let's pick a location, perhaps somewhere along here. And we can get a
bit of the bridge, a bit of the River Thames, a bit of St. James's Park, and a couple of buildings. Once you're happy
with the selection, simply click Graph and
wait for twin motion to process the selection and
bring it into your viewport. Once this has been
set up and process, the contexts will
appear model as simple 3D block massing
together with road, general and green areas
generated as 2D surfaces. You can see that even a
couple of trees have been added where they are notable
features for this area. Although this generates geometry that lacks refinement in detail. Perhaps on the
general buildings, rather than on some
iconic landmarks such as the Palace
of Westminster. It does rely on open source
data for the measurement. So it is not always accurate, but it most definitely
helps to save countless hours creating
the context from scratch. On top of that, each element is individually editable
in terms of height. So you can then start to refine each element
by yourself in order to create a bit more visual fidelity to the
area that you have captured. These are all individual blocks, so it does give you a better
freedom and flexibility. There are some limitations
to this feature. So it is good to bear in mind if you have
critical work to do. It doesn't seem to recognize bodies of
water at the moment. So even though we
know the river teams is a very notable feature in the area that
we have captured. And instead, it has included this within the general surface, which you can see in the scene graph as
simply a ground area. The unfortunate aspect
of this is that you cannot separate the surface
manually within twin motion. It is one simple, large surface. You can select
elements of the road as they have been brought
in from OpenStreetMaps. However, there is very little
customizability to them. You can of course
change the materials, but not so much the geometry. It also doesn't relate multiple contexts grabs
to stitch them together. So in the case
that I want to add another section which
excludes the first contexts, but is immediately next to it. So we can see that road layout over there being
slightly south of it. So actually let's include it. The new contexts will
simply appear at the center of the scene
as just another group. Let's have a look by clicking graph and
seeing the results. As you can see. Then you import just sets randomly
at the center of the scene and overlaps with what I had
already in the model. If we expand the scene graph, we can see we have the
first contexts and the second contexts
as individual groups. So turning these off, you can see the great
distance between them. You could, if you
struggled a bit, could manually placed them so that they do stitch together. However, if it is
very critical for your modelling that you have
a lot of accurate contexts. Perhaps it is better to
model it beforehand and only rely on this feature when the context
isn't as important. Or you can download a much
wider area to begin with. Regardless of how
you end up using it. I think it's a
really powerful tool and it does allow you to save a lot of time in setting the scene perfectly
for your own projects.
15. Objects: Twin motion features
a vast collection of objects grouped under many
categories and topics, so that you can always populate your scenes with high-quality
detailed assets. And if you don't find
something that suits your needs or must use
a particular asset. You also have the ability to import from your own
content library. By expanding the library panel. We can find objects under
its own dedicated section, where you can find additional
categories. Home and city. The first two categories
is where you can find regular day-to-day
objects covering everything from interior
furniture, decoration, food items, all the
way to urban props, street furniture and street lighting and many
more in between, organized in different
subcategories. Expanding the Home section, we can see furniture and objects grouped by
room and function. Well, in the city category, we can find different types of assets based on what the
purpose is on street, such as benches,
bullets and planters, fountains, street signs and
rubbish bins and so on. Let's have a look at placing some food items which can be found in the
kitchen category, their own food section. So I believe in this scene, having that dining
room table will be a perfect solution to
place a few food items. We can add a few types of bread. Perhaps a slice of pizza, some apples, a few pumpkins, and tomatoes. And, you know, just benefit from the wide range of different
assets available. If we then go into
the city category, perhaps let's have
a look at adding a bench onto this porch. Even though it may not be the most appropriate
type of furniture. Saying that it is far more
urban than this environment. Now is a snapping
gear right there, but something that
we can easily fix. And there you go. These items you can see are very simple to be placed
within the scene. They can be edited using the transform tools
by expanding them in the toolbar so you can very easily move and rotate them. However, if fits your needs, you can even rescale them to better fit the purposes
of your projects. In some cases, you can even
change their materials. However, they do lack any additional
editing capabilities, so there are no particular
settings to change about them. If you want to change the
material, for example, it might work on furniture items more so than the food that
we have placed before. Speaker. Select this would. And if we then go
into the materials, let's make this
concrete, for example, simply drag it ulcer
and it's so easy to change and personalize
all of these assets. The next section is
called primitives, and this hosts a number of simple geometric forms and volumes of different sizes that allow you to easily create
simple block massive or anything else that requires
not that much detail. You can simply drag
them into the scene. For example, as is the
case of this cone. And if you want a very
simple shape here that perhaps is decorative or you plan on building
something with it. Where perhaps, let's
see, that's a bit big. But you want to
place this on top. Who knows for what purpose. That's very easy to do. These again, do not have any particular settings
to adjust and tweak them, but they do take on any material that you
want to apply to them. And as always, they can be changed with the
transformation tools. And as you can see, there is quite a wide variety of different primitive
objects allowing you to quickly make up
some without having to go back into your
design software. For simple assets. Decals are effects
and imperfections, signage and many other types of details that
work like stickers, which you can apply to any surface to enhance the
look and feel of your scene. As you can see, there
are many types of different road signs that you can apply it onto
your road surfaces. But there are also many others that allow you to
personalize and add some damage
items or graffiti. Wall art, puddles,
stains and so much more. To use these, for example, let's drag in
stains number five, we can add some imperfections
onto our concrete cube. Once you place it in the scene, it will apply onto
the host surface. And you can see it adds
a lot of variety to that surface without having to specifically modify
the material. If we select the object, which might be tricky to do simply by clicking
on the surface, but you can find it
in the scene graph. We can have a look
at the variety of different settings available. You will also notice that
the transformation gizmos do your peers so that you can transform these
on the surface. And a very helpful guide will appear to suggest the
plane that they are on. You can also redirect them and move them simply a cost
the target surface, or move them onto another
surface altogether. You can see the mechanic
of placing them over non box-like surfaces and objects as they will struggle
to be applied onto it. However, if we keep to the cube to exemplify some
of the other settings, you can change the
texture simply by loading in the texture map, which is an image file,
which transparency. If we click More, you can change the color. So if we move the picker way, you can very quickly add a
different tint to that cow. And you can also increase
or decrease the luminosity. You can change the size, simplify re-scaling
the sticker image. And if you click More, you can scale specifically on one or the other directions. You can change the opacity to make it more or less
solid or transparent. You can also change the offset, meaning that if
you increase set, you can see that instead
of it being complained, now projects the whole texture
onto a rectangular box. And you can see that it
starts to be applied onto other faces and
other objects as well. If you plan on placing multiple stickers and they
cows onto the same object, you can sort them in order
by changing the slider here. So if I apply the number
for onto the same one, I can now select the first again and select the order number
and set this to one, which will bring it ahead
of the other objects, but which I have
placed more recently. So this works sort of
like a layer system. If we click on settings, we can see some
additional changes that we can make
to this thicker. We can increase or
decrease its reflection. By clicking on More. You can
add a roughness map to it. You can increase or
decrease the pump so that it becomes more or
less three-dimensional. And you can also add
in a normal map to it. You can make this glow with more settings allowing
you to change color and light intensity, as well as to enable the
dusk to dawn mechanic. You can also enable this to be metallic and have more
realistic reflections. You can also load in an additional texture to change the strength
of this effect. The following category
called particles, allows you to place very special assets or
feature particle animation, allowing you to have fires, smoke, and fog, waterfalls, or found injects
constantly moving and adding color effect
to your environments. If we have a look in the model, let's see if there
is any indication of a space that could
become slide please. So here we have a gas stove. So simply click on this. And let's place it roughly in line with
one of the gas burners. Try and place it on
top of a surface. And now let's have a
look at editing this. Try and find the object again, and we can very easily
you re-scale this. Let's do this
uniform me, Bye 0.1. And that's so perhaps
a bit too big. And I think that's the
smallest actual scale, but it will come to you. But you can see how
incredible this effect is. Not only is it
constantly animating, but it also transforms
the area around it, and it is also visible in all
of the reflective objects. However, let's get rid of this one and create
another type. And we can create an
animated waterjet. This will allow you to create very interactive fountain
and water escapes. If you're interested in
creating a more moody scene, you can also create small
fog banks which generate a lot of fog around them
and why they're area. As you can see. By placing these, you can create some very
atmospheric scenes. One thing to note is that
these particle objects do not have any settings and you cannot change their
animation or types. Next, we can have a
look Water object. So by expanding this category, we can see two different types, a water cube and
the water cylinder. Let's click and
Crick one of these. And you can see it looks exactly like one of
those primitives. However, it already has a water texture and
material applied to it. If we select the object
in the scene graph, we can see that it has
two different settings. Toggle to enable or disable. And an aspect setting
which allows us to select from three
different types of water. For number one, number
two, and number three. This is where all the
settings are limited to. However, you will
remember that there are a lot more settings to change when it comes
to water materials. So if we go back and add a new water material
to this new cube, you can see the stark
difference between the two. And the way that you have a lot more variation
to play with. You can change the
water material in far greater detail than you would with just
the water object. However, if it doesn't really
matter how this looks, it is much easier to create a water object and then rescale it by dragging
on these grips. Suit your particular needs. And of course, you have
two different shapes depending on desired outcome. With the option to select
from a cube or a cylinder. In the sounds category, you can find different
sound source objects that allow you to play many different
soundbites throughout the environment to add an
extra layer of emotion. These are grouped for
different types of environments with many
options within each one. So in the people category, you can find environments for urban or retail or
different sorts of spaces where lots of
people might come together. You can even find spaces
for busy ambience, cafe ambience,
crowds, and so on. The nature category,
you can find natural sounds of different environments
such as a column, forest, creeks, fountains,
reigns in storms, different animal
sounds, and so on. And finally, within
the city category, you can find different
urban noises. To use this, simply drag
them into your scene. And once you come
close to the area, you should be able to
hear a sound play out. If we then select the object, which will have a small icon to inform you that it is
present in the scene. But you can easily select
it from the scene graph. You can find all the
different settings expand within the dock. These will be a toggle to
turn the audio on or off, a volume slider to
set the volume. And then the shape of effect
and the size of effects. So if we zoom out a bit, you can see at the moment
this has a very large sphere, 36 meters in diameter. This means that anywhere
within the body of the sphere, you will be able to
hear that sound with various levels of intensity as you come closer
to the source. But you can also change
it from a sphere to a box and can change the size from a maximum of five kilometers all the
way down to a meter. Whilst you have a
very wide selection of different sample files, at the moment, you are
unable to load your own. The final category
is called doors. And this offers a
large selection of different preset doors, either singles or doubles, rotating or sliding,
that can be customized, change their appearance
and which are animated to open and close
upon different triggers. You may have seen
within this model. When we approach this door, it will trigger an
animation to open it and stay open until
we pass through it. And go beyond its
range of triggering. At which point it
will close behind us. Similar with the bedroom doors. As we approach, they will slide open and we can pass through. Moving away, they
will close again. In the doors category, we can find first the two
different types rotating, as we have seen with the
entrance door and sliding. As for the bedroom doors, opening one type, you can see the wide variety
of different sets. So if we want to use the
double rotating number seven, for example, it can very easily place it
within the model. If we move closer to it. You can see has
already been animated. To open. If we selected the object, you can see the main settings
expand within the dark. You can change the style
either by selecting a preset or if you click on More, you can select the individual
styles for the handle, for the hinges, and
for the casing. So do you want to see
hinges on or off? Do you want to change
the door handle? You can very easily do that
or you can even remove it. And if you want to change the casing or
remove it entirely, it's also very possible. Next, you can change
the trigger behavior, meaning that you want it to
be triggered upon approach. Stay open. For stay closed. And if you expand more, you can see there are
different types of settings to change the radius. Let's set this to trigger first
in order to expand these. So the trigger radius is
highlighted by this blue circle. Currently this is
set at three meters, but if I increase this, and now, because the camera is set within this area, the door has opened. If we decrease this value, you can see it being
represented on the plane. You can also change what
can trigger this behavior, such as the camera, a character, or a
custom path actor. And you can also change
whether this happens instantly or has
a very slightly. You can set this all
the way up to a minute. If we set this to two
seconds, Let's expand this. You can see that
now it has to wait almost 28 seconds until
it will close again. Next, we can change
which side to open. So currently it is opening
only the right side, but we can select
right, left, or both. And as we come
close to the door, you can see there is an indication to
show what sides will open and also which direction
we will come close. The radius was set to 0. So we can see that working now. If we click More, you can change which
direction it opens in, either inward or outward. And also the angle, whether you want this to open less than 90 degrees or more. Next, we can change the
width and height of the door object simply
by using the slider or the value inputs so
that you can very easily customize this to fit within your
proposed designs. You will notice that
the door handles remain in place regardless of
how tall you make the door. In this case, the last setting
framing is this activated. But we can use a different doors style that will have a
framing to begin with. So if we choose
style number two, you can see framing now is
active and we can increase or decrease the thickness
and scale of that framing. If we expand the setting here, you can see that you can
change the hinge style, the lock style, the bottom rail, or the top rail to manually and carefully adjust exactly how this door is meant to look like. Beyond these
numerous categories, there are even more objects
for wide variety of uses in the quicksort
megapascals category in the library called 3D assets. These are Photoscan,
real-life objects with incredible visual fidelity
and stunning materials, and allow you to create even more diversity in
populating your scenes. If you need to import
external files model than other applications or
acquired from other vendors, you can use the Import
Geometry method discussed at the beginning
for this use case. Yet your method is to use
collapse or in order to have a single object with a
clearly defined pivot point, but still retained the different
materials applied to it. There are many file
types supported by mainstream 3D
modeling applications. So you can enjoy the freedom
to bring in your own assets.
16. Quixel Megascans: Since both twin
motion and Quicksort are part of the Unreal
Engine ecosystem. They have a tight integration
with regards to using photorealistic
assets developed and hosted in the mega
scans library. These assets are digital copies
of real life objects and surfaces created using a
technique called photogrammetry, which captures even the smallest detail
and imperfections, making it much easier to
increase the photo realism of your projects compared to modelling these
details manually. These can be found
in the quakes omega scans category and the library. The best way to
take advantage of these incredible
assets is to use them straight from the
twin motion library. Here you can see four
subsections of hundreds of assets made compatible with twin motions real-time engine, but are a fraction of what the incredibly
expansive library of mega scans can offer for. These are grouped
under 3D asset, 3D plant, surface, and decals. Each of these can expand into more and more topics
and categories. And more are added
constantly giving you an ever-increasing
freedom of creation. When deciding to bring
an asset into the scene, such as a food item, which we can place
on this table. The first thing you might
notice will be the addition of a small Download icon in the
corner of each thumbnail. This is due to the
assets being stored on the cloud rather than in
pre-installed with twin motion, like other assets, you can
simply download the ones you need by clicking the icon and waiting for
the process to complete. Let's see what type of
baked good we can add here. Let's add very large
loaf of bread. And clicking the Download icon will indicate the progress. When this is ready, just drag the asset
into the sea. Then ask this will be the
first instance being loaded. You will see a
place holder object appear rather than
the actual object. Once you determine its location, the actual detailed object
will be processed and loaded. This only happens the first time any new asset is loaded
into the project. Now we can zoom in
and actually see, now this looks in
much greater detail. If we add one of the
previous loaves of bread closer in for comparison. Whilst this looks very
good from up-close, it does look like a 3D object modeled by
someone very skilled, whereas this actually looks
like a real piece of bread. The texture is much more detailed and the
shape is much nicer. It was actually even partly
submerged into the table. But you can see this is of
a much higher standard. Generally, 3D assets
will function just like objects without any
particular settings. Selecting this bread, you can see nothing will
appear in the dark. You can apply a
different material to them from the library. But this somewhat defeats the purpose as
most of the detail and imperfections are stored in the Photoscan
textures they come with. If we, for example, wanted to make this
bread or something else, something made out of wood. You can of course, drag material over it and it will apply. And you can see how
this was modeled. But it doesn't actually lends itself well to become
something else. 3d plants will generally have
a number of variations on the same type of species so that you can easily
avoid repetition. If we expand this category, Let's try and pick an object. You can see that there
is quite a variety of different objects depending on which subcategory and
topic you choose from. For example, I already have this downloaded and if
I hover over it, it will show you all the
different sub-elements contained within
this collection. You can first pick individual items out
of the collection. Or you can, of course, big all of them to bring
into your scene at once. If I download another
type of assets, Let's go for this
ornamental kale. You can see by expanding this panel that you
can create variations. So if you click on this, we'll start to process
all the data downloaded. And you can see all
the different assets contained within
this collection. If you want to place
this within the scene, for all the collection items, you can simply track them in. And you can see these
appear within the scene. Letting go will start to process them and then you can
actually use them. Most asset will give you the ability to
control their size. And whether they will have the window animation
enabled or disabled. Unfortunately, they are
not yet compatible with either the vegetation
or scattered Cruz. Perhaps given the
high polygon count, mentioned that for
precise insertions, where needed to
boost the quality and detail of a particular shot. If however you want to
use one simple item, clicking the collection
first and then clicking on the individual item
from the collection. You can just place that
by dragging it. Then. Surfaces are highly detailed, higher resolution materials
that work just like native materials into
emotion and features, some of the general settings
to further customize them. If we expand the surface
category, again, we can see different
subcategories per each different
type of material. If we want to make
something out of wood, Let's expand this and you will see even more categories
to choose from. Let's look at veneers. These also have to be downloaded
from the Cloud and they will be stored
locally for you to use on all future projects. Let's have a look at this
oak veneer and apply it to perhaps this chair or any other object
within this bathroom. Actually, let's have
a look at making the bathtub out of what? Simply dragging the material both from the library
onto the object. You will see a
highlighted first. Once you let go of the
mouse, it will be processed. Material will be created. Like any other material. You can choose how to apply it by changing the
projection UV mapping. And let's apply it again. And you can also change the reflections scale
color, and so on. If we have a look at
concrete, for example, you will see many more
different variations of this material type. And if we have a look
at cast in situ, you can see that
these are clearly much more Fareed and detailed. Finally, decals are similar to the natively available
counterparts, working in exactly the same way. Attaching highly
detailed stickers to surfaces to further drive
up the level of realism. For example, if
we have a look at this desert soil scatter, once this has been
loaded, let's apply it. Somewhere on this deck. Simply drag it in and wants to place holder is in
the right location, let go and it will be processed. And you can see these appear fairly natural
and very detailed. If we come in close to them, they almost have a 3D
quality about them. If you look at them from
a slight difference, you wouldn't even be
able to tell that is, It's thicker and not
actual geometry. Another way of using mega scans assets is through
the Quicksort bridge app. Here you can find
a full library of assets split into
more categories. However, it is important
to note that if you intend to use 3D
assets from here, you will find that they are
not as will optimize as they would be once accessible through the
twin motion interface, even though they are
using the same asset. But don't worry, as more
and more assets are being frequently added directly
into the twin motion engine. You can however, make use of the different
material texture assets, such as surfaces, imperfections
and displacement maps. You can find these under the surfaces imperfections and displacements categories
in the side panel. This will allow you to create your raw materials
and twin motion or add additional layers to existing ones to
manually improve them. Imperfections work great in
the reflection texture slot. While displacement x
shares work really well in the bump
normal texture slot. Two people to use these assets, simply click your desire. One, such as this brick
tile displacement. And you can change the resolution of the
asset to be downloaded. And simply hit Download.
Once you're happy. When you first install
and set up this program, you will be able to specify what your desired file
destination will be. Once back in twin motion, Let's have a look at how you
could load in these assets. So perhaps I want to change
this marble texture. If I select it, and I want to go onto
settings, bump, click More. And now let's have a look at replacing the
generic normal map. Once you navigate to
the file destination, you can choose a number of
different texture maps. However, because we want
to replace a normal map, simply select the
one called normal, which will be this slightly
bluish purple color. Once that has been loaded in, you will see the effect immediately appear
within the viewport. If this is perhaps
a bit too large, you can always go and change
the scale of the material. And now you can see how
this has easily brought in February detailed
look to this marble, making it look more like
tiles than simple slabs. Using all of these
incredible assets, you will be able to undoubtedly
take your models and designs to the next level in
terms of detail and realism.
17. Lights: When it comes to lighting
up the spaces in your scene using artificial
sources of light, you can find a
large collection of special objects in the library, in the light section. If we expand this, we can find these
are organized into different types based on how they distribute
light in the scene. You have omni-directional
light, spotlights, neon lights, Area Lights, and finally, different
types of IES lights. Let's discuss each and
every individual type, starting with the omni
directional light. You can simply drag
these into the scene and snap them anywhere
within the model. I have already
placed all of these in space so we can simply turn them on and off to discuss their individual
characteristics. So omni-directional light, uniformly cast light
in all directions. Hence the term omni from a
point or a spherical source. So consider this working as a regular light bulb
when it is unobstructed. You can see that the
entire scene is being lit. A spotlight will project
and focus light towards a particular direction in a conical volume away
from the source. If we select this one, you can see how this starts to project light away
from a singular point. And that's the light doesn't actually spread out
throughout the entire room, but it focuses on
top of the bed. Neon lights, Castlight uniformly in all directions from
a linear source object. If we have a look closer in, you can see the guideline being represented
by this rectangle. At the moment, this is set
to one meter in length, which of course
you can alternate. You can see that light will spread along this entire object. You can even see its
reflection off of the tiles. Just like with the
omni-directional light. The neon light will spread like throughout
the entire room. And every alive,
on the other hand, cost like uniformly
in one direction in a box volume away from the
rectangular source object. This looks similar
to the neon light, particularly if we were to
make the box the same size. However, you will see that light is not predicted throughout
the entire room. So let's make this one
by one meter again. You can very clearly see the
point at which the light starts spreading downward and it no longer shines
anything above this line. Finally IS pipelines are
essentially spotlights, but they specifically refer to the method of describing and displaying lighting
patterns created by real life lighting products. Ies stands for illuminating
Engineering Society. And these slides depend on an IES photometric file that accurately describes the shape and pattern the
light will create. You can find that by clicking
more on the light toggle. And you will see what this
file type is being loaded in. All of these objects, as you have seen, mostly
have the same settings. First, we have a simple toggle. This enables us to turn
the light on or off. And you can even
load the IES file. If you click more, then
you have intensity. This is measured in lumens. You can increase
the brightness of the light by increasing
the slider value. And if you click More, you can also change
strength of the reflection of the source and reflective
objects around it. You can also enable the
dusk to dawn mechanism. Effectively. If we enable this, because outside it
is during daytime, the light will be turned
off automatically. However, if we change
the time of day, this will automatically
be turned on. And in order to see the
reflection, Let's come down. Perhaps we want to see
it within this window. In fact, actually it
looks better within the metallic frame of the store with the
reflection set to one, you can see how bright that is. If we turn this down, you will see no longer
starts to appear. Next, we have a color settings. This is in degrees Kelvin. And if we look at the source and at the
light within the room, this allows us to change
the lights temperature. If you increase the value, the light will become warmer
and tone and much whiter. However, if we decrease the value of the light
will become much colder and more yellowish,
orange and red. If you click More, you can actually change the color or the
tint of the light. And this looks like
a color picker, which allows us to
manually change the actual tone and
hue of the color. Not all settings are
present on all types. So if we enable the spotlight, we can see this has
an angle setting, meaning that you can
control how sharp or white the cone
spread of light is. Currently this is
set to 88 degrees. So if we decrease this value, you can see the guiding marker here starts to become sharper and you can see
the light start to focusing in one specific area. If we increase this, the light will obviously be
spread out further apart. This applies to both
spotlights and slides, which are in effect
the same type. If we select neon lights, we can see that these
have a length setting. And if we also select, I realize these have
a length and a width because one is a linear object and one is a rectangular object. These allow you to define the actual measurement
of the object. Setting meters. If we enabled the
omni-directional light, again, we can see a setting
called attenuation. This is applicable to all types. Apart from neon lights. Attenuation is measured in
meters and is the extent that the light can
reach way from the source currency to
set, to five meters. And you can see this represented
as the fear around us. If we set this to one meter, you can see the sphere
has reduced in size. And because no object
is contained within it, nothing is being backed up. If we track this light source further down so that
it can reach the bed. You can start to see
around the edges of this fear that it starts
to actually look brighter. As we move further away,
the effect disappears. So you can also
increase this value. To be able to spread
the light further away. The shadow stock
enables the light to cast shadows of
objects that it meets. If you turn this on. First, let's have a look at where this light
actually hits objects. You can see that nothing
actually casting shadows. But if we turn this on, you can see that the
light starts to calculate all the shadows based on
objects that it impacts. If we click More,
you can see that there is a toggle for
volumetric shadows. These generate 3D volumes
in the atmosphere and not just the 2D
representations on the surfaces. If we enable this, we can try to get close
into this area here. It's actually quite difficult to create a situation in which we can more clearly see
the volumetric shadows. But perhaps at a later point
we can exemplify that. Next we have a haze. This is an effect that
locally generates particles in the air to simulate light rays passing through a dusty atmosphere and create
a more dramatic effect. If we enable this. You can see the slight Hayes appearing
within the viewport. It starts to move around, suggesting dust particles
moving around in the air. Let's have a look at
the spotlight or an IES like and if re-enabled
shadows on this one. And also Hayes. And even turned on the
Volumetric Shadows that will perhaps allow us to more
clearly see how this works. If we focus in the angle bit more and actually
move it so that it shows us a bit more clearly the shadows
coming from this corner. If we enable more settings
on the haze table, you can see three types. First is the intensity. This allows us to control how intense the haze will appear. Next. You can toggle the speed
and as you can see as such, to move around on the view port for if we
turn this all the way down, ideally, it should stop
doing all of this. Or you can increase the speed, giving it a much
higher pulsation. You can also change the
timing with higher values, meaning that a towels more. So it scales down the sort
of texture and effect. Or if we take this
all the way down, it should appear as a
much more uniform effect. As you can see when we turn
off Volumetric Shadows. The haze effect
becomes quite weird, particularly in the view-port
without it being rendered. However, when we do an
a volumetric shadows, this starts to pulsate far less and it looks
a bit more natural. Obviously, all the
light sources can be transformed much in the same
way as other object types. So you can move them or
rotate them, but not scale. If you do need to
scale or change three dimensional
seconds for them, this only applies
to neon lights, as I've mentioned, where you can change the length
of the object. Or for area lights, where you can change both
the length and the width. Now, be aware that
lighting objects, such as lamps, pendants, streetlights, and so on, do not have a light source
object associated with them. So when you add
them to your scene, they will not actually cost any light as is visible
within the scene. Now, This lamp only has the light bulb and the filament slightly
glowing in there. And so does this one. You can see the light bulb
is very nicely model. You can see the filament, but nothing actually
project outwards. So in this case, you will have to manually pair a light source with an object to reach
the desired effect. In order to do
that, for example, let's use the IES
slide number two. Let's bring this in. And I want to sort of match it. Wet application might be. Let's turn this off so it will
be easier to move around. Okay? And it's enabled us. You can actually rotate it and change the angle so that
it looks a bit more natural. There we go. And let's change this to
something perhaps not as sharp. And we can also change its intensity to something
more manageable. Enable shadows. You can even enable haze, but it looks a bit weird, so maybe turn that off. And finally, you can also apply the dusk
to dawn mechanic. And now if we change the
light and time of day, this will automatically
turn itself on. However, if we are to look
at this lamp in more detail, you can see that it
starts to project light. But if we come close to it, than light bulb is
actually turned off. So there is no actual
natural mechanic here. In that case, we have
to do some tweaking. Let's have a look at
the material glow. This was discussed previously
elsewhere in the course, but in effect, it allows materials to generate
an emit light. We can see that the
filament that has a very, very slight glow to it. So let's try and go in closer. Perhaps we may be
able to change it. I want to right-click on
the object and isolated. Now let's try and pick the
material from the filament, see if that works in any way. Here we go. So I
managed to actually select the light
filament material. Now, if I go all the way back and I want to click on Settings, and we have the closed set in which we have
discussed in the past. This is now set to ten minutes, which isn't nearly
bright enough. If I turn this to
dusk to dawn enabled, so that it only starts to
work during nighttime. I want to set this, do something far brighter. So something like a thousand,
five thousand nets. It's perhaps a bit too
small really to make any difference because it's
only a couple of wires. 10 thousand nets doesn't really make a
difference, does it? If we isolate this, we can see there is
no real difference. But perhaps we can
create a new material. Click on the grid icon to
see all the materials. And let's click on
the plus button, make a new material. Actually, we might
be able to create a translucent material rather than a new and the type
of material because we want to have something
that's slightly transparent. So I'm going to try with this blue lacquer
glass and actually change its color to
be simple white. The unfortunate thing is
that you can't actually make both transparent and glowing
materials currently. Perhaps that will
come in the future. But if we make this
glow very brightly, let's say 50 nets make this double-sided and
apply it to the light bulb. Makes sure there's only
becomes dusk to dawn enabled. And what we want to
do is actually go and re-enable the IS life and
match the color profile here. So you now have to replace this further down because the material is no
longer see-through. If we select this, make sure again, this has the same light
color and temperature. Now, it looks much more natural. If we turn the light off. You can see the light
bulb still shines, but it doesn't cause
any light at all. So as we can see, different types of materials and the special lighting objects
work really great when combined to create a
more natural feeling and a much more natural
working system to light up the scenes
in your projects.
18. Lighting and Environment: By default, when motion uses a digital sun and sky model
to light up the environment. This also enables
the weather system, which will expand on shortly
as the version 2022. You can also use sky domes
to replace the sun and sky model with an
HDRI photographs of our real sudden sky. The natural lighting
conditions in the scene will depend on a few
factors and settings. From the Settings
tab in the dark. You can affect these from the two sections called
lighting and location. Let's talk about the first one. Here we can see all the
settings that affect the sun's light characteristics and how it is interpreted
by the camera. Sky dome is a new feature, as I've just mentioned,
and it gives you access to a specific settings
once enabled. We'll talk about this in
more detail later on. The exposure slider
allows you to change the exposure values
in the presented camera, controlling how light or dark you perceive
the environment. You can change the slider
or input a specific value. With lower values, making it much darker and
higher values, adding more light, but blowing the image out of
proportion and burning it. If you click More, you can toggle auto
exposure on or off, as well as set the values. Once again, if we
set this to off, you can see this is
by default at 0. So if we increase this to
meet the requirement inside, once we go into a darker space, such as inside, we can see that the lighting
condition doesn't change. However, if we then
turn auto exposure on, we can see the scene
automatically brightens itself up plus adding the
exposure correction. So it's best that you either manually set the exposure
values depending on the scene or leave it on auto exposure and just leave
the exposure value to 0. This will give you a much
more natural looking image. Next, we can talk
about white balance. This changes the white
point in the image based on the light's
temperature in degrees Kelvin. You can see this is currently
set to 6,666 degrees. So we can change this by
increasing the value of making the light appear much warmer
and hence a bit yellowish. And if we increase
this by a lot, you can see more
warmth in the image, more orange tones
and the highlights. Whereas if we decrease this value and if we go
beyond the original value, you can see everything
starts to be called. The light is much more bluish and it just gives you a
more stock appearance. If we decrease this
value by quite a lot, reaching 5 thousand
degrees Kelvin, you can see it's actually
starting to be a bit new green. The sun intensity changes the actual light intensity
generated by the sun. Irrespective of the exposure, you can change the
Sun's strength by changing this slider. So currently this is set at ten, but if we set this to one, Let's see how it looks. And as you can see, it's a lot darker. And even with auto
exposure set you on, it still gives us quite
a dark environment. Let's set this to 15
and see the difference. It's not much better
than at first, but definitely a bit brighter. And you can see in the
highlights they are a bit burned out. Especially outside. Something just on the value of ten perhaps works quite nicely. If you want a soft
balanced image. If we click More, we can see the intensity
of the sun's reflection. And this will impact how the sun is represented on
certain objects. Let's have a look where
the sun is located. So it should be visible on one of these windows or perhaps in the
glossiness of the roof. If we start to decrease this. You can see the reflections
across the roof and even a bit in the grass
and over the windows. Such student finishing string. If I increase this, you can see all the
glossy edges and all the sheet
starts to come back and give it a lot more life. You can also change
the size of the Sun by increasing or
decreasing the value or dragging the slider. So if we have a look
directly at the sun, which is quite above us, currently set to 0.54. We can define it as that range. But if we increase this to You can see it
physically changes in size, increasing
dramatically. So generally helps when you have the sun
visible in your shot, whether you want to create
a very specific look. However, if that
is not a concern, you can just leave this
at a value of one. For something more realistic. The moon intensity can also
change the actual license and city generated by the moon
irrespective of the exposure. So if we set the time to
something like midnight, Let's see if the
moon is visible. Okay, there we go. Currently
this is set to 1.5. So if we increase this
by, let's say five, you can see just
how much brighter the entire scene and the
entire sky has become. If we have a look
at the house again, set this to 1.5. Again. You can see the entire
environment is much darker. Again. Playing between the
sun intensity and the moon intensity does help
to create a different field. If we click More, we
can see we also have a slider and then value inputs
for the stars intensity. Currently this is set to one, but let's increase
the value here. And perhaps it is very faint, but we can see a lot more
stars in the background. The subtle ones that will
usually just dust booking. And the maximum
value here is three. It doesn't go higher than this. Having set that to 0.5, we can see around this area that they are much,
much subtler. Now. Finally, the ambient
slider controls how much the ambient light cast by the moon or the sun is going to be present in the scene
and affect other objects. So now this is set to 0.5. If we set this to one, you can see slightly on the area above the
roof, start to change. This to two. Again, it will
change a bit more, become a bit brighter. And the maximum value is two. But setting this back
to its default value, you can see how much blocker
it is now by comparison. Now, let's talk about location. Here is where you can change the real-world information
about your project. You can relocate the
project anywhere in the world by changing the
pens location on the map. And this will have an impact
on the sun and sky model. Has it responds to different
latitudes or hemisphere. Currently, this is set somewhere in France,
perhaps in Paris. But if we drag the pen
somewhere else in the world, you can instantly see how
the environment changes to adapt to the sun's
position in the sky. So if we have a look, It's almost for 20. If we place this
somewhere in Canada, somewhere up north, you can see how the
sun changes again. Overall, it allows
you to manually set up the location
of your project. What you can also be more specific and search for
the exact location. We can change the time of
day or using the slider, or as we have seen, by using their facial
styles menu here. You can just input the exact
time or use the slider. Next, we can also
change the month. And you can only use
this slider in this case by alternating between the different ones
in the calendar. As you can see, this
only has an impact on the sun's position in the
sky by setting its altitude. It doesn't currently affect the weather as that is
separately control. The North offset will allow
you to manually rotate north direction if
the project was not rolled aligns to precisely set
the direction of lighting. The compost on the side
of the screen will indicate what the north
direction is like the red arrow. And currently this is
aligned with north being. That way. If we change the slider, you can see that the compass
automatically changes and rotates to address
the actual location. And you can also input a numerical value
to be more precise. Finally, we can change
the background, which is the image
displayed at the horizon. Currently you can
see this image of mountain scape just to define
the edge of the world. But if we click this
button, we can change it. You can choose from a
default set of images. And unfortunately, you cannot load your
role at the moment. But these generally do suffice. And if you're not satisfied
with any of them, it's easier to just
have it on none. This will allow you to see
an infinite plane without being constructed by
the limited choices. If you are using a
background image, you can also rotate it by using the slider or by inputting
the specific value. The weather system
entered motion is a very spectacular feature
allowing you to change the environmental
conditions without difficult post-processing or any special purpose
modeling and texturing the visualizer designs in
any methodological scenario. So still from the settings tab, the fourth icon will guide
you to the weather system. Here we can see the
different settings that affects specific commands. Whether slide that controls
the actual weather effects. From sunny to slightly cloudy To overcast and
rainy to an absolute storm. And just as the rain
starts to break, back into cloudy and
back to a sunny day. The next slider controls the actual season from
somewhere to autumn, winter to spring, and all the
way back to summer again. If we start here, Let's see how the
weather changes. You can see how some of the deciduous plants and trees start to
change that color. We can see all of
these nice yellows and goals and oranges. And as we move closer to winter, you will see, Let's
now start to appear. And some of the trees will
start to lose their leaves. Snow will cover
absolutely everything. And you can go then
back into spring. Some variables,
something at all. While some of the snow
will still be persistent. Some trees will have a face light variant
for spring season. However, most of them
all just spring back leaves and half the
normal summer appearance. The following slider controls
the global growth level of trees and vegetation for those
with the cross toggled on. If we have a look tree, you can see the
cross toggled on. So if we then go back into the weather system and we start to change the slider from
50% all the way down. You can see how it affects
all the trees at once. If I select the same
tree again and I stapled on the PS3 specifically, you can see it defaults
back to the Age that is set manually on this
exact individual. Let's turn this back on. As it is always better to control the settings globally
rather than individually, unless you have very
specific purposes. You can set this to
a 100 per cent and you can see how the mature
landscape pulled up here. Under Effects. We can expand to see other environmental
setting settings. First is the wind speed. And this will allow you to alter the wind effect on vegetation
when it is toggled on, it is still quite subtle. So if we have a look closer to southeast grass and pushes, you can see they slightly Chico and the movement
of the briefs. If we increase this, they start to move
a bit more rapidly, but not to some drastic effect. The maximum value for
the speed as five. You can also change
the direction from which the wind blows. This effect is
very, very subtle, and it doesn't really matter
how much you change it. It's not really going
to be that visible. Smoke sex, the atmospheric
fog intensity. So currently this is set to 15, which means that
at the horizon you will start to see
everything blur out of bed. But if we increase this, it will start to be
a lot more visible. It will start to fill up
the entire environment. This will allow you to create some very atmospheric shots, particularly coupled with some very specific
lighting effects. And we can discuss
about particles. This is a toggle that
controls whether rain and snow effects
are visible or not. So currently this is set to on. So if we set the weather system
to overcast and raining, you can see the
actual rain effect. And if we turn this off, that affect all goes away. So you can't see the rain drops, you can see pebbles
on the ground. It doesn't really work anymore. With the effect of Naples, you can see puddle
start to form on the ground and on surfaces that can be affected
by the weather. On the roof, it catches all of that glossiness from
a wet material. And if we are to actually set the weather to rain and
the season to winter time, you can see it actually
stops to snow. So you also get these
particles in the environment. So it can be more abundant or a bit sunny whilst it also snows. You can create some very
wonderful environments. The last setting
is called ocean. And it enables a
whole environment, body of water that
simulating the ocean. What specific settings? So if we enable it, ignore for a second
the fact that we have a large body of water. If we enable the ocean setting, you can see another
infinite body of water will appear at a height of one meter
beyond the origin point. So this has flooded
the entire scene. If we set this higher
to say ten meters, you can see we are
completely submerged. And this will stretch out until the edges of
the environment. You can also change the
aspect between a few presets. This is currently
set to clear river, or we can make it look
like the Atlantic Ocean, which becomes a bit bluish. Different types of river, tropical seas and so on. But this April, this effect. And we can clearly see
from the scene graphs, just for the sake of it, that this was just part of the model rather than
a tread motion effect. Using all of these mechanisms will show me alone to recreate any number of
scenarios in climate and showcase your projects
in the best light.
19. Skydomes: A new function in twin motion, but by no means a
new concept for architectural visualization is the integration of sky domes. These can be found in
the new category in the library and our group
under different times of day. If we expand the library, we can see the new category
called scutum here. And as you can see, these are grouped under
morning and afternoon. Noon, and low sun, meaning either task
or Dan's situations. From the Settings
tab. In lighting. We also have the feature
called sky dome. These are effectively
spherical or hemispherical photos taken
through specialized process in natural real life
conditions to capture the details and variations
of our real sun and sky. These rely on HDRI or high dynamic range
images in either E, XR, or HDR file formats. Typically, train motion uses in digital sun and sky model and a complete weather
system to allow you to generate different
environmental conditions. But in some cases, you might want to rely
on real information. Using a sky dome comes in handy, but it will overwrite
the real-time engine. So you won't be able to change
the time of day as usual. To add the sky dome. You can either go into the library and select
your preferred one, or from the lighting settings. We can enable the sky dome. Let's try this method first. If we turn this on, we can see that it will already apply
something by default. But if we click More, we can see all the
different effects. Now, let's go into the library and choose something
with a low sun. Expand this category and you
have three other options. Depending on the weather. Clear, cloudy, or overcast. Let's go for something cloudy. Now, what you will see is a
range of different images, but these are not actually
stored locally on your machine unless you have
previously downloaded them. As with Quicksort
micro scan assets, you will need to individually download these before
you want to use them. As I have already used this one, we can simply drag it in and replace the
one in the preview. And as you can see, it has dramatically altered the look and feel
of our environment. We can see a much nicer sky. The sun is much brighter
and very orange, and we can clearly see this
approaching the sunset. Now what the sky dome
add it to the model. Let's discuss the
individual settings that we can see in the dark. Obviously, we first
have to preview and this will allow
you to interact or reload the image file or to even loads one of your own from
your personal content library. If you click on the
three dots icon, you can simply go and open. And it will allow you
to load in thought EXIF files or that HDR files, which are called cube maps. Next, we can discuss about the intensity or the
strength of the images. Currently this is set to five. So as we have seen previously, we can increase this value to alter it the sun's intensity. Or we can decrease it to something lower,
let's say three. To diminish the level of brightness and overall
light in the image. If we click More, we can also change the
level of ambient lighting. The next double hold, much sun will automatically match the sun within
the engine to the light source at
the same location and direction as present
in the sky dome image. This is to ensure
that the actual light comes from the same direction as the brightest point
within the image. And not to have two
different sounds on the sky. Rotation will allow
you to rotate the hemisphere in
order to change the direction of the
light in the scene. You can manually set the value or you can
just use the slider. The following toggle named
sky dome effects like ink. Very intuitive, might I add, allows you to toggle whether
you want this guy down to affect the overall
lighting within the scene, or whether you simply want
it more as a backdrop. We can see over in the
background across the lake. If we turn this back on, it starts to increase
in brightness. And I think it generally affects the global illumination
in the scene as well. You can also turn on or off the general smoke
within the scene. If we set this to off, it doesn't immediately
become visible as we do have a
background image. But let's play. We can distinguish something
over at the horizon. If we change the background
to none, we go back. We can see with the
smoke turned off, the horizon line is
just a clear cut line. Whereas with smoke, you see
a bit of a blurry edge. Whenever you wish to go back to the pen motion in
engine sun, sky model, you can simply
change the setting from on to off and the
Lighting Settings tab. And this will revert back to the default settings
that you had previously. Generally, the sky
dome does allow you to create a much wider
variety of scenarios because the lighting
conditions are captured in the real-world and more accurately represented as opposed to something that's
simulated by the engine.
20. Characters: Thanks to its incredible
real-time engine and the ability to
display dynamic objects, motion also has an
expansive library of character models
of different types, as well as a multitude
of vehicle models. This allows you to create rich dynamic environments
with these in the library. These are split into their
own categories, characters, and vehicles, each with several subcategories
depending on your needs. First, let's have a look at the most important part
of this conversation. And perhaps of architecture
as a whole are people. In this case people models. So populating your scene with enough people to give them
life to interact with the buildings and
the environment is a key strategy to creating
realism in your projects. There are several types
of characters and they have different use
cases and settings. First is the animated humans. Let's expand this
category and have a look. And limited humans are the essential assets
for your models. As they are not only highly
detailed 3D characters with multiple color schemes, but they're also completely animated with many different
actions and poses. Let's place one within the model and investigate this further. Now, let's select it and see what the different
options are. First, we have cloths color, and this gives us a range of
different presets schemes. So even if you choose to have the same model repeated
in your scene, at least it will be
more valid and it will be harder to spot
identical copies. We can see that this model has five different presets
and it basically just changes the
color of the clothes. Next, we can change the pose. And there is a range of different poses for
your character. So they appear engaged in different activities
and positions. We can see we have speaking, which engages the
character in a speech with another character setting. And in this particular case, we do not have a chair model or any city model underneath
the character. So you can see how this
might actually work. If we, for example, move the character over here. Or perhaps inside the house, where we do actually
have a chair. Depending on how well you
position the character, it will start to look
quite believable. Another pose is dancing. And you can see how much fun
this character is having. Then we'll skip over
one and go to walking. And this will be helpful when
we discuss custom paths. And let's see the special pose. Now, this character appears
to be giving an interview. However, if we go and select
any of the normal ones, we can discuss the
final setting here, which is called animation. This offers a range of
different animations for each pose to add an extra
level of variation. So when the character
appears to be speaking, you can choose from two or
three different animations. If the characters dancing, they have multiple
dancing routines. If the character is walking, they can either
carry some luggage, precise them, talking on
the phone and walking. Walking normally,
having a shopping bag, maybe even playing
on their phone. However, something
really incredible happens when you select
the special pose. And you also change
the animation type. So all of a sudden, this character appears
to be playing the piano. This is something that changes from character to character as different models will have different
special animations. For one, this one
appears to be giving a concert or to be doing a job. In this case, reporting
from the scene. If we place another model, this individual will of course, have different
special animations. So for one, we also see lying here as the character
lays down on the floor. And of course this has
different variations, but let's have a look
at the special pose. This also appears to
be playing the piano, but you can see this character has a lot more
special animations. They can also write a scooter. Fits and pigeons. Take photos, have
different poses if they have limited mobility. With either an animation
in motion or a static one. And also have a job. And coincidentally, this is the camera man to our
initial reporter. So as you can see, there are many
ways to bring life into your model and to create some very dynamic
environments with people engaging in a multitude
of different actions. Next, let's have
a look at groups. These are groups of
animated humans of different sizes and suggesting different activities
the characters might appear to be doing. Let's have a look at one. Perhaps these people that
are standing in a queue. As you can see, it allowed
me to very quickly place a lot more models
at the same time, rather than placing them individually and
arranging them in line. If we expand the scene graph, we can see that
originally we have placed Helena and isn't individually, and they appear as two different assets
within the scene graph. However, we also have
group number seven, which is the cost of
people that we have placed pretending
to be an acute. You can see that I can
select the group number seven and move it along
anywhere within the viewport. But I can also individually
select some of the people if you already
have the group selected. So if I click
elsewhere, click it. Once. It defaults to
selecting the group. If I then click the
person individually, it will allow me to select
one character at a time. When you select the
individual characters, you can see that all of
the settings discussed before appear and are active. So you can change them
for each character. But if you select
the group itself, you can see there are no special settings to
define the whole group. If we scroll down into
the library panel, we can see that on a few different scenarios
that have been already good, we can see a group of
construction workers, a family with children
playing around them, a group of people engaging
in different activities, groups of children
playing and so on. Then we can discuss
about post humans. If we expand this group, we can see again 3D characters. But if we place one
individual within the scene, we can see that these
characters are not dynamic. In fact, they are static 3D figures posing
for different activities, but without any animations
or any setting. They use case for using. Either of these will
perhaps come down to whether you want to create
a dynamic environment. So that whenever you
extract images or videos, people engage in
different activities. And every time you export a
view, it will be different. Whereas if you prefer to use
static character models, there will always be the same
and in the same locations. Next, let's have a
look at cutouts. If we place a character
in the model, we can see some things
very strange appearing. If I look around in the
model, in the viewport, this character will
always turn to face the camera as it is. In fact, it to the cut-out image that is preset to face
the camera at all times. This is something you might
find as a legacy method. Or if you have been using some modelling
software in the past, where this was the only end the default option for
people and entourage. But with more recent
and modern software, you can also have 3D characters with
highly detailed models. One aspect of these
cut-out characters, fact that they have an option
to turn the picture on, as we can clearly
see now or off, which allows you to create silhouettes rather than
fully dynamic people. You can also change
the texture if you prefer to have a different
picture on them. Or you can change the
color of the silhouette. Now, this functionality is a
lot better, in my opinion, because it allows you to create diagrammatic images and models. And by having
silhouettes of people, it does not detract
from the model or the spaces that
you intend to create. And it's in fact enhances
them without adding far too much realism by creating environments
with 3D people. Finally, we can see
animal characters, and they offer a number
of different types of animals that you can add to
your scene for a bit of fun. We can add Margaret, which is a lovely cow, or we can add to our model. And you can see that even
the animal characters are dynamically animated. This cow will appear to
be grazing at the moment. So we can add some friends
to create a small farm. Here we have Kate, the
front of the guilt. Or we can even add,
therefore, the mischievous. As you can see, there are
many options to choose from, but there is quite
a lot of variety. So you can add domestic animals, fish, birds, and
even butterflies. They do not have any options. So there is nothing that
you can change about them. Regardless, they will
immensely help in creating a much richer
environment regardless of the type of project
you might be working on.
21. Vehicles: The second part of having
believable onto Russian you've seen is achieved by adding
high-quality vehicle models, especially when
representing urban spaces. And having access to
a wide variety of different types of
vehicles is even better. In the library model, we can see the vehicles
category by itself. So if we expand this, we can see there are many, many different
types of vehicles. First, there are cars. These are regular
personal vehicles of different sizes
and body types. You can simply add
them on to your scene. And as you can see, with each new instance, the color might change. The rotation of the model
might also change a bit. If we select one of the models, we can see that we have only one option allowing
us to change the color. If we expand this, you
can see a wide range of metallic paints
specific to cars. If we tried to use
the material picker to select this model. You can see that I'm practically selecting through
the car itself. It will not allow me to change or even pick the color material. I can't pick the class, I cannot pick any of the
additional materials. So be aware that what
you see is what you get, but what you can
change the color. Next, we have buses, which offer a variety of public transport
and coach vehicles. These are great for
when you are trying to create urban environments and want to define public
transportation or mass transit options. If we select the model, you can see there
are no options. But in this case, if we do use the
material picker, it will allow us to pick out and change the
materials individually. You can see this model
in particular also has an advert on the side of it. Some of these materials will
be much more complex as they are mapped onto the whole object
rather than locally. But at least there is an
option to change them. So if we pick the
red, pink color, we can actually
change the reflection or even change the color. You can change all the settings, like we have discussed
in the past. We also have the
option to place boats. So if we expand this category, we can see a wide variety of
vessels of different types. What is slight
rocking animation? If we place one in
the model and it helps if replace
it over the water, make it more believable. You can see that this
vessel starts to move slightly to suggest
that it is indeed floating. This is valid for all
the different types. As you can see, some have a much more subtle
movement and others. So as you can see, there is quite a large variety
in terms of sizes and models allowing you to create
much more valid scenarios. Now, let's discuss aircraft. There are a few types
of hot air balloons, lanes of different sizes. And even a helicopter model. If we place one into the model. And let's have a look at
this hot air balloon. You can see that this
is not animated. Coming in closer to it
and selecting the model. No actual setting will
appear at the bottom. In the dark. However, we can select the
materials of the model. But this is not founded on all the different models
as placing an aircraft. And let's try to match
it onto the bridge. And selecting it, you can see how many different settings
will appear in the dark. This is particularly great when you are working on
airport projects. You can change the lower color. The upper color. Let's make it more visible. The tail color and even
the engine colors. You can also turn the
lights on or off. You can see that lies underneath the random model, go on or off. One thing to note on
the aircraft models is that there are
in fact two types, one that is flying and
one that is parking. The only real difference
between them is that the flying model has its
landing gear retracted. Whereas P path model will have the landing gear extended so that it can touch the ground. This allows you to create more believable scenarios in which you can place
the models high up in the sky without
being burdened by landing gears
and other details. The two-wheel category gives us a library of
different cycles, as well as motor bikes and
scooters to choose from. And we can see that
neither of these models has any real setting to
change its appearance. However, we can pick the
materials and change them. Suit all prefer needs. Next, we can have a look
at construction machines. They offer a range of different structural
machines and vehicles, especially useful
when you might be visualizing the construction
phase of your project. There are original variance
to some models with European and American
type vehicles. And there are also static
animated variance for some of them will indicated
within the library. If we place a EU
type dump truck, we can see just how
detailed this model is. We can also place
equivalent American model, one that is actually
also loaded. You can see you have
variance where they do not or they do
carry some ballast. Having a look at some
of the animated models, we have, let's see, a track loader that is static, and also one that is animated. So let's turn this one around. You can see that at this, trying to work hard
to clear the debris. You even have unlimited
cranes or static reigns. And the sheer scale of
these is quite impressive. With the construction machines. You can also change the colors and also change the logo
displayed on their sides. As you can see,
most of these are the typical construction
yellow or construction orange. And at the moment
they just simply have a logo calling the
company still, but you can also load in
your preferred images. Finally, let's discuss trucks. There are several truck
and trailer models with both European and
American variance. If we select these, again, you can see that there
are no specific settings, but we can manually change
the color of their materials. As you can see, there are different types of
trailers or systems. And they can also be detached or attached to the
individual models. So you can have a US type
truck that is driving a system or a European type Lori with a container
on the back. Having access to such
a wide variety of different vehicle models
does give you a lot of freedom to fully express the dynamic environments
that you will be creating.
22. Paths: While directly placing people
in vehicles into the scene, can greatly help to populate your designs and make
your project stand out. There are a few tools
that help you take these to the next level and
bring the scenes to life. These tools are called paths, and they allow you to define movement routes for characters of vehicles, four
different types. Depending on the
assets they use. Characters, vehicles,
bicycles, or custom paths. You can find this section in the context tab within the doc. For now, let's have a
look at character plants. Then you can select the
Pen tool from the toolbar. And we can start to draw
within the viewport. You can see that it
allows you to create nodal points simply by
clicking within the model. And the actual path will be generated in between the nodes. Once you are happy
with the path, simply hit the Escape
key to finish. You can create
either a to B roots, meaning a linear path
between two destinations. Or you can create loops simply by coming back onto the
first starting point. If you need to change the path after the initial creation, you may simply select some of the notes and you can
move them around. You can place them
high up in the sky. Even though, as you can see, characters at the moment do
not start floating around. And you can even delete them
by hitting the delete key. Now, you can see the
characters are still moving, so the path is still there. And if we expand
the scene graph, we can find the character
path at the bottom. As I have organized
my scene graph. But you can see the node we have deleted is no longer there. So don't be alarmed. If you see the
node creation mode disappear once you
delete the path node. This system applies to all
the different paths types. However, there are different
settings that characterize each type depending on the type of model
they will represent. So discussing the
character path, we can see different
settings appear in the doc. First, we have the type. So if we expand this menu, you can see that you can change what ethnicity the character is moving along
this path, my task. And you have three options, African, Asian, and Caucasian. For all three are selected. But you can change which
types you would prefer to see to suit the specific
needs of your project. Then we have clothing. You can change the type of
clothing and appearance of your characters based on different activities
or environments. As you can see, they are
currently set to street. We can change them to your
office attire, travel. And some of them might be more allegedly somewhat have bags. Beach. So some of the characters
might be in swimwear. And finally, traditional
Middle Eastern. Moving on, we can change
the width of the path. Currently this is set
to one meter wide, meaning that at
most you will only have one set of
people going across. We can actually change the
width either by inputting the specific value or adjusting
the slider accordingly. You can see that not only does the guiding highlight
actually increasing width, you can see that more
people are walking in file. This allows you to create more
numerous clusters people, depending on the situations
that you want to portray. This goes hand-in-hand
with the density. Once you can have a wide path, it may not necessarily
be very well populated. So if we go back and make
this one meter wide, you can see there are only
a handful of people walking along because the
density is at a 15%. If we increase this to 100%, you can see just how many
people start to appear. And again, if we increase
the width, three meters, if there's only one file, but if we go beyond
starting from four meters, you can see that two or
three people walk in line. Next, there is a
reverse topical. At the moment, the
characters are moving in the direction
of my drawing. Having started on
the left-hand side and finishing on the
right-hand side. However, if I enable reverse, characters will simply change
the direction of travel. And finally, there's a toggle. Currently, as you can
see, people are walking, but if I turn this toggle off, people will simply
stop and stand. Next. Let's discuss
vehicle paths. To draw this, if is simply
the same mechanism, just as before, I have drawn a simple linear
direction of travel. So that we can discuss the options that appear at
the bottom of the screen. You can see the first option
is called lane count. And this changes the
number of lanes per each direction of
travel set to one. At the moment, you can
only see one line of cars. If I change this to three, suddenly creates
three different lines so that three columns
appear side-by-side. What you will notice is
the fact that they are still traveling in
the single direction. So if I set this back to one, we can then enable two
lanes currently set to off. However, if I turn
this toggle on, you can see
bidirectional traveled. The lane offset allows you to control the width of
each lane of travel. Currently, this is
set to 0 meters, so they are traveling
quite close side-by-side. Then first change the
notes so that they are in fact on the middle of the road rather than in the middle
of one single lane. So now if I choose
the line offset, I can actually
increase the width of the whole path without changing how many cards
appear on each lane. This allows me to more
easily adjust where cars will appear in relation to the width of the road as models. So you can see cars naturally travel down the middle
of each of the lanes. Density changes. How many cars or vehicles will appear on
each direction of travel. Currently set to 30%. This is medium to
medium low density. So if we increase this to 100%, you can see it creates
a very busy traffic. Whereas if we decrease this, it just looks like a
normal, very light traffic. You can change the
speed of travel currently set at 25
kilometers an hour. And increasing this will create a different situation based on the type of road that
you are trying to display. The next option is
called traffic rule. Now, in reality, this
should enable you to change where the
cars actually drive. So as you can see, this is currently disabled
only because we only have one lane count for
each direction of travel. If we increase
this to two lanes. What I did not mention before
is the fact that you can actually see cars being driven
rather than appearing MT. So it does create a
very natural seal. Now coming back to
the traffic rule, you would expect that once this is changed to left-hand drive, which is the standard in the UK and some other
parts of the world, the cars should actually change the direction in
which they are traveling. So if I re-enable this, you can see that nothing
actually changes. However, one way to change
this is to apply the reverse. So regardless of
the traffic rule, if we apply reverse, you can see the cars actually do change which side of the
road they are traveling on. This works regardless of how
many lanes you will enable. Then we can also
describe bicycle paths. If we draw a simple one
along the side of the road. This has a very similar
set of settings. Just like the vehicle paths. You can enable one or
two lanes circulation. Currently this is
set to single lane. But if we're unable to, you can see people traveling
in both directions. We can again change
the lane offset to widen the path without
adding multiple lanes. We can also change the density, which will increase
the number of people traveling in each direction. But as you can see, there are only traveling in a single file. If we turn off the
two lane mechanic, you can see that it
disables the lane offset so that the
density increases. The distance between the people. Or in the D3 says that
as the value grows, you can also alter the speed currently set to ten
kilometers an hour. What's the maximum of
30 kilometers an hour? Finally, you can also reverse
the direction of travel depending on the
situation or part of the world that you are
portraying your projects in. Lastly, we have custom paths. Let's draw a very simple one along the side
of the road here. And what you will see is a slight change in the settings
that appear in the dock, as well as that one lonely cubed that appears to travel
along this new path. Custom paths allow
you to generate movement groups for
individual custom models. You may use absolutely
any type of object or asset from the
twin motion library, apart from Mecca scans objects. And you can have
them moving along this path with a very
particular set of settings. So if I click on the box, you can see it changes
the pivot point. But I'm not interested in that. I'm actually interested
in changing it. So if I click above the box, I can go to library where it will expand at first
the primitive section. However, maybe I want
to place a chair. To do that. I will drag this red chair
over the box to change it. And all of a sudden
you can see that the red chair has started to
move along the custom path. Let's choose
something more basic, such as this box, bigger version of it. And in fact, I want to isolate this object by right-clicking on it within the scene graph. And going on, isolate on, off. First, let's have a look
at the type of animation. Currently this is set to loop. But let's start
with them in order. So if we change this to once, it will start at
the starting point, travel along the path
until it reaches the end. And let's speed this up. And it will stop, revert back to the
starting position and not start to move anymore. If we change this to one's
pink punk, start as normal. Go to the end,
stop for a second, and then go back to
the starting position where it stops indefinitely. And then we have the
two loop options. If we change it to loop normal, it will go to the end position. Once it reaches its end, it will default back to the starting position and
go on this indefinitely. Finally, if we change
this to look pink punk, it will start at the
starting position, go to the end, and
then stop for a second and come back and go
back-and-forth indefinitely. The speed is the same as all
the other different options. So you can either input the manual value or you can
simply adjust the slider. You can change the
direction of travel either from the start to the end or
from the end to the start. And you can also apply a delay once it
reaches its starting or endpoints before
the animation starts to move the object again. Currently this is
set to 1 second. So once this object
stops 1 second, we'll pass and then the object
will start to move again. What can also change this? Either by using the slider or by inputting the
value manually. Rotation will allow you
to change the direction the object will face based on
its original pivot points. So let's choose a
person perhaps. Because of course you can
use any type of asset. So if we bring in
one character and change the direction of
travel to double reverse off. Let's give this 25
kilometers an hour. We can see that the person is facing the direction of travel. So that now having
created this band, we can see that the
person will still face and rotate along the path. However, once it reaches
here, let's have a look. I can actually change the
rotation of the person so that their default
rotation is different. And you can see how this
changes in real time. However, you can
disable or enable this follow command in which the person or the character still faces the
direction of travel. Having turn this off, you
can see the character does not take account
the direction of the path and only faces in one direction depending
on its pivot point. And model Origins. Finally says This allows to emotion to calculate
the surface that the model will presumably circulate across and
adapt accordingly. So if I re-enable all the contexts and move one of these nodal
points to be in the air. We can see that with the
character physics still enabled, a character will not consider that pivot point floating above, and we'll simply walk across
the surface underneath it. However, if I turn physics off, when the animation
starts to loop again, you can see that it will circulate on the
path as visible, meaning that the
character wolf float and ignore all the contexts
entering underneath it. Considering these
powerful tools, it is incredibly easy to
populate your scenes, which realistic movement
and dynamic entourage. Going beyond the
typical visualizations. This ensures that you can create lifelike animated
fighters without the giant static models that break the
impression of realism.
23. Tools: Now let's discuss the tools
and the library panel. If we scroll down, we can find this category
which will contain a number of different objects and
tools that will help you inform the model with
notes and measurements. Improve the model with reflection probes
will allow you to create sections with
Section cubes or to create custom
animations with animators. Let's start with the sections. Within this category. We can only see one object
holds, the Section Q. This will allow us to cut into objects to show their interiors, or to isolate and focus
on a specific area. Let's try and place
one within the model. So I will simply drag it on and attach it to one
of these side faces. You can immediately see how it's starting to
cut into the model. I will expand the
scene graph so that I can more easily selected
and move it around. As I drag it to
encompass the building, you can see slowly within the
interior of the building. And as a section cube
starts to cut away, you can see parts of the
building disappeared. You can very easily
manipulate the section cube simply by using the
transform tools that we have seen before. So you can move it around, you can re-scale it and rotate it so we can change
its orientation. Or if we try to re-scale it, you can see the scripts
appear on all of its sides so that you can
simply drag either face. Next, if we have a
look at the dock, we can see the various
settings that control it. First we have an enabled toggle
which turns it on or off. Then we can change the color. If I zoom in close to
the building model, we can see this area just
around the cutting lines, both on the roof and
on the booleans of the windows colored in black. So let's try and change this to something more
easily visible, such as a bright red. We can see what
it actually does. Now the section cube all
display a band of color, our varying thickness around the cutting line to more easily distinguish where the
cutting off point is. You can change its
color as we have seen, and we can also
change the thickness. Currently this is set to 50 centimeters,
which we can see. So if we set this to five, you can see how thin
that line now becomes. What is important to
notice is the fact that this will extend either
side of the cutting plane. So what this set to 0, where the building geometry
intersects the cutting plane, it will simply disappear and we can faintly see a red outline. If I set this to 50. You can see that the band
extends either side of the cutting plane to more easily distinguish where the
actual cutting is. However, it does give
you some extra geometry. If I set this to
200 centimeters, we can almost see part of the building that
was meant to disappear. It's important to understand how this actually affects
the geometry. Ideally, you would
either set this to a very low or even 0 value in order to actually cut away
the building as intended. Then we have a toggle
to invert the cutting. Currently this is set to off this section cube actually takes away a chunk
of the building. However, if I turn this on, it will actually
isolate that chunk of the building and hide everything
else in the viewport. Finally, the clipping
mask toggle, toggles what type of object section cube will
actually be able to cut through, whether geometry,
point cloud or both. Now seeing as we don't
have any point cloud in the model, it's
pretty irrelevant. However, perhaps if
you are working on a model which does employ
point called geometry, you can make the difference
between the two. Next, we can discuss
reflection prompts. These are three special types
of objects that help to stimulate more
accurate reflections of objects outside the frame. When using the real-time engine. If I come in close
to the window, we can see some reflections of the trees behind the camera. However, you may
notice that this is not actually very accurate. The tree is somewhere
over there. Whereas the reflection does
make it like it's much, much closer to the camera. This is because in fact, there is a reflection probe
already present here. So as the default model
already contains one, having selected it, we can see that the cube appears
all around us. Now, if I come in close
to the window again, pay attention to the
reflection of this tree. Let's try move away
from that door. And if I turn this off, you can immediately see the reflection changes
quite drastically. You can no longer see anything reflected from
behind the camera. That is because
reflections are only. Really calculate it and
displayed for objects that are visible on the screen when you're using the
real-time engine. And these tools force
the calculation of reflections for objects that might be behind
your point of view. Thus enhancing the realism. But it only enhances
it to a point. As we can see the reflections, it does trick the mind to think that this
is more accurate. However, if you do
pay closer attention, that is no longer the case. Now, let's have a look
at the two types. There is a spherical
reflection probe and a box reflection probe. Fight turn these off and try
to place this spherical. I'll just place it behind
the camera location here and perhaps
change its dimensions. We can see that the
reflection has updated event that we do have a
reflection probe enabled. But we can see it is somewhat different to the original one. So if I change between them, you can see how this looks, particularly reflecting
the skinny tree behind me. And having both enabled, you can see that they
do actually overlap. There will be a very
slight difference in how reflections
will be displayed. And given that
this is spherical, it might actually have
a slight distortion. If I set this to a smaller size. We can vary slightly. See that the reflection of that skinny tree has
disappeared from here. Now, let's discuss
the other options. So as we have seen before
with the section cube, you can enable or disable
one of these tools. Or you can indeed turn
them on or off from the scene graph simply by clicking on the visibility icon. We can force an update
to make sure that this has changed the
current condition of what's happening behind us. So in the case that the grass is actually gently
moving in the wind. As I press Update,
you can kinda see the chorus reflection
slightly change and update, as well as the leaves
above the roof. We can change the brightness. And this will affect how brightly reflections might
appear on the screen. As we have seen, we can change the size of the
reflection probe, which is very conveniently displayed by the sheep
that it is using. So in the case of a box, you can see a box within a box. The outer box is defined
by the size variable. So at the moment this
is set to 25 meters, which is the outside edge. So if I set this to 18, you can see this
is moving inwards. And we can also
see an inner box. This is defined by the
transition variable, meaning that there will be
a slight change between what is external and what
is internal and the boxes, making the reflections
blurrier and less accurate. Just simulate that. If we now go back and visualize the
window, Let's click Update. And we can see the
transition is set to 0. But if I increase this and perhaps set the
value bit lower, we can see everything is
slightly less visible. And refreeze set that
transition even lower. Something around here
does indeed change. As you can see,
you can no longer distinguish the pace
of grass that is visible against a
black background. Now, let's discuss notes. These will allow you to
add comments to the model, enhancing it
collaborative workflow. If we tried to add
one to the model. At the moment, this
is pretty big, but as you can see, it does try to stick to any particular object that
you tried to place it on. So let's place it on
top of the wooden deck. Hit Escape. And let's select it. Obviously, the first
thing that will appear in the dock will be
the actual text box. We can change the title
to say change material. And you can see this appears boldly within the text
box in the viewport. And we also have a
description which will contain the bulk of
our actual note. Now this has also appeared
big within the viewport, but that is due to the very
big size of the entire note. So if I change this to 1%, we can see that it has scaled down to be much more
manageable, readable. You can change the
alignment of the text, either left, center, or right. And you can see this actually
changes the vocation of the title in relation
to the text underneath. The size scalar here allows you to change the appearance
of the entire thing. Whilst changing the color will only change the color of
the background label. One cool thing
about this is that the color of the text will also change to adapt to whatever
color is on the label. So that is still legible. If the color is quite bright. In many cases, the
texts will be blocked. However, if you're trying to
write on a blue background, the text might change to white. Then there is the toggle to always face the
camera on or off. This is useful for when
you always want to see these as is visible
now always facing us. You can turn this off so
that it is only visible and align to the original
viewport once it was created. And there's also a thumbnail that allows you to
recapture the view. We can actually address
it and make sure that we are actually taking
a photo of the deck. And this will help
once you are actually trying to manage comments, giving us a more easily
identifiable location. Next, we can look at
the measure tool. This allows you to very quickly checkup distances
between objects. So if we select it and
drag it within the model, let's actually go inside so that it has something
to measure against. Placing it on the
wall above this door. It will expand a little, reaches the wall opposite
just behind the kitchen. And what you can see is that it automatically detects the length or the distance between
the two points. If we select the store, we can expand the different
settings and the dog. Now the functionality of
the store is quite limited. So it generally helps to get the information out
of the model quickly, but not fully
annotate the project. Perhaps that is better suited to the original
design model. Having a look at the settings, Let's try and look
at the first one. This is called constraint. And by default, it automatically
adjust the distance between the opposite end
of your starting position. Meaning that when you try
to place it on a surface, it will be perpendicular
to that surface, giving you the direct distance
between the two points. However, if I turn this off
on the selected measure tool, I can actually start
to drag this way. So you can see I can move it and it no longer actually snaps
to any of the surfaces. However, if I do turn this on and start to place
it on something else, it will automatically snap to that surface and gives me the distance between
the opposite object. Next, we can see per length
also appear within the duck. If it is too difficult
to read it on the model. It's always here so that you no longer have
to worry about it. The text position, slice the text along the length
of the measurement tool. And the scale adjustment
makes the tool skinnier or sicker and also
adjust the text dimension. Finally, we can also
change the color of the entire tool to make it
more visible within the model.
24. Animators: The final tool is
called an animator. And put simply, it
allows you to create stunning dynamic effects for nearly any object and
asset in 2D motion. Not just to bring your
designs closer to reality, but also to add some interactive moments to
your presentations. If we expand the animators
class in the library, we can see that there are two types based on the type of motion
that they facilitate. First, we have rotors which
allow rotational motion, rotating objects in
relation to its axis. Then we have translators which allowed
translational motion, moving objects along
a vector direction. When you expand either
of these sections, you will see the
actual animator, as well as a few different objects that illustrate
the movement type. Let's try adding the
animators into the viewport. I'll expand the scene graph
just to make sure that we can actually see it when
we're trying to select it. In the scene graph, you can see the translator has been
added to the list. Unless selected. Don't
necessarily see anything present. So you will have to use the scene graph in order to make sure that it is still there. But one selected. You can see the
axis of the motion, a transformation gizmo, and the specific settings
appearing in the dark. Yeah, nothing is happening. Since we have no objects
associated with them. They have nothing to move. To easily exemplify this, let's add one of the example
objects to the viewport. Let's have a look at
this industrial gate. Or perhaps the retractable ball out given its smaller size. If we actually have a
look in the scene graph, you can see how this is created. We have this retractable or
large group at the moment. And this is in fact a container. If we expand this, we can see the structure and how
it is all set up. It contains the animator, which is a translator, as well as the gate
and the bullet base, which is the bottom element. What is important to
understand is that the objects that will move are contained
within the animator. And in fact the main container. In our case, the
retractable pole outgroup, is simply therefore
housekeeping. As you can actually place any objects meant to be moved
within the animator itself. But without further ado, let's actually come close
to see how this will work. You can see on proximity, the animation will
start to manifest. This should give you
an indication of the types of settings
that this might have. If I select this translator. And you can see it actually also select the object that it moves. We can see the sections below. First, there is a toggle to
enable the Play Animation. Currently this is set to one. If we turn this off, you can see the object will
revert to its natural state. And regardless of how
much we come close to it, it will not start again. Then we can see the distance. And this change is how much
the object will travel, the direction of travel based on the values positive or negative. And there are also
more settings. If we expand this command to allow us to change what
axis of motion will be. Currently this is set to zed, meaning it will be vertical. But we can change this to x. And you can see the indication of travel by the blue line. Or if we change this to y, you can see the
arrow change again. If I set this value
to a positive number. You can actually see the
length of the blue element expand by exactly how
much this will travel. So it's easy to understand. And as they come close to it, we can see the bullets start to fly out in the
vertical direction. And as I move away from it, it will start to come back down. Then we can see the
animation setting. This has different types. And if we expand this, we can see it is
currently set to one, meaning that as we approach, it will only go down
once and stop there. However, we can also
set this to ping-pong. If I approach the object, you will see it will go down. And then we'll come back up. And then finally,
start all over again. Or I can set this to loop. And once it goes
all the way down, it will automatically
revert back to the initial position in a bit of a jittery movement so that it can loop the animation
all over again. Expanding this menu will
also enable us to adding a delay by inputting a specific value or adjusting
the slider to suit. If I set this to five seconds, or perhaps something shorter. And actually set this to loop so that we can
more easily see. Now, this will wait for two seconds before
jumping back up. Okay, So actually, that delay only really works on the
ping-pong animation. As the loop simply jitters
the whole object backup. Then we can see the
speed of travel. This allows you to change just how fast the
object will move. Always remember that this
will be set in meters, so this is currently set
to 0.1 meters per second. So if we input a
larger value here, we can see just how
quickly this moves. Finally, we can see the trigger. Now, this is a mechanic that
enables you to set whether the animator works all
the time when it is off, or only for certain conditions. If I move away from the object, you can see that the animator will still move up and down. However, if I enable
the trigger again, you can see the objects will stop in its natural position. Expanding this menu will enable us to quickly change
what triggers the motion. You can see that it can
be enabled by the camera, pedestrians coming
close to the object, vehicles and bikes, or
any custom path actors. And you can also change
the trigger zone either by inputting a specific value or adjusting the
trigger zone slider. Just quickly to go into the rotator objects because they have another
specific setting here. Selecting the store and
actually the rotator for it. We can see that instead
of a distance setting, the rotator, animators
have an angle value. This allows you to change how much the object will rotate, as well as the direction
of travel based on the value either
positive or negative. You can also change
the direction of rotation by changing the axes. As this is set to 0, you can see the blue line being vertical, but you can also change
this to the y or x axes. Now, having seen
how custom objects with built-in animators work, why don't we actually
try to make our own? So because we have already added a translator which has
no objects onto it, let's try and bring in an
object from the library and see how we can link it
through the translator itself. If I just bring
in this armchair, simply placing it somewhere
within the viewport. Let's re-select the translator. Perhaps even move it to the center of the
object if you want. So in order to link an object to it with the translator
or the rotator selected. We can have a look
at the toolbar. First, we have the object link, then an object on length. And as well as a
pivot edit in terms of commands that we can use
to change the settings. Let's try and link
this big red sofa. Simply clicking on the
object will add it within the scene graph on top of the container unit
for the translator. And you can all of a sudden see how this starts to
move up and down. And you can change all of the settings as we
have just discussed. If you no longer wish to have this object affected
by the translator, simply select the
object, unlink. Click the object again, and it will immediately
start moving. If I move the translator further
away from the object and actually try to add the sofa
back onto it again manually. I can simply use the same graph, select the sofa, and simply drag it on top of
the original translator. And it will all
of a sudden start to be moving up and down. Now, if I select the translator, you can see that although
the object stays there, it does in fact
move in relation to this origin point
for the translator. Given that it only
moves up and down, it doesn't really make
much of a difference. However, if we use a rotator and place it
roughly in the same point, I want to drag the seat
over the new rotator. You can see that
it does start to rotate in relation
to that origin axes. And moving this all the
way around the model, you can see how
actually it works. If I want to change the object itself to distances
from the axis, I can do that on
the object itself. Whilst the rotator
stays in place.
25. User Library: Sometimes you may find yourself
creating custom groups of objects that are used multiple times over
different projects. Or you may want to keep using the same assets without having to re-import
them each time. To solve these matters, you can simply add them
to the user library. If you scroll all the
way down in the library, we can see the final category
called User Library. This will contain all
your customer assets, materials, geometry, objects, containers, and so on, so that you can effectively
save them for later use. As you can see, I
currently don't have any objects since this is a
new version of twin motion. So let's see how we can add any assets to your
own personal library. Simply put, if we just expand the scene graph and let's find an object
that we want to save. For example, perhaps I want
to save this nice table. Selecting it in the viewport will also highlight it
in the scene graph. So from here, I want to right-click on it or click
on the three dots menu. And scroll all the way down and click Add to use a library. This will instantly add it
to your personal library. And as you can see, it has simply added it within
the main section. You can further organize your personal library by
creating different categories. Simply clicking on
the Plus button to create a new folder. This now has created
a new category, which if I right-click on it, I can rename and call
this custom furniture. I can then simply drag
this new object into my new category so that
it is well organized. You can create as many
custom categories as you want in order to more easily manage and organize your entire
costume collection. If you want to change assets
and your scene without needing to delete the old ones and minorly placed the new ones. You can do this using the
replace object command. This will exchange
the target object with a new asset with the option to keep their
current transformation settings or reset them to
the original state. Let's add a new object
into the scene. And we can use that to replace the two deck chairs without
using anything too fancy. I will just add a bench
within the model. And then let's select
one of these lectures. If you right-click on it
within the scene graph, you can see towards
the bottom of the menu this command
called replaced object. If I select this, I can then drop the object
within the panel in the dock. So whilst I have already
placed this in the model, I can simply drag it from
the library in here. Then you can toggle the desire transformed
conditions either on to change the new assets in the same location and scale
as the original ones are not. For now let's just leave this as ON and simply click
Start replacement. You will see that
because these were not instances of each other
seeing us one was deck chair. Oh, 31 was lecture or
three underscore 01. They weren't exactly
identical copies. So only one of these has actually been changed
to the new bench. But you can see just how
easily that has happened. In order to change multiple
objects at the same time, makes sure that you have all
of them selected at once. So if I want to change
both the lectures, I can just select both. And with the replace object
command still active, I can simply start replacement. And both will change
at the same time. If I disabled the transform
toggle and stuff replacement, you can see that
might replace them. Bench does not conform to
the deck chairs orientation, and it simply takes the default orientation from the model. A great functionality of using both the user library and replace object function
isn't a way that you can create your own custom
writing objects that have both an inbuilt light source and the actual light
object geometry. So take the case of
this nice bedside lamp. If I make it nighttime, you can see that it barely has a glimmer within
the light bulb, mainly because of the material inside the filament that will
be an emissive material. But you can see it does not
actually cause any light. So if we use a light object, perhaps a spotlight, let's try to very quickly position it in place so that it looks
more believable. It doesn't have
to be very exact, but let's just reduce
the intensity by a bit and increase
the attenuation. Enable shadows, and
making it looked like the light actually shines from this
nice bedside lamp, also enabling the dusk
to dawn mechanic. Now, I want to add the
spotlight to the lamp itself. So let's select this, find it, and simply drag it so that it becomes contained by the lamp
geometry itself. Now if I simply select the lamp, disabling it, you can see that
disables the life as well. Great. Now, if I
right-click on it, add this to my user library. And if I do go into
the User Library, I can find it called
Nam table number three. Because there are already two
copies of it in the model. I can select both of these. Right-click, hit
the replace object setting and simply
drag the one with the light attached to it
from the user library. Once I'm ready to
start replacement. And you can see that both
of them have been replaced. This makes it very easy and very convenient to replace
geometry within your models and also
to add custom assets to already great looking
geometry and assets. This is particularly
useful when dealing with street lights and lighting
objects in general. As you do have to
manipulate them a bit in order to add
the light sources.
26. Camera: Whenever you're
using twin portion, it is important to bear
in mind that what you see is always assumed to be
through the lens of a camera, regardless of the
navigation mode. As such, you should think
about the waste cameras, and particularly
digital cameras, work in the real-world
as they will share the same functionality in settings with a twin
motion counterpart. Let's discuss how to modify the cameras settings to better capture your designs and expand the limits
of your creativity. These are found in
the Settings tab in the dark under camera. If we expand this section, we can see how many different
individual settings we can change to alter the way we perceive the world
we have created. First, let's discuss the F0 v, or field of view angle. This ranges from 18 degrees, which is very focused, to all the way up
to a 170 degrees, which is a very,
very wide angle. And generally this setting changes how your
camera sees the world. Either focusing in with lower values or expanding
the view with higher values. Do not that with higher values, the perspective will be more
forced, more distorted. As you can see, if
I increase this all the way up and come very, very close to the building, you can see just how far
away it allows me to travel. Even though in reality, I was always really quite
close to the building. Generally, you can
see that everything looks very, very unnatural. However, if I set this to
something more normal, Let's say 50 degrees, you can see I was
actually really, really close to it and fax it in probably just a meter away from the corner
of the building. Then let's enable the
DOS or depth of field. The toggle enables the effect to either blur objects that
are out-of-focus or not. So currently you can see
that even things that are very far away or very
close to the camera, especially if we move
closer to the grass. They all have the
same sharpness, which in reality is
not how it works. So if we enable this effect, we can all of a sudden see that the entire image has
become more blurry. If we expand this section, we can see different
settings we can change. To alter how this
effect is generated. You can set the distance between your camera
and the target. With objects being out-of-focus, the closer or further away
they are than this value. This is currently
set to a meter which is probably around
what this rock is. If I set this to five meters, you can see the building
becomes sharper. The grass in the foreground, it comes much blurrier. And all the trees
and foliage beyond the house also become blurrier. If I set this to 25 meters. It doesn't really change
much because the building is already contained within the set area of the focus zone. Next, we can also
change the field of view from this menu as well. So if we set this to 25, it allows us to focus in
on a particular area, creating a much more
intimate view angle, coupled with the blurriness
of the depth of field, generates a much more
cinematic view or more autocratic approach
to your rendered images, as opposed to something that looks starkly
computer-generated. You can't really see any
of the foreground foliage, and not even the ones at
the very back of the image. But we can very clearly distinguish the
geometry of the chairs. We again alter the
distance to 12 meters. Perhaps. You can see how that changes. Rather than guessing
all of these distances. There is one tool within the
toolbar which allows you to immediately set what your
focus point actually is. Now, if I click on the chair, perhaps won't actually target the chair for the class
sitting in front of it. Well, let's give this a try. You can see that the
image started to become a bit more clear
around this area. So all of a sudden we can distinguish what the
distance might be. Next, we can have a
look at the aperture. This sets the opening size
of the cameras objective. Just like the real cameras in real life, with lower values, meaning a wider aperture, more life being processed, and the shallower depth
of field being created. Conversely, higher values
mean a narrower aperture, less light being processed, and thus a much deeper
depth of field. If we increase this to four, you can see all of a sudden
things become more clear, regardless of the
distance between us and the objects themselves. If I set this to ten, you can see even the Fe, very close leaves here
has become a bit clearer. Whereas if I set
this back to one. Everything is very blurry. The maximum value
for the aperture is ten and the minimum
value is one. Finally, the bulk
of shape simulates the aperture shape based on the number of plates at
the shutter would have. And it defines the shape around certain light reflections
coming into the camera. Let's see if we can actually
find where this can happen. Okay, so I have changed the materials for
disliking objects and specifically the light bulbs from glass to a neon material. Now, with the free faraway
view, as you can see, I'm all the way
next to the carpet, but with a very
low field of view. If I enable depth of field, Let's have a look
at what happens with the bright objects. Now, this is the effect
described by the bokeh shapes. Currently, I have
set this to four, meaning that the poker shape is actually a four-sided polygon. If I increase the number here, you can see how these
change immediately. And clearly, the
more edges this has, the more circular the appearance of the
poker shape will be. The maximum value here being 16 and the minimum
value being for. Moving on, we can discuss the next toggle
called parallelism. This will enable or force
the vertical correction, meaning that all
the vertical edges in the scene will
be straight and parallel vertically rather than converging to a vanishing point. Now, if I come very close to building and I make sure
that I have a very, very wide field of view. In order to emphasize
this drastic difference. Setting this to 120. If we were to extend the
edges of this building, you would naturally see them converging somewhere
high up in the sky. Now, if I enable vandalism, this actually forces them to
be parallel and straight up, vertical without ever converging
to a vanishing point. This is similar to the more typical architectural
style photography that you see and
professional publications. Now, regardless of how they
move around the building, you will see that everything actually looks
vertically straight. However, this only works
well when you are at the human level or you see the building
from a midpoints you, whereas if we go higher up in the sky and you look at
the building from up top, it does create some
very strange mechanics. As you can see, it looks very distorted and very unnatural. In that case, I
do recommend that you turn parallelism off. Thus, you can take out more
natural-looking aerial shots. Next, the vignetting
effect simulates the effect of darkening around the corners and even the
edges of the camera frame, which is unavoidable
with real-life cameras. If we increase this all
the way to a 100 per cent, you can clearly see the darker edges and
corners in the viewport. However, if we turn
this all the way down, you can see the same
brightness value throughout the whole image. You can use this to create some very cinematic shots
within twin motion. Or you can set this
all the way down so that you may add this
in post-production. And other software. Lens flare simulates
the artifacts of scattered light from
very bright sources hitting the camera lens. Thus creating these
transparent halos of light. When looking at the
sun or bright lights. If we have a look at the sun, this is currently set
with ten per cent, so it's not really that visible. However, the set is
all the way to a 100%. And if I move the camera around, you can clearly see these
artifacts appearing over here. And you can see depending
on how you angle your camera in relation
to the bright objects, that these effects actually
move around the viewport. If I go back inside and we can have a look at
the bright objects. We can also very clearly see a lot of lens
flaring appear. Even though it is much more subtle than looking
at the sun directly. If I then turn this off and pay attention to this
area of the screen. You can see how this
diminishes and strength. Next, we have final say
section called visual effects. But if we expand this, we can see a collection of different settings
that apply and artistic effect and
other graphical changes to what the camera sees. The first one named
color gradient, features, a range of
different effects. Change how certain
colors are displayed. Similar to the effects of a color correction or
color grading process. If we expand the type, we can see the entire library of effects contained
within twin motion. There are many different
preset types to choose from. And you can change the contrast and the saturation
level as well. This is set to pollutant as
it is the test demo project. But if we change this to none, you can immediately see what a difference that
filter hat on the image. You can play around and perhaps
find your preferred ones. Or you can set this to none and change all the color grading and post-processing software. If you change the contrast, you can increase the difference between the darker and
the brighter areas. And female also increase
the saturation of colors, or indeed decrease it
all the way down to 0. Filters offer a range
of other effects that drastically change
how the environment is processed and displayed. With many types, offering
more radical results. For sketchy or artistic results. If we have a look
at some of these, you can clearly see there is a much more drastic change in the way that everything
is being rendered out. The strength of some lines, in the case of linework filters, will actually diminish once
you've render it out based on the resolution of
the final image rather than the one
in the viewport. The clay render toggles, a color overlay mode. This will override all
the materials, Textures, and features, leaving you with a more diagrammatic study model. If we enable this, you can immediately see
the effect taking place. This is best suited to
explore massive designs, light studies, or
diagrammatic views. And you can choose what
assets are affected by this effect and change the
material settings as well. You can choose what assets are affected by this type of effect. Whether glass, for example, so that you can or
cannot see through them. The landscape, which is
all the way in the back. Vegetation, meaning
all the grass, foliage, trees and so on. Water bodies. And if we have a look here and re-enable it, you can see the difference. Characters, vehicles,
items, and others being generally something
that is not considered by any motion category. So it's generally just the
geometry that you bring in. However, if we enable
all of them again, just saving water
and glass disabled so that we can clearly see both the water and
inside the building. You can also change some of the Material settings,
so to speak. That you can change the
translucency of this color. Whether it is more
or less translucent, you can change its actual color. You may also change the
reflection strength. Finally, you can toggle
the bumpy textures, which enabled the bumpy textures from the original material
to still be perceived. If we go inside the house. You can see that
this table is simply a flat, smooth slab. If I enable the bump, you can immediately see
perhaps not unstable, but certainly on the chairs, the effect taking place. So let's toggle this
back and forth. And indeed you can
see this happening on some areas of
the table as well. Lastly, we have one more section to cover called reflections. This only has one towel which
enables the screen space. Reflections on or off. And this only works during the real-time engine and does not affect the
path trace arranger. Because we currently have the
reflection probes enabled, they will overwrite
this function. So let's have a look at
this in Windows first. And if we then play around with this green space
reflection toggle, you can clearly see on
the areas around the base of the glass how the
reflection start to change. The effect is much more
subtle than you would expect, but it does have a much
more drastic effect overall on your final images. Within the main camera settings. You can see there is one last tool that
we have not covered, and this is called
the camera a line. Simply put, this
allows you to align the camera view with any specific object that you may select
within the viewport. If I do this on the glass, it will align it
to that position. And supervising the
hot place thus far away from it and actually
behind the tree. But this allows you to very
quickly align the views. Specifically when
you want to focus on a different angle or you want to that particularly
geometric view, as is the case now, having align perfectly with
the facade of this building. Using all of these settings, you can finally tune how your camera performance
within twin motion, allowing you to more
accurately match realize cameras in pursuit of
photographic or cinematic views.
27. Renderer: The path tracer is a new
feature onto in motion 2022. This is essentially
a ray tracing and fully calculates
all the light within the scene for all objects in or outside
the visible frame. This is similar to other popular renderers in this industry. And this is a first
step towards improving many aspects were twin
motion had disadvantages. We've covered this new icon
visible in the toolbar. So now let's discuss how
it works in more detail. From the doc, Let's
expand the settings tab. And the first category
is called the renderer. If we expand this, we can see only three
different settings when using the real-time engine and when the path tracer
is turned off, these are the path
tree search toggle to enable or disable
the function. And we can also see a toggle for the GI or the global
illumination system, which calculates how the light bounces off of surfaces after the initial contact
from the source to spread throughout the rest
of your visible scene. To expand this, we can see
a GI intensity toggle, which controls the
intensity of this effect, as well as the
distance for which this effect is calculated
away from the camera. We also see a shadow toggle, which controls the distance for which the shadows are calculated and display away from the camera and the
visible frame space. If we expand this, there is also a setting that
controls the shadow bias. This controls how accurate
the shadows are calculated and display the lower values
for more accurate results. However, as we were
discussing the packet tracer, let's simply enable this to see how this section
actually changes, expanding into many more
different settings. Once we enabled to send Jim, it will start to calculate
all the light rays within the viewport bus at
the beginning of the image will be much fuzzier
and much less accurate. Has a choice to calculate and
redefine the whole image. Let's enable this
and see the results. As you can see, the toolbar, there is a Progress
icon which will display how long we have until the whole image has
been calculated. Okay, so now we can
see in the dark just how many new
settings have appeared. Again, we have the Packet
Tracer enable novel, which we can use to
turn off or back on. Then we can see a slider and then value input for the
samples per pixel value. This will control the number of light samples that are taken from each visible pixel
to calculate the light, reflections, the
shadows, and so on. Higher values mean more accurate and higher
level details. But longer processing times. Max bounces. Times light will bounce
after the initial contact, which results in more accurate
reflections and shadows. Both of these feature
either a value input or a value slider so that you can easily control the
values themselves. That the noise there is a post random process that attempts to clean up
the leftover noise in your scene when using the
dollar values for samples and bounces to still
yield good results. If we turn this off, Let's have a look
at the difference. Mind you, these values
are actually quite low. As this will start to reap, process the entire image, we can actually see how much noise it
will be left behind. You can clearly see what
Elder denoise or enabled. There are many, many artifacts still visible
within the viewport. All of these are due
to the very low values for both samples per
pixel and max bounces. However, if we re-enable this and wait for the
image to be reprocessed. We clearly get a much
more usable image, even though it does look very low-quality and it does have a very soft
and matte appearance. Clearly, if we were to increase the samples and the max bounces, we would get a much
more refine the image. However, you can experiment with different values to see
the different results. The next setting is called
firefly brightness. And this is slider that controls the exposure and
visibility of fireflies. However, there is
no clear guidance on what this actually
means at the moment. So I'm a bit unclear as to
what the exact effect is. By default, it appears
to be set at 30. So we'll assume that once more guidance becomes
available on this, we can really understand
what it does. Even if you hover
above the slider, it does give you the
same explanation. Moving on, let's discuss
the emissive toggle. This controls the
emissive materials and the glowing objects, enabling you to turn
them on or off during the ray tracing engine
to change whether that light is visible
in this space and it affects or not the global
illumination calculations. You can see at the background of the image and the kitchen, there is a light underneath
the top cupboard. If I disable this function, waiting for the image
to be recalculated, we can clearly see
that that material underneath the cupboards
has been disabled, meaning that all
the light that we previously have seen
is no longer visible. Generally, I think you would want this enabled at all times, considering that you
will have spent a lot of time setting up all the
lighting in your project, only for it to be turned
off accidentally. Lastly, the AUC filter sets the intensity of the
anti-aliasing effect, which softens the jacket
edges of geometry. Currently this is set to three, so it will try to smooth
out any geometry edges. If you leave, this
value is very low and the resolution of
your final outputs might not be too high. You will definitely
see some jagged edges. However, this is probably not that visible within the
viewport at the moment. Also considering the, the
noise are being activated, which will try to clean
up most artifacts. However, if you do
increase the value here, it will try to smooth things out and you may end up
losing finer details. If we click the drop-down
menu for the progress window, we can see the three presets, low, medium, and high. These also correspond to the
three keyboard shortcuts. Control one for low, control to for medium
and controlled 34 high. In here, you can also input a value directly
linked to the samples per pixel from the Edit menu. If we go in and select Preferences and expand the
packet tracer setting, we can clearly see here that we can change the
various settings for both samples per pixel and bounces settings
for each preset, so that you can quickly
alternate between the three. And you can also change
the default values. It is very important to bear in mind that the hardware
requirements for the packet tracer are much more demanding than
the real-time engine. So your experiences might vary based on what you're
running through in motion on. It's always useful to check the official guidance on
minimum and recommended specs and platforms during the initial rollout
of this feature. I believe there might be issues
with using this on MacOS, but hopefully this will be
resolved in the future. One thing that you
might notice is that this at the moment is
a very static image, despite how interactive it
looks in the real-time engine. Once you enable the past tracer, it will actually render out a static scene and cancel out all the dynamic
effects and animations. If I move the camera around, you can see that slowly. As I move around, it will start to process every frame until
I actually stop, until it finishes
the frame rendering. Despite how great
the results are, it is important to note
that when it is active, all the dynamic effects
will be turned off, which clearly will affect
all the animations for people and older,
whether particle effects. Another aspect that
you might notice, particularly in the
case of this project, is that when we come
close to a body of water, naturally within the
real-time engine, we would see both
reflections and refractions through
the water surface. So if I have a look
at this pillar, we can see very slightly
there is a reflection, but we can also see
the entire length of it underneath the water. If I enable the path tracing now and give it a
second to load, that effect clearly goes
away us at the moment, all bodies of water render out merely asked
reflective surfaces. So you can also see that
they are no longer moving and there is no wave effect
across their surface. Despite all these
initial setbacks, I fully believe that
the past tracer is a great step forward
for twin motion. As with further refinements, it will enable you
to experience real time ray tracing for all
your different projects, which will drastically increase the official quality
and centrality, bringing them much
closer to reality.
28. Images and Panoramas: While exploring your models
and the presenter mode and engine can be really immersive to fully
experience your designs. You will also need to save
views or videos out of your model in order to document
or present your project. So in the media tab
within the dog, we can expand to see all the
range of different media. Motion can setup and
subsequently export. These are images,
panoramas, videos, phasing sequences, presentations,
and panoramas sets. Let's talk with images. Essentially, this
allows you to take photographs out of your model and save them on the project. So in the dark, you can click on
the big Plus button to create a new image, which will save the
current viewport and add the thumbnail to the bottom
besides all the other ones. This will also enter
into the media mode. Now, depending on the
aspect ratio of the image, the viewport might adapt to show the safe frame
of that shot, introducing the black
bars in the interface, marked in this case by the black white zones either
side of the main viewport. To modify the camera angle or settings for your saved image. Simply selected within the thumbnail section
and click on more. This will expand all of
its settings in the dock, which are mostly genital
cameras settings discussed previously, as well as format
and output sizes. We can also see settings
that control the light, location and the
weather systems. All of these settings can be tweaked on a per image basis, regardless of the settings, using the presenter or in
the other media types. So that you can fully customize the look of each shot
with the highest degree. Let's try and customize this. And then once we exit, we can see what the
changes are not. So I want to add
the sky dome here. Let's use one that we
have already downloaded. And we can also change some
of the lighting settings. We can even change
the weather system, changing it from sunny
to something like a rainy afternoon or
perhaps a full-on storm. But I still want to see
the nice slide given by this guy TO also, let's apply a growth variable. So making this 0.8 so that all the trees around a much bigger so we can more
clearly see the effect. And coming into the camera
settings specifically, we can change the field of view. Now, having changed all
the individual settings apart from the renderer, because I still want to keep it within the
real-time engine. I can finally look at the
format. This section. Critically, we can
find the output size. And here we can change the resolution and aspect
ratio of the image. If we simply click
on the output size, it will give us a preset between two K full HD or
four k ultra HD. However, if you click custom, you can click more
and actually input the values for the width and
the height of the image. Let's say you want
a much wider view so that you can capture
more of the environment, but not actually change
any of the height. So now I can go back. And if I'm happy with
all the settings, I can simply go back
into the breadcrumb and make sure that all of these settings are actually
safe to Mike image. In order to do so,
you can go over the thumbnail and click
on the Refresh button. This will save all the currents visible settings to the project. If I go around and
move the camera, I can always click
on the image and it will revert back to
the original location. If I click on another view
from the thumbnail section, it will simply change that
to you and you can see that it automatically
inherited all of its settings. So everything that I have previously set up
with the rain and the nicer sky has been canceled out because that only belongs
to that specific image. If I click on it again, all of them will be loaded in
as if nothing had happened. One thing to note is that in the corner
of each thumbnail, there will be an indication if the specific image has had
path trees are enabled. This will be the same
icon for the past tracer. So if we click on Image
Trace at number seven, you can see it automatically
starts to render it out. However, I don't want to
wait for it to process, so I'll click back on image
19 when you want to cancel out of the media modes and thus revert back to your original
presenters settings. Simply click Quit media mode, and everything will
have reverted back. Next, let's have a
look at panoramas. These are still 360-degree
images that capture the entire physical seed
and allow you to see much more than the typical
image and the dark. You can click the
Create panel button to generate a new panorama views from your current location. The process is pretty much the same as in the case
of creating images. Then you panorama will appear
in the dock as a thumbnail. To change its
individual settings, simply select it and click More. Here we can see much of the same settings
apart from the format. That is because that
particular setting is controlled elsewhere
in the export menu. Another big difference is that within the camera settings, you can only see depth of
field, official effects. Nc State. If you want to move around. If you're not
actually happy with the original point of creation, you can do so by simply moving around within
the viewport. And this applies to both
images and panoramas sets us indeed all
the other media we will create later on. Once you're happy with
your new location, simply go back into
the main section. And in order to update the new locations,
simply click refresh. That will save the new position
and all the new settings. Commit them to the model. It may be difficult to
understand how panoramas are created simply out of
the media creation mode. That is because they are
more visible once they are actually output rather than
when they are created. Because simply put
in the presenter, you can already look
all the way around yourself and your
initial point of view. Whereas if you were
to export an image, clearly you can only see
what was framed nationally. Whereas with panoramas, you get the same freedom
as the presenter.
29. Video: You can easily create
animations and videos from your scenes to better capture the essence
of your projects. And taking advantage of older
moving and animated assets. From the media creation money. We can have a look
at creating videos. Now, simply click on the big Create Video
button to start a new set. This will effectively start the keyframe process and also automatically generate
your first keyframe, which establishes the location and orientation of the camera, as well as the camera and
environment settings. This is effectively the same
as setting up one image. Then we can move around the model to create
the next few points. Say if I want to spin
around the house and I can add a keyframe
after the initial one. Or if I say wanted to go
in the opposite direction, I could add this as
a previous frame, but I want to keep them
in order this other way. And you can see all
the new thumbnails appear in sequence. And they effectively are
created the same as images. But I'm not limited to just
hovering above the ground. So in this case
perhaps I want to go higher up and further away and try to zoom out as if I'm flying
further away from the building. Okay, that should be
enough for the first test. Now, you can see how easy it was to simply add more keyframes. You can click in-between
the existing ones. Now, if you wanted to
add one in-between, I want to start at a different
point in the beginning. Say around here. I can simply add this as
the first initial frame by clicking to the left
hand side of the first one. Even though we have
created the Keyframes, Motion will
automatically generate the movement path
in-between them, which actively act as nodes. And it smooths out the motion
in-between every keyframe. While still in the
sequence creation mode, you can see a few new tools
have appeared in the toolbar. First is the create
new video part. This will allow us to
create a new sequence so that we can link multiple clips and
stitch them together. Then we can expand or collapse the parts visible
within the dock. And this will allow
us to more easily edit and manage all the
different sequences. If you expand them, you can see the whole structure with all the keyframes expanded. To manage the
interface more easily, you can collapse or later expand all possible
video at once. If you want to collapse or
expand individual parts, you can simply go on the three dots menu and
collapse them individually. Next, we have two buttons. First frame and last frame. These two buttons
immediately take you to the first or last keyframes and the sequence that
you have created, which is useful when you
have very long timelines. Finally, we have a
Play and Stop button. This allows you to play and stop the video from the
current timestamp. You can see the progression
and the videos timeline by observing the pinks
vertical line moving across the keyframes. Let's play this video out. First to see how the
animation plays out, but also to see the progression
line move across them. Simply hit the play button. Okay, So I think that was pretty good for a first attempt. It's not as smooth as
I perhaps intended, and it seemed to
move quite fast. If you want to make changes
to individual keyframes, or if you want to
change their positions or settings, simply
highlight them. For example, this middle
one, and click More. Here. We can actually change all the individual settings that we have
previously discussed. To make changes to all the
keyframes in a sequence, there are two different modes
to control the settings. First is called single ambience. If we click on the menu, by clicking the three dots, we can select single
ambience from the top. This makes all the conditions the same for all the keyframes. So if I click on Settings
and I make the changes here. For example, if I set the camera to have a
different field of view. And like go back to
the video itself. I can click Play. We can see the animation starts from where I previously stopped. And clearly you can see that all the key frames have
the same camera setting. However. If I want to make a change
to start an end ambiance, I can select this mode. And you can see
there at the base, we have settings for the start
and settings for the end. Let's affect either
of them in order. Starting at the beginning. Perhaps I only want a very wide field of
view to begin with. So let's go with 120. And at the end, I want the
camera to still focus in, perhaps not as much, but let's go with 45 degrees, which only those two changes. Let's click play
from the beginning. Okay, so you see how
a camera actually starts further away and moves
in closer to the house. But this is certainly not limited to just the
camera settings, but indeed to weather systems, lighting conditions, and so on. So if at the end
we make it snowy, you can see that the star
is still during summertime. And let's click Play again
and see the differences. So midway through the video, you can see that
the system changes the weather and the season
from summertime to autumn, and then slowly into winter, and everything becomes snowy. If you want to change the
duration of each sequence, you can do so by coming into this portion here where you
can alter the path length. And this is currently
set to ten seconds. The first marker will
be four minutes, the second part
being four seconds. If we wanted to make this
Thirty-five seconds to give it a bit more time to
observe all the changes, we can simply type
in the values. And if we click Play, we will see that the
animation is actually much smoother and quite a bit slower. Now, let's actually create
a new video so that we can have a look at how
to edit them together. Simply click on
the new video pot. And perhaps we actually
want to collapse the first one so that it
becomes easier to manage. I don't actually want to
start from the same position. So let's create this in a
much more valid session. Okay, So if we just play
out the second sequence, we can easily go back
to the first frame within the sequence by
clicking on first frame. And it will automatically
set us at the beginning. Let's click Play and see
what the results might be. Okay? Now, I don't want to spend time editing and making
all of these videos. Perfect. Because I want to
move on and see what the transitions between
them might actually look. So instead of playing
out just a second part, I want to play the video
from the beginning. And I will change the
initial videos length to be the same 10-second video. If I click Play now, we can see how this
whole transition, okay, So to transition between
them was white, abrupt. That is because they were
currently set to cut. Let's have a look at
the different types of transitions that we can
apply between the paths. First by collapsing
the parts themselves. So there is an icon either side of each sequence
that indicates whether transition might be the scissor creates
a transition, cold cut, or you
can fade to black, which indicates this
dark rectangle. Or you can say to white, which is indicated by
a filled rectangle. If I simply move
the progress line slightly before the transition
point and click Play. You can see that the
image slowly fade to white before setting
up the new sequence. If we set this to fade to black, the effect will be similar. This functionality is
really great because it eliminates the need for
a third party software, which you could only use only to stitch together
a couple of sequence. Thus, it fully enhances your workflow within the
same program and using the same render engine
so that you can create more smoother transitions
and more complex videos. If we simply go
back to the library of videos within the menu, here, we can click more. You actually see some of the different
settings available. There aren't as many because all the different camera
and environment settings will be controlled by the images that
define the keyframes. So the overall video settings
are the output size, which you can choose
between two presets or a custom setting in which you can add your individual
width and height values. Or you can also set this
to your particular facing. But we'll discuss
about this later on. Overall, considering all of
these options and features, motion can help
you achieve a lot when creating and
compositing videos, albeit in a very basic way. But eliminating the need for other applications when you're stitching together videos
is truly a lifesaver.
30. Phasing and Scene States: Facing as a special type of media that allows you
to create and set up different development
phases to show the progression and changes
within your project. Indeed, it works
really well with construction stages or
renovation projects. So any process where you can
show something changing, overtime, good
work just as well. In the media tab in the dark, we can see the phasing
section and let's expand this and create
our first facing. Here you can see
a colorful block stretching over a number
of weeks and months. A phase, effectively a save of the current visibility state of objects within your project, which you can show or hide
within the scene graph. There's even a helpful
although subtle message at the bottom of the timeline, saying that you
should first select the face you want and then modify the visibility of items and assets within
the scene graph. So let's create a phase where we only have all the land and all the vegetation and none of the man-made elements
in the scene graph. Let's find those
and turn them off. I believe they should be all in Project. By the looks of it. That might be right.
Now as you can see, there is no grass over the site, but we won't be concerned
about that at the time being. So this is phase one. Now, in order to
create another phase, simply click on the
Create phase button and another one will be added. You can very easily manage these and reorganize phases
by dragging them. Or you can just adjust the length by dragging
the end points. So if we want face to, to be longer, we can simply
grab the end and extended. And you can see that
you can extend it over many months at a time. You can use the scroll button or the base to go
back to the start. Or if you want to change
the length of phase one, you can simply grab
this one instead. You can create more
tracks by simply clicking the three dots menu besides the track one and
select new track. Or indeed, you can see
different options to copy, paste, rename, or delete
each individual one. This will allow you to overlap multiple phases or
multiple actions over the same amount of time. For now, let's simply create
a linear progression. So I will simply delete
track number two. Let's select face to
enable parts of the house. If we expand the house
container in the scene graph, Let's try and find the
actual structures. So we have the exterior shell, which I know it looks weird, but let's go with it for now. Let's decrease the
length of phase two and simply start
creating more. Leaving them roughly two weeks in-between two or three weeks, maybe they're all equal. And then we can simply enable more elements for each
subsequent phase. Okay, so I have created
nine different phases. In the toolbar, you can find a zoom out and zoom in button, which you can simply use to zoom out over the
calendar length. This won't necessarily
shorten anything, but you will see only a month or a couple
of weeks at the same time. You can also use the drop-down
menu to actually import or select what the increments
in the calendar might be. If you're onto Tuesdays, you can see what happens
over each consecutive day. You can select weeks, months, and so on. Once you have finished setting
up the phasing sequence, we can actually added to video to best show
the progression. Let's go and create
a new video for this in the video section
within the media tab. Just like we have
discussed previously, let's create a quick video. If we make this 20 seconds long, we can see how that might look. But what we are interested in is actually adding the
phasing onto this video. So if we actually come out of the main video creation mode and back into the
thumbnail section. If we hover over
this and click More, we can see the phasing section
that we can attribute to our new video by
selecting facing one or whatever name you
have given your face. Now, if I go back up and enter
the video creation mode, I want to hit Play to see
the results immediately. You can see that at the start
there is no house there, whereas previously
it was visible. Let's hit Play and
see the results. Okay, so you can see that things start to slowly appear in the viewport in relation to how long each face has
been set up to be. Clearly, this is a very
good mechanic that allows you to create video
progressions of your entire project
without worrying about merging different video clips together in post-processing. Next, let's actually have
a look at seen states. In the scene graph we
have previously covered. There is another menu. Currently this is statistics, but you can drop down menu from which you can
select the scene states. Let's expand this panel
and see how it looks. Currently, there
is nothing there, but if we go back into the media mode and
go into phasing, so that we can get
all the visibility for each of the phase. Selecting phase one will have all the project
elements hidden. Now in the scene States panel, let's click on the
plus button at the bottom left corner of the panel to create
a new scene state. This will also save the current visibility state
of items in the scene graph. If you want to make
changes after you have successfully enabled or disabled whatever you wish
to hide or show, makes sure to always refreshed the current state that the updates are committed
to the project. If you want to
rename this, simply, right-click on it or
click the three dot menu. And let's call this phase one. That it is more clear and then tone with the
phasing program. With nothing shown. We can clearly see
that as phase one. But if I click on
phase four again, some elements will
become visible. I want to create
another scene state and rename this to face for. Now, if I quit the Media mode, I don't necessarily need to see any of the phasing anymore. I simply go in and do my
regular business in the model. But all of a sudden, I want to see what phase one
looks like from this angle. If I simply click phase
one in the scene states, you can clearly see that has been immediately applied
to the entire model. If I click on phase for here, you can see that some of
the elements have become visible corresponding to
what was saved previously. So you can very quickly create multiple states to carefully control how and what is visible. And these states can
be used as sharp to hide or show larger
groups of items. If we go into the medium mode, into an image, perhaps one
that is already set up. Let's click More here. If we go on camera, we saw previously there is a scene state section
at the very end. If we expand this, we can actually
select one of these since they found we have
previously created. So it is quite easy to attribute
these things States to media so that you can easily save them in different states. Overall, both functions work
towards a similar result. This enables an immense
freedom displayed, not just the final
product of your designs, but all the steps
leading up to it.
31. Presentation & Panorama Set: Finally, let's discuss
presentations and Panorama sets. Presentations for your feature that can combine all the types of media into one collection, effectively creating a slideshow to better present your work. Tell the story of your project. From the media tab in the doc. Let's go to presentations. And let's click on the already existing one to
see how it looks. Here you can see a
set of four images. If I click Play, we
can watch this unfold. Because there were only images. You could only see
this as a slideshow. However, we can create
our new presentation to add more media types
from the main menu, simply click create
presentations by clicking on the plus button. A helpful tool tip will appear, showing you the button
to add more media. Let's click this. Then a pop-up menu
will appear showing all the different types of media present and safe
within the project. We can see the three
different sections, images, panoramas, and videos. You can simply select
all of them and dragging each one or multiple
ones at the same time. And adding them to
the base in the dark. You can simply drag them in
whatever order you need. And you can simply
click and drag them to reorganize them
within the dock panel. Once you're happy
with your selection, you can close this menu down. And if we drag the progression
bar from the start, Let's hit Play and
see the results. That looks fantastic. If you have a look
in the toolbar, there are two additional
tools you can use. First frame and last frame. And as we have seen in
the case of videos, you can simply use these to go between the
different frames. It is a bit less intuitive
in the cases presentations, as it does not actually go
to the last or first frames. But it simply allows you to jump at the start
of every frame. And the last section
called panoramas sets. We can see this feature that allows you to create sets out of the panorama images that you have already set
up in the project. Effectively linking them
together so that you can export the whole set as part of an online, cloud-based
interactive experience. There are two panoramas
sets already present. So if we have a look at
the panel raster set, well I can simply
click on each one. And actually we
can look around in the project without
really affecting them. But it is less important how they look
within the viewport, but more so how
they look once you export them and add
them to the Cloud. Whenever you wish to create
your own panorama sets. From the main panorama set
menu, click, Create New. And as we have just seen, you can click the Add Media. Select all the
preferred ones that you have set up in the
project previously. Add them to the
bottom of the dark, and then that will be created. Again. You can
simply drag them and reorganize them to shoot
your preferred needs. Both presentations and
Panorama sets have a lot more usability when you
are actually exporting them either to the local machine or to the Cloud so that you can share your work with anyone from anywhere without needing
them to access to in motion.
32. Exporting Media: The export tab is the
last one in the dark. And it gives you all the
functions to output the media you have previously set up in order to showcase
your designs. Outside of twin motion, you can export either local to your workstation or to the Cloud to share from
anywhere with anyone. The process is fairly simple
and applies to any section. First, you select which type
of media you want to export. The menu will appear with all the items that
you wish to select. If we select the
images, for example, we can easily select each image
that we want to showcase. So if I select three images, once I'm happy, I can simply
move the cursor away. This one for me that I have already selected,
multiple images. The case of other media types, currently you can
see it says empty. If you do not need to
set up anything more, you can simply hit Export. And twin motion will start
to render the images out or whatever media
type you have selected. And it will save them locally. However, each media type will
have additional settings here found by clicking
more under each section. So let's have a look at them one-by-one, starting
with images. First, you can
toggle whether you want the 3D mode on or off. For twin motion to
render the images as 2D or 3D stereoscopic. The refinement
toggle allows you to increase the level of detail
based on preset grades. When rendering out the images. Here you can see it
can be turned off. Low, medium, or high. Motion blur toggle enables the effect of lowering assets
when they are in motion, such as speeding
vehicles, for example. When the images are
processed for rendering. And max lighting will toggle an increase in the amount of light created
within the scene. If we then explored
panorama settings, we can see the same
3D mode function. But next we can see
the resolution. So if you remember, there was no setting to set
the resolution for the export when you were creating panoramas because they are
actually located here. So we have the option
to create a to k for k, six K or eight K
360 degree image, then we can enable or disable motion blur as well
as max liking. The case of videos, we have slightly more options. The first one, clip can select individual parts are too full videos to
export separately. Here you can see all the
different parts that are contained within each
individual sequence. The format can
allow you to select what file format and frame
rate to export the video. So you can select between
mpeg and PNG files. The mpeg file being
a video file. Or alternatively, you can export each frame
as an image file, which you can later a
third party software. If we click More, we can actually set the frame
rate for the video. Bridging between 25 to 120 SPS. You can set the mode
between standard 3D, 360 degrees or fifth
you 360-degree 3D. This allows you a great
freedom of creation. So that you can create not
just simple standard videos, but you can select between
all of these modes, thus enhancing your
creative freedom. Whenever you select
a 360-degree video, you can also change
the resolution, similar to how you can do
that for the panoramas. Again, ranging from
two k for k and a k. If the mode is standard, you can also choose
the refinement as well as enable backsliding. You can see that the refinement was turned off when you are trying to rate is
360 degree video. For presentations, we can
see there are no options, but it is worth noting
that presentations can be either locally saved or
upload it to the Cloud. Whereas panorama sets can only
be uploaded to the cloud. If we actually
select one of these. Let's go with the one using the raster mode or
the real-time engine. We can actually click
more to expand this. And note that you can change
the resolution between 2468 K and enabled max lighting. If you're happy
with all the setup, you can now click Export and waits for the
process to finish. However, I only want to
export at the moment, just the panorama sets
so that we can go through what makes this
function so special. So once the panorama set has
finished rendering locally, it will simply be transferred
to your twin motion Cloud. Once that is ready, simply go to the
twin motion Cloud and we can have a look at
the newly exported set. Now, we can see the panorama set that
we have just exported. If we click view within
the big thumbnail, it will load up the
model and allow us to go through the
interactive experience. Here, you will be greeted by
the model in the background, as well as the
navigation tools to explore and interact with
this virtual experience. You can also click here to view the teleportation
or movement keys. Whilst this was
exported as six K, it may actually be a
bit under detailed, but given that this is
still in early access, I'm hoping that
this will improve quality with subsequent updates. So if we have a look around, we can actually see
exactly what we would have seen in the twin motion
viewport or be it, none of the dynamic effects
are actually set in motion because this has in
fact rendered just an image. So don't expect everything
to be fully dynamic. But it is quite great to
be able to look around and not be confined to a
static preset frame. If you want to move
around, as we have seen, we can use the arrow keys on the keyboard or the
WASD keys as well. This will allow us to
transition between all the pre-set views that
we have just exported. And as you have seen, it does fade and transition
quite nicely between the two. Thus, you can very easily look around from any
different point of view and actually see the full extent of the
model all around you. If we click on the
Cite button here, we can see all the different
locations within this set. So it will allow
us to more easily transition between each one. While some effects will
appear a bit jittery, it is noted that it is
still in development, so hopefully this will improve. But overall, I think this is an incredible
interactive experience that you can take your clients, stakeholders,
professors, and so on. And more easily, be able to describe and showcase
your project. More so than simply using two-dimensional drawings
and flat images rendered out from the project. You can use this function on
touch-based devices as well, such as phones and tablets. And it will give you a much more hands-on experience
as you get to interact directly with the
environment and with the added benefit of
Cloud processing and sharing. You can upload it
presentations and quickly share them around with
your friends, colleagues, and clients without
worrying about them having access to twin
motion in the first place. I hope you have enjoyed
following along the spin motion 2022
masterclass and have learned how to leverage
the immense power and functionality of this amazing
program to better explore, visualize, and experience
your projects and designs.