[THEME MUSIC PLAYING] SPEAKER: Hello, everyone. For this tutorial
series, we will be focusing on importing
animated FBX imports inside of Unreal
Engine that allow you to progress your
Twinmotion model or CAD models. To demonstrate this, I will
be using the demo scene from Twinmotion that was
brought into Unreal Engine 5 using the Twinmotion to Unreal
Engine import or workflow. In this tutorial,
we will cover how to import animated FBX models
into in Unreal Engine scene. Now, here I have
Unreal Engine 5 open and you may notice there
already is some movement in some of the elements here. These are some simple
material based movements that have been brought
in during the input process such as the
trees and landscape using the data Smith workflow. For more information on
compatible animations from Twinmotion, please
check out the plugin page on the marketplace. Now, let's add in our
own animated elements by importing an animated FBX. In order to find a
model to bring in, I'm going to use Sketchfab. Sketchfab is a tool
within the epic ecosystem and is a web platform
for publishing, sharing, discovering, and
downloading 3D models. You can sign in to Sketchfab
using your Epic Games account here. I've gone ahead and
signed in and searched for a creature that is not a
part of the Twinmotion library currently. So I'm going to be
bringing in a hummingbird, so here I have found one. It's got a nice simple
hummingbird here with an animation. And this is coming
from Ear Rodriguez. If I select the Download
3D model button here, you'll see that I have the
ability to bring in an FBX, and I can also copy the
credits for the creator here. Now, I'm going to go switch
back into Unreal Engine 5 and import this hummingbird. In order to bring
in the animated FBX, I'm going to go up
to the top toolbar where there is a cube with a
plus sign, hit this dropdown, and select Import content. Now, a window's going to pop
up asking you where you would like to place the content. I'll go ahead and add
it to the Content folder here and select OK. Now navigate to my FBX model
select it and hit Open. Now an FBX import option
window will pop up. There are a few important
things that we'll want to make sure that we include. The first one is going
to be skeletal mesh. So we'll want to make sure
that this is checked here. Skeletal meshes are bound
to a hierarchical skeleton of bones which can be animated
for the purpose of deforming the mesh. So we'll want to make
sure that this is included in the animated FBX import. Now, also go ahead and make
sure import mesh is on, and you'll see you have a couple
of different options here. Now, one important
thing to make sure is that you have Import
Animations checked here. Now, there's a few
additional elements that I won't be diving into. I'm going to keep all of
these settings as it's. I'll go ahead and
select Import All, now a message log
window will pop up letting us know that there
are some smoothing group information that is missing. Now, since this is
a simple animation, this is not so important to me. However, if you were
bringing in a character, you may want to dive
into this message. I'll go ahead and
close out of this. I'll go down to the Content
Browser window at the bottom, and you'll see that we do indeed
have the skeletal mesh that has been brought in, and a
couple of different animation sequences, as well as
a new material here. Now I'm going to go up and
select one of these animation sequences. And when I click on it, you'll
see that the animation has successfully been brought in. I'll go ahead and save this and
drag and drop it into my scene. Looks a little bit small so I'm
going to go over to the scale and raise this here. I can use tab to navigate
through the different input areas. Now place it next
to this flower here. And one thing I noticed
is that it is white, so it looks like the texture has
not been brought in properly. So no problem, I'll
go ahead and show you how you can add in
your own textures and edit materials here. So when I have the
skeletal mesh selected in the outlier on
the right hand side, I can scroll down to control the
settings for animation, mesh, and materials. In order to pull
up this material, I can double click it here. Now, this window
has been brought up, which is how we can
connect different elements to the parameters
of the material. Now, you'll see that there is
a simple color that has been plugged in to this base color. However, we want
this to be a texture. In order to do that, I'm
going to hit T on my keyboard and select anywhere
in the material graph. And you'll see that a texture
sample has been brought in. I'll go ahead and delete
this parameter that's currently connected and drag and
drop the RGB to the base color. Now, you see an
error has popped up, and this is because it is
missing an input texture. So we need to go in and
attach a texture to this node. In order to do that, I'm going
to navigate back to my folder where I've downloaded
my object, and you'll see that I have a
texture here that was included in the download. I'll go ahead and drag and drop
that into my Content Browser at the bottom of the screen. So now you'll see that
this texture element has been brought in properly. I'll go over to the Details
Panel in the Material Graph, go down to Material Expression
Texture Base, select None here, and I'll start typing in
the name of the texture. I'll go ahead and
select that, you'll see that it is properly applied. And I could go in and add
in the roughness and normal information as well. For the purpose
of this tutorial, I keep it as is and hit Save. Now go ahead and close
out of this window. And in order to
check the animation, I'm going to hit Play at
the top of the window. It's going to jump you to
where I have my player's start in the project,
but I'm going to navigate using WASD
on my keyboard to go find my little creature here. Now you'll see that it's
been properly brought in. Now, this video is
just showing how to bring in a simple animation. Within Unreal Engine,
there are a lot of opportunities for interacting
with animated features in bringing your
project to life. This concludes our tutorial. Thank you for joining.