Learn how to import 3D models to mO2 Apple Motion & FCPX Plugin

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[Music] stainless law Robert libertà with motion V effects and in this lesson we're going to be talking about importing your own 3d models and using them with mo to with the installation of mo - you should have dozens of different 3d models shapes and items to get you started with so you can create some impressive 3d animations inside Final Cut Pro 10 and motion 5 there may be times that you may want to use your own 3d models and incorporate them into your own scenes mo too has wide support for many popular 3d formats let's take a look at some of the most popular 3d formats and how you can import them and work with them inside mo - in Final Cut Pro 10 I've loaded a scene of mo - it currently just has a background and a floor along with a light and a camera as we've seen before to add items to our scene will click on our add item button and add a model from the library once inside the model library to place a model on the scene in the past we've just clicked it and hit add this time let's go to the import button I'm going to choose this lieutenant head that I got from unity this is a gltf format file it'll ask me to name my file and where I'd like to save it in this case I have a folder called import 3d items I'm gonna save it to when loading items notice that it'll show us the size in which it's being imported depending on the original 3d suite that it was created in this size may differ we'll import our materials and we'll choose our texture workflow I'll choose metal roughness for right now I'll select okay to import it into my library this is a gltf it contains all necessary information to bring right into my scene right away once it's imported I'll see a preview icon in my model library when working with complex scenes be aware of the different vertices textures meshes and lights that may be part of each individual model let's go ahead and add this to our scene once in my scene I can see that it's not quite lined up where I'd like this can be due to the coordinates set in the original creation program I'll click on the transport control gizmo and drag it down once we have our imported item make note of it in our scene I can see all the different groupings and meshes of this particular model as we can see all the materials are included with the specific model this format makes it extremely easy to work with mo to quickly and easily as it's a one-click solution to bring your item right into your scene let's just change the background to make this a little bit more dramatic I'll go to my background and I'll change it to the environment once in here I'll open our post-processing effects and let's blur it a bit is control and choose here that maybe just a bit bright for me so let's bring that down if I want to remove certain items of a particular model I can click it in the canvas here I can see the selected mesh in the inspector I can either right-click this and delete it or I can disable it by turning off that checkbox as you can see it's extremely easy to work with gltf models let's take a look at another popular format OBJ's I have an obj file that I want to use in my scene using quick look I can take a look at the geometry of my particular model typically with obj files you'll have an MTL file that accompanies with it the MTL file will point to the different textures used for materials in our obj files in this case I have a separate folder provided by the author that contains several different textures using quick look I can look through these very quickly let's bring this into mo to well navigate to the add item navigate to model and import our model I'll click on my sofa obj and I'll click choose to bring it into the library here I can rename this in this case I'll just call it sofa obj I've also created a category for my library when importing different models our size may be different depending on the suite that the author originally created it in for my materials I can see that it found three materials and for me to choose a texture workflow in our texture workflow we have three different categories we have our metalness roughness specular or legacy we already know that mo2 uses a metal nosov Nisour for materials different 3d systems may be using specular or glossiness still others may use legacy choosing these different categories will tell mo - how to interpret the different sets of textures and how they need to be converted I know that I've got some bump maps and I didn't say any metalness roughness specular or gloss in his textures so I'll choose legacy clicking ok we'll import it into my library once in my library I can see a preview of my obj I can see that it has five meshes and over a hundred thousand vertices however I noticed that none of my textures came through and that's okay mo2 makes it really easy to apply textures to different materials in different models let's add this to our scene now that we have this in our scene let's review the obj in our inspector I can see that my obj has several different meshes obj files are typically used for single models and don't contain scenes such as environments or animations I can also see that there is no hierarchy for my individual meshes from my original obj I can also see that I have several different materials applied to my obj but they're missing the appropriate textures clicking on any one of my meshes will highlight the mesh in the canvas for clarity I'll just rename these different items so they make a little bit more sense now that I've renamed my items let's add some textures to these materials clicking on my sofa material let's scroll down to the albedo channel and add a texture to this channel i'll click on textures which will bring up our texture library i could use any of the textures included with mo too however in this case i want to include a texture included with the file i'll click import and i'll navigate to my textures folder i can see i have two different fabrics here one of them has a B with it that's likely a bump map instead I'll choose this fabric 6 let's rename this fabric I'll save it to my library and I'll create a new category I'm creating a new category so I know which textures typically go with which models when I import them clicking okay we'll create that new category okay to save this texture to this library category once imported it's already been applied to my scene and I can see that okay we'll close the library let's add a few more textures to our model I'll click on my pillow and I'll click the material associated with it notice in my scene I have three different materials highlighted the reason for this is one is a reference to these other two reference materials make it easy to apply one material to several different meshes at once for my right pillow I'll move down to the material window again and let's add another texture to the albedo channel clicking textures will load our texture library let's import a new texture again I'll click import and this time I'll choose this striped JPEG I'll rename it to something that makes a little bit more sense to me and I'll put in that theme category I had before as I can see that's been applied to my scene I'll click OK to close this texture library let's take a look at our scene structure once more now that we've applied our texture to that material I can see that material has been referenced and updated across all three of these I can see my sofa feet have that same material and texture and that may not be what I'd like let's rotate this model and take a closer look I'll click on my sofa obj and either using the on-screen canvas gizmo or our inspector let's rotate our model using your camera controls I'll zoom in to take a closer look at those wooden feet because we use a reference material that material has been updated as well to detach a reference material let's right-click the material and detach the reference now clicking on this material shows that it's isolated from our other reference materials let's change the texture on the albedo channel of these sofa feet I'll move down to the material and open the texture library in our albedo channel once more let's import a new texture I think I'll choose this wood texture I'll rename this wood legs click OK to apply it and save it to our library I'll click OK to close the texture library now that we have the right texture it's a little hard to see so let's add a light to our scene to brighten things up I'll move back to the scene content click Add and we'll choose a light in this situation I'll choose an ambient light with my ambient light selected I'll move down to the light controls let's increase this intensity to 500 using an ambient light will increase the brightness of our entire scene by a constant amount ambient lights do not cast shadows and have no position values let's go back to that material again with my sofa feet selected I'll move down to the texture categories I'll open up the color correction for our albedo Channel let's brighten this up just a bit that makes it a lot easier to see let's move back to our scene content and place our model back in position I'll just use this reset parameter to bring it back using our camera controls I'll just use the frame to button let's add one more material to our model clicking on the blanket I can see that a material has been applied already in the past we've changed the albedo channel by importing a new texture this time let's choose a material from the material library clicking on materials will launch the material library - fabric I'll choose this linen canvas material provided in the mo - advanced shaders pack clicking ok we'll close the material library as you can see mo - makes it very easy to adjust and change textures and materials of obj files now that we spent some time material in our model let's save this to our library I'll navigate to the scene content and I'll right-click my sofa obj and save it to my library I'll choose my category and give it a name I've named this one sofa obj material and I'll click OK we now have a new material model that's separate from the original one we've imported this makes it really fast and easy to use the same models over and over again please note any textures used in models saved in the model library must be present in our texture library removing any textures from our library that may be referenced in our model will break the connection and will be missing that material to create a total backup of our model along with all the materials let's click save scene I'll name this sofa material backup click save saving a scene will create a backup of our background environment any geometry and textures used in our model in this case you can see that it's created a backup of our linin the normal map for it the roughness as well as the textures that we've imported manually that's the basics of using obj files in mo2 let's take a look at another file type let's import our FBX file I have a medieval fantasy book I'm going to import I can see that typically with my FBX files I may have a source and texture folder FBX files can contain everything including animation materials and environments these textures and materials can be stored in other areas so let's see what happens if we just import this as is I can see I'm presented with a warning the following assets are missing in my preview I can see that it's likely missing some materials so I'll delete this really quick in my finder I can see that I have my source and my textures in two separate folders in situations like this this FBX may be looking for these textures in the same folder so I'll grab these and place them along with the source let's try importing that again this time I have my test to FBX which is my book along with my textures in the same folder I'll name it book and add it to my library I can already see that it looks like it found the textures and I wasn't presented with a warning click Add to add it to the scene once inside my scene you'll typically want to review the item to make sure that everything is correctly translated from the original program let's take a closer look at this I can see that while all my geometry is here there are some items that have been moved for example these flags so I may want to manually move these into position back into my flagpole or remove them as we can see FBX files can be pretty easy to work with depending on the scene it may or may not have the proper hierarchy as an example it looks like a majority of these items have been built as one separate mesh meaning I can't easily turn separate items on and off these are things you'll want to be aware of in case you want to remove certain items from your object in a situation like this we would likely need a separate 3d program like cinema 4d to make changes to these meshes and remove certain items let's take a look at importing cinema 4d files into mo too I've opened up a cinema 4d file with several different scenes that we're gonna take a look at in our first scene I have a series of different cubes that are being replicated from a single cube placed in a cloner I'll play that out in our second scene we have a series of different objects falling with some physics onto a plane in the scene we have a light and we have this fractured item in this last scene we have an M O 2 logo that's actually being extruded out using an extrude NURBS function additionally we have several different lights in an animated camera that's moving through our scene open up mo to and import the same file mo2 supports various types of data stored inside the cinema 4d scene file this includes polygon objects that represent your static geometry editable primitive objects such as cubes capsules spheres and so on cloner objects with linear radial grid and object instance distribution modes plane and random effectors and even 3d objects that aren't natively supported by mo2 such as extrude NURBS assuming that the file was saved properly I'll click Add model an importer model I can see that my cinema 4d file also has a texture folder with it typically cinema 4d will have a second folder with it storing all our textures from the dialog box I'll choose my cinema 4d scene and click Choose I can give this a name and save it to my library I can see it's found several different materials but I notice I can't change my texture workflow even though it says legacy whenever possible mo - we'll make use of the metalness roughness workflow I'll click OK to bring it into my library with my cinema4d scene selected I can see it's found a texture along with some lights let's bring this into our scene 10th I can see that it's brought in a null clicking my group null I can see I have the same hierarchy as I had in cinema 4d this scene is our cloner and random noise by opening this group I can review the rest of the scene it looks like my light my effectors and my cloners all came over from cinema4d additionally I have that material that was brought in as well clicking on my material and navigating down to my normal map I can see that texture was brought into my scene let's play this part out I see my effectors and my cameras are all animating just like they were in cinema 4d let's take a look at our second scene with my second scene let's review this in the inspector I'll close my first scene of cloners and random noise and I'll open the bait cloner dynamics I can see that my plane is just a primitive plane that's been carried over from cinema4d this means I can make further changes inside mo - from a cinema 4d primitive I can see I have a light in my scene and my light is creating shadows for all my falling particles next to our falling items we have our mo2 logo it looks like a regular extruded SVG but it's actually created using cinema 4d z-- extrude NURBS object that creates 3d meshes from spline shape neither these objects are supported by mo2 but they can still be imported to make this possible the file needs to be saved from cinema 4d with the save polygons formal age you can find this in the Preferences file section of cinema 4d after that mo - we'll import it as a regular mesh its resulting structure will look exactly the same as when converting extrude NURBS into a mesh in cinema 4d typically this is done by right-clicking on it and picking current state - object let's take a look at one more 3d file type to use in mo to the last file we're going to look at is the mo 2s files that are built and designed by motion V effects for mo 2 you can find them in the model library after they're installed they'll be in various different packs including our commercial electronics or sci-fi pack just to name a few these models have been optimized to work with mo 2 as you can see in the inspector we have our different hierarchies for our model including specific textures and materials so now that we know how to import different models where can we find some of these different 3d models online there is free 3d which offers lots of different options as well as different model types turbosquid is another great option that has models in several different categories they have free 3d models and specific file types sketchfab is another site that has lots of different options sketchfab also lets you preview your models in case it has any kind of animation and how its animated lastly there's motion VFX which has several different model packs to get you started right away with models that are built specifically to work with mo - as quick as possible Oshin VFX also offers a couple packs completely free of charge for more information and more tutorials about mo2 and other great Final Cut Pro 10 and Apple motion templates and products please visit motion VFX comm again my name is Stanislaw robert Liberto with motion VFX and i'll see you next time [Music]
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Channel: motionvfx
Views: 23,361
Rating: undefined out of 5
Keywords: FCPX, Final Cut Pro X, Apple Motion, Motion 5, Video Editing, Video Production, 3D, Rendering, VFX, MakeMotionGreatAgain, PostChat, Video, Editing, YouTube, VLOG, MoGraph, Graphics, Apple, final cut pro x tutorial, mObject, final cut, mO2, apple, editing, post production, vr video, 3d video, vr, vr 3d, fcpx plugins, vfx, mobject, motionvfx, motion 5 3d text, motion templates, motion, rendering, final cut pro x plugins, real 3d, motion graphics, fcpx effects, animation, tutorial, FCPX Tutorial
Id: P9lxK5SRCLw
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Length: 23min 33sec (1413 seconds)
Published: Thu Dec 20 2018
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