Real Time Motion Design in Unreal Engine 5.4 | Beginner Tutorial

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[Music] hey everyone welcome to this new video in this one we'll be looking at how you can create this animation inside un real engine using the new motion design tools we'll be looking at how to use effectors how to light the shots and how to set up your camera uh before we move on uh I would really appreciate if you guys subscribe to the channel and like my content it really helped me to make more content and share whatever I learn so without further Ado let's dive in all right so when you are in Unreal Engine just make sure you go to edit plugins and type in Motion Graphics motion design and so make sure you have motion design plugin checked so it will have all the tools needed and you just need to restart the engine and you should have all the tools for motion design all right once the engine has restarted you can go into um this tab over here and click motion design it will create all the necessary um tools you need for it and the very first thing I'll do is actually set this to our cinematic viewport and this would be our default viewport which will be used to control all the assets needed we can go ahead and bring in our assets all right so let's create some folders to keep things organized I'll right click say new folder let's call this assets and then I will create a sequence folder and then I'll create a level folder and let's also create a material folder all right so next we will start bringing in our assets we'll right click say import game assets and I have all these key cap um model which I downloaded from the internet I will link in the description um where you can find these models so we're just going to click on the first one and the second one and say open and it will give it this popup we'll say import all and then the engine will start importing all those meshes so let's also bring in our textures so I'm going to right click say import game and I have all this texture set over here which I'm just going to bring in all right then let's go into our content um we'll go to the asset we B in and then there's a material instance in there key caps so if you open that we can start assigning some textures to it so we'll go to content again we'll go to our material folder and the very first thing I need is the base color and actually I just need two things from here the base color and the roughness and that should do it now let's plug in our base color to base color and then the roughness will go into the roughness and that's all pretty much for the material we'll just save that so those that material would get assigned to all the assets uh currently we have in our content manager all right so the first shot we'll be try to recreate is this guy over here um we will populate the M graph with all these key caps and just to a general wave effector uh effect in there so let's uh dive into it and see how we can create this one so I'm going to be using cloner actor over here so we'll just drop that in into our scene so that creates a cube over here all right let's fix the orientation on this we'll click on that and then let's say zero and now we need to replace these cubes with our key caps so we can just drag in and drop that into our cloner actor so it will replace those keys um the scale is pretty off so let's do that point 2 and you can see we have started replacing those cubes with our keycaps so let's just do that for all of it I will just fight fast forward this section all right let's also delete the the cube we have in there so we'll select the default Cube press delete and delete that uh you can see we have um we have our key caps but U we want them more laid out right so just going to select the cloner actor and then you have a bunch of options over here so first what we want to do is redu this Z so I just want two rows and I want to increase the X count so let's go for 30 and 30 so now we have a more laid out pattern right like this uh but you can see there's a repeated pattern in there so what we want to do is randomize the key caps of of how they are being placed inside this actor so we's go into our mesh random mode and then select random so now you can see it is more randomized now uh they also kind of sticking to each other so let's increase the spacing between them so we have this x parameter over here which you can change and I think I just need a little bit more in y and a little bit more in X just like that we'll tweak them further of how our C how we set up our camera and lighting but for now it's good okay let's start creating our effector we're going to select the the cloner and then you have a button over here called spawn linked effector it's very important for the fector to be linked this cloner actor and if you select the effector we have a bunch of options over here so what you want to do is first change the U type to sphere to Unbound because we want to affect the whole grid and then you have um mode so let's change that to noise field so that unlocks a few parameters over here so first is the location which is like how high you want this wave to go so let's go that uh 50 for now and as soon as we do that you can see we are affecting our grid um by controlling this parameter you can increase how much um how much height you want the waves to be in so for for now I think 50 is good uh next what we will do is um we will change our pan so if you put one one one in all of these uh Fields you can see we are now animating our waves so the pan is basically the speed so if I go back to the affector um so if you increase that in X if you say X10 it will go um in higher speed in X so this is good for now um what I would like to do is actually increase the because we going for a really wide shot right so let's increase the number of actors right now so let's go into our cloner and I'll go 50 let's go 50 oops and 50 in y as well but that's the beauty of unreal right there's so much high density mesh and key uh into this um scene but still it's so responsive okay let's Now set up our camera our outliner uh please act a tab and drop in a cic cam actor and this viewport is going to be my camera viewport so let's um back it up a little bit and we just going to create a white shot over here something like that and I'll go into the camera and you know I'll change a few things um I want it to be a wi shot so let's just do maybe 15 as a focal length and that's pretty much okay actually okay let's start with lighting so what we're going to do is delete all the lights we have right now so I'm just going to select all these stuff um and say delete and also delete the atmospheric fog so now I'm starting with the blank scene right now let's drop in our HD backdrop so we'll go into place actors Tab and I'll drop in an hdri backdrop hdri is a great place to start um your lighting with because it gives you nice fill and you can then control the key key light however you want all right so I'll bring in my HDR we'll right click and say import to game and I have this art prob HDR over here we going bring then so uh you select your hdri backdrop actor and then we just going to replace that HDR over there it feels a little bright right now so I'm going to select my HDR and let's just reduce to 0.152 so we just want a little hint of the HD right and then we're going to add another light for um our key uh let's also try rotating the HD so we can select the hdri backdrop and then start rotating in a so that we get a little bit of that window feel right so the light is coming through the window the key caps are going a little too high so let's select the cloner actor and I'm just going to reduce sorry select the affector and I'm going to reduce that to let's say 30 that looks much better and I think there the spacing uh is a little too much so we'll go into cloner and just reduce that spacing so they are kind of like sticking a little bit more with each other right so we get a little bit more continuous feel of the Waves well let's drop in a key light so just going to go to place actor and then we're going to drop in a rectangle light um let's make it somewhere over there let's increase the adnation so that's affecting the entire grid and let's increase the intensity on it so just get a little feel of um a key light of some sort coming from that direction right and if you turn that off and on you can see that key light kind of makes a difference right and that's pretty much it for lighting and setting up the scene um or to render this we'll click on this button over here say add level sequence and then we will name this uh first shot just save and it'll create a sequence and let's dve drag in our cic camera actor uh we're not going to be animating the camera so we can just leave the way it is you can click on this uh render movie button we'll click on this unset config and click on this preset button and then load our preset I will link this preset in in the description so you guys can download and it has all the console variables I normally use um we'll select the uh proper folder for this so let's unre uh so we are all set and now you can just hit uh render local and it will start rendering all right next we will recreate this shot over here which is just a different application of the affector so we're going to be using the same grid so we will just go into file and then current save current level as and I'm going to call is um the closeup shot so we will click our um cloner actor and then go here and click say spawn link effector so we're going to create another effector and what we want to do is um first we will increase um the height of this these waves so let's select our first effector and let's go maybe 80 and then we will select our second effector and then change the type to Unbound and we will check on orientation force field enabl and that would um alter the orientation of these key caps the speed is a little too much right now so what we can do is actually reduce the orientation Force rate so I'm just going to go 05 also we can see over here that our um waves is going in as well so we don't want that to be moving right so we're going to select our first affector and then make this pan zero so that it's just the orientation which is getting affected next we will um change few things in the camera so we'll select the camera so from a white shot I'm going to go to a nice portrait lens so we're going to go 50 over there and that will give us a nice depth of feel make sure your aperture is low so mine is at 72 and just going to move the camera and pick a interesting spot to focus on uh with some foreground key caps um as well over there and we'll also make sure we have our Focus right so I'm just going to go into my lens settings and then click on this sample Focus button and make sure I'm sampling that area right okay let's light this shot so what I'm going to do is I'm going to delete um my hdri for this one I'm going to be going in with a very high contrast shot so we're going to I'm going to delete the light um the hdri backdrop and we're just going to use the the area light we have and just play around with that right so let's bring it somewhere over there just want a nice Focus area uh this is this going this one is going to be a little smaller and let's increase the intensity for that I want my eyes to go that area right so let just going to do something like that create some really high contrast area over there and maybe it's little too much so let's reduce that so now we need a little bit more depth to the shot so we just going to press alt and and drag the SLS so we're going to create a copy of that and let's uh increase the addon on this so we can see a little bit more in the depth something like that and we're going to create another copy and then do same similar for the front uh we just want a hint of it we don't want too much right so it's okay if these these ones are getting darker um our attention is still going in um on the middle one right you can play around with the light you can change the intensity or you know play around with different color of different color temperature on the light and stuff like that um that's that's a powerful aspect of working with unal engine you can in trade pretty fast on these stuff right all right so yeah that's how I created those shots in Unreal Engine using the motion design tools I think it's really cool to have those real time Tools in unreal now uh if you like the video please hit like share and subscribe it really helps me and motivates me to create more content like this and share whatever I learn so yeah that was the video I hope you liked it and see you in the next one cheers
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Channel: Pranjal Choudhary
Views: 24,507
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Length: 14min 40sec (880 seconds)
Published: Sun Apr 14 2024
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