>> Welcome to the
Twinmotion webinar. My name is Daryl
and joining us today, we have Martin
from the Twinmotion team. We're going to start with a
quick overview of Epic Games, Unreal Studio, and Twinmotion before handing the presentation
over to Martin. Epic Games operates
as two major divisions. Publishing and software.
Through its publishing, Epic Games is the creator
of the world's most popular game Fortnite. It has a history
of other big hits. The software division of Epic
games serves game developers. There's been over 500 titles
created by third party studios and there are thousands
of Enterprise customers using the Engine every day
to tell their stories. In 2016 we set up
an Enterprise team to address the specific
needs of Enterprise customers. We've grown to 70 people from 20 in just the last year
with a dedicated engineering and support team
of 30 in Montreal and this all happened before
we added the Twinmotion team. You'll find the Enterprise team
in the UK, Germany, US, Korea,
China, and Japan. We're literally
all over the globe. Unreal Engine
is a complete package with all the features
you need to make unique, compelling film quality,
real-time experiences, and it's free to use. With Unreal Engine,
you can use the same asset to create different
deliverables. Everything from still images
to mixed reality. Or in the film world, everything from
virtual production on set to final frames. Twinmotion is an application
made for AEC professionals that can transform
your BIM or CAD models into a compelling
real-time experience. Twinmotion combines an intuitive
icon-driven interface with the power
of the Unreal Engine. You can create simple images,
panoramas, standard
and immersive 360 videos and self-executable
BIM motion files in seconds, all from the same
Twinmotion scene and with support for all of
the most popular VR headsets, Twinmotion can take
your BIM to VR in seconds. We've had over 7 million
downloads of Unreal Engine and 200,000 registrations
to the Unreal Studio Beta. And recently Twinmotion has had over
a hundred thousand downloads. Visualization experts
in architecture have figured out for themselves
the value of Unreal Engine, Unreal Studio, and Twinmotion. A recent survey
by CG Architect found that Unreal Engine
was the number one real-time solution
for production rendering and the number one
rendering respondents were experimenting with including
traditional offline renderers. We want to make it easy
for existing professionals as well as those just entering
the job market to skill up on real-time. Last year we launched
our Online Learning Platform and it now has over
37 free online courses and new Twinmotion courses
are currently in production. We also offer instructor
led training classes with centers in Guilford, Los Angeles, Munich,
Montreal, and Detroit. We offer learning at our events
which is an opportunity to connect
with the Unreal Community. Unreal Academy is our main
learning event, which we hold
two times a year with both hands-on courses
and lecture-based talks. Next up is Martin
from the Twinmotion team and he's going to give you
a quick intro to the Twinmotion workflow.
Cheers everybody. >> Thank you, Daryl. Hi everyone, my name
is Martin Cressman. I'm a Twinmotion
product specialist. I've been working on Twinmotion
for around six years now and I just want to say
that we are really proud to be joining
the Epic Games family and the Enterprise team. Let's begin.
What is Twinmotion? So Twinmotion is a 3D
real-time visualization software dedicated to architecture,
urban planning, landscaping. Here's a quick comparison
of what you can do, what you can achieve
with Twinmotion compared to another ray
tracing software. But when we created
Twinmotion our main goal wasn't to create
a rendering software that creates render
really quickly, our main goal was
to create a software that is really easy to use. So, we really wanted to step
away from the tons of settings that you can find
in other rendering software where sometime you just
tweak one value and render time
double or triple. The idea behind twin motion was to create a plug
and play solution. You install it and you
can be productive with it straight out of the box. So, for us that means create
a simple UI with big icons. So, no matter where you are
in the software, you can understand,
you can know what you are doing. And also, with this idea
of having a simple UI, simple workflow, we have created
what we call the add-ins. The add-ins create a direct link
between the CAD software, so today it's for ARCHICAD
and Revit, and it creates a link between those CAD software
with Twinmotion. So, in just one click you can
synchronize your ARCHICAD or Revit file
with Twinmotion and begin to visualize it
in real-time right away. We don't need any more to go
through the export input workflow,
which is really time consuming. Here just one click,
press the export the scene Twinmotion button, it sends the data
inside Twinmotion. During the synchronization we do
a few things automatically. We'll see that in a moment.
But in Revit and ARCHICAD there is an active library
of materials, visitation characters. And during this translation,
all those assets are automatically
replaced by Twinmotion, physically correct materials,
3D animated trees and animated people also.
And then from Twinmotion, it's also just one click away
to switch to virtual reality. So, with Twinmotion, we want it
to also bring virtual reality more accessible
to every architect. Now let's see that in action. Here on my left,
as you can see here, I have my Revit file and,
on the right, I have Twinmotion. If I want to visualize
this file in Twinmotion, I would just click on the See
in Twinmotion button. It will start a direct link. I actually have the project
already set up. So here we just open
the context where I've imported
already a background around this small building. So, it started the
synchronization and here we go. I already have my project and I can start to navigate
in it in real-time. As I was talking,
just during the introduction, if you look at my project
here on the background, I have two trees.
During the import, during the synchronization
with Twinmotion, those trees have been
automatically replaced by Twinmotion 3D
animated trees. And we do also the same thing
for the cars over here or for the two peoples that you can see
on the balcony over here, those two people here
has been automatically replaced by Twinmotion 3D
animated characters. So, on the background
of this project, as I told you, I've already
imported a background, this background here
has been created with 3DS Max. Let's actually
switch full screen as we don't need Revit
anymore for now. This context here has been
created with 3DS Max, I have imported this context
in my Twinmotion project, it was just a .FBX
but Twinmotion can also support different
file formats for example, here, if I click
on the import tab, here, you can see
all the different files that Twinmotion supports
at the import, so FBX, sketchup,
OBJ, C4D, this one being
the most optimized. And then we have also all these
one on the second line here. So, after importing my content, I just place a few objects
like the vehicles here and now I've synchronized
my file from Revit directly into my context. First thing that I can do
is for example, start to change the light;
play with the time of day. So here we can just visualize
the project during different
lighting conditions. If I come to the Natural
section Localization, here, I can also precisely
geo-localize my project with just an open street map
that we'll load eventually. Well what you can do is also
come to the Localization tab and here change just
the orientation of the North. So, as you can see here, we already have a couple
of trees inside our project but we can add more of them. So, we'll open up
Twinmotion Library, enter the Vegetation
and Landscape folder, Trees. And here we just start to drag
a few trees in my projects. Maybe I can also select those
ones that are a bit bigger. I can also do multi-selections. So, for example,
if I select this Black Gum and this Hook Thorn at each time
I will click in the viewport, Twinmotion will randomly select
one object from my selection and it will add it
to my project and because it's
in the Tree folder, it will take a random rotation
and a random scale so we won’t see
any repetition. Finally, another way
to add some vegetation is using the Vegetation tool. So, you come to
the Nature dock, Vegetation, here, we'll select my grass and I will just start to paint
my grass on my terrain. Those materials here
are a bit bright so maybe it's time
to change those. I will come back to my Library,
enter the Material folder. Here we have different
type of material created and dedicated to architecture.
You start with the Glass. So, if I want to
change this material, it's just a basic drag and drop
from the Library to my viewport. As you can see when you mouse
over our material there is the small ball and there is a bigger preview
on the right. So now I just change, for example, this material
on my walls here. Switch to a wood paneling, you can just drag
and drop multiple material until I found one
that suits my project. Here, we can maybe
change the scale. I'll just change the reflection.
Same thing on my roof here. I will just come
to the Metal folder and just maybe drag some
Alucobond panels like here. As you can see here, all those
materials are pretty detailed. They are physically correct. It means they are
PBR materials. Next thing I want to show you
is actually another project. So, I just come here
on my Open recent file and just switch
to the Norway demo scene. This project, the Norway project
is just a big house in Norway. It's in the forest,
it's just to show you, the terrain
and the whole ecosystem that we have inside
the software. So yeah, just open up
this new project over here. First thing I want to show
you is the terrain. So here we have a terrain created
directly inside Twinmotion. You can find those terrain
in the Vegetation and Landscape folder,
Landscape. You can start
with a flat terrain or with a terrain already
modeled, the rocky grassland. And then when you click
on the terrain you will have some different
tools to customize this terrain. So, it starts
with the Sculpt tool. Here we can just
raise the geometry; with the raise option. We can just quickly create some
elevation around your project. Then we also of course
have the Dig tool to dig some holes, or we
even have the Flatten tool that allows you to flatten
different area around your project. As you can see here
on the edges, depending on the inclination
of the geometry, different materials
automatically apply. If I come back
in my breadcrumb over here and enter the Paint option, I can also manually paint
different materials on my project. So, for example,
here I will select my Grass 04 and I will just paint
my grass on my terrain. Same thing as I did before. Now if I want to add
some grass to my terrain, I will come back
to my Vegetation tool, select my Grass,
maybe I can change the diameter and I can just paint my grass
on my terrain like that, Now in Twinmotion, everything that you can see
on the screen from the grass to the trees
to the different materials, everything you add
to an ecosystem. Again, I will come back
in my breadcrumb here and now enter
the Weather option. Here we have two sliders. The first one is controlling
the cloud coverage. So, if I start to drag this slider
here more clouds will appear. The second slider here
is controlling the season. So, we start in the summer. That's if I start
to drag this slider here. All my trees
will switch to autumn. In autumn, as you can see here, leaves start to fall
from the trees, leaves actually turn
yellow from red and if I keep
moving this slider, we quickly switch in winter. In winter some trees
completely lost their leaves while some others, their leaves
get overlayed by snow. All the materials
also get overlayed by snow depending on the inclination
of the geometry. So, as you see
there won't be any snow underneath the different objects
and here, even the river
completely froze. Now if I come back
to my first slider and start to drag again, this one more cloud again
will appear and at some point, it will snow because
we are in winter of course. That means that if I switch back
from winter to autumn, temperature will get warmer and the snow will
automatically turn into rain. And this rain
affects automatically all the material
of the project. There is nothing to do for that.
It's completely automatic. So now maybe it's time to create a
media, to create our first image. So, I just find a good point
of view to my project like that. And now I will come
to the Media section and I will start with an image. To create a new image,
it's very simple. You have the big plus button,
Create image, this will create a new point
of view in the scene. I can of course just change
the position of the camera and adjust my point of view.
Here with the Time option, I can just change
the time of day and visualize my project during
different lighting condition. I will stick with something just in the beginning
of the afternoon like that. Now each image there is
some advanced option and we click
on the More over here and here I have access
to all the different options for this specific image. So, it starts
with the Camera settings. Here I can start to correct
the vertical of my project with the Perspective
correction option. I can change the focal
of my camera. So actually, let me just
move back my camera a bit so we can see the whole project,
the whole house and, and again, I will refresh my point of view
to keep the changes. Going back here on there
is the Output size. By default, Twinmotion export
on a 2K resolution. But you can go up to 8K
with this option. And if you do click on the More, you can also manually
go up to 8K and you can actually
manually type anything you want from a square ratio
to a really widescreen. Next thing we have
are the Localization, the Weather,
the Lighting that you can customize
for each individual images. We can also use
some depth of fields so you can add some blur to
your image, something like that. So, we can just play
with that a bit. And then at the end we have
the different Visual effects. It starts with
the Color gradient for example, here we have different
color gradient that you can apply
to your project. Once you find one
that suits your needs, you can also play with it. You can change
the contrast of it. You can change the saturation
if you want. After the Color gradient,
there is some Filters that are a bit more artistic
like 8-Bit, Blueprints. There is the Line,
the black line outline, there is this Hatching that
looks a bit like sketches. So, we have different
type of filters like that. And finally,
we are also the Clay render. The Clay render puts an overlay on all the
material of your project. You can change the color
of this overlay so you can switch
to this gray material like that. For example, we can change the
translucency of this clay render and you can also select what is
affected by this clay render. So, for example, here, I can disable the clay render
on the glass and on the water. So here I can still see
all my reflection on my water and I can still see
through my project. I can even disable the clay
render on the vegetation if I want to. Let's actually disable
this clay render for now. I will come back here,
the point of view is fine. So maybe it's time
to actually export an image. To export an image
in Twinmotion, I will just come
to this icon here. It's the Export icon.
I will come to the Image section and select just the Image
05 we just created together. I'll click on Start export,
send this to my desktop. By default, Twinmotion exports
on a 2K resolution, but you can go up to 8K. As you saw it just took me
a couple of seconds to generate this image
on a 2K resolution. Going back to Twinmotion,
one other media that you can create
with Twinmotion is what we call the BIMmotion. Actually,
when you are in Twinmotion, when you enter this BIMmotion, you will create
a starting point. And a BIMmotion is actually
a .exe file, a standalone viewer
of the project that doesn't require Twinmotion. It's a digital model that you
can send to whoever you want. You just double click
on the EXE file, it will start the project at the starting point
you have defined here and it will launch
actually the project in this full screen
mode like that. In this full screen mode, here you still have
a few options. In this full screen mode,
here it's result of all the editing tools
that you have inside Twinmotion. It has a simple UI but it
contains still a few options. If I open up the bottom here
at the end of my screen and we can here change,
for example, the time of day, we can change also the months
to visualize different lighting conditions
during the whole year. You can also call
the different media you have set up
and visualize them. And it's really basically
the final model that you can send to your client so he can immerse himself
into his product. Also, if you have a VR headset
plugged in your computer, you just want to click to switch
to virtual reality. And in virtual reality, you will
have the same kind of option. You will be about
to change the time, change the weather, the season. You even have the option
to change material directly immersed
inside your own project in VR. Let's keep this full screen mode
and enter my projects. First thing that
I want to do here, you just change a bit
the time of day so we can have some light
coming inside the project. So, we have been talking about
quite a few features now, but I didn't explain a bit how the interface
of Twinmotion works. So, let's go over that now. So Twinmotion UI consists
of three major panel. The first one on the left
is the Library. It is native of Twinmotion and it contain more
than 2000 items and materials. So, as I show you before
I start with the materials. So here we have,
I don't remember it. We have hundreds
and hundreds of materials directly inside Twinmotion created
and dedicated to architecture. If you want to change
your material you just have easy drag and drop from the Library
to the viewport. As simple as that. All the material,
as simple as that, I'm still on the materials,
so as you can see, there is plenty of different
type of material from concrete to wood, stones,
brick, roof covering, grids. We have everything
that you can need for an architectural project. After all the materials,
we have Vegetation, it starts with Landscape. After that,
we have the trees, we have plenty of different
type of trees from leafy to palm to some mountain trees,
some spruce, et cetera. Then we have Bushes,
plenty of different ones as well. We have some Grass and Flowers.
We have some Rocks. The Misc section contains
the hedges, the dead leaves, dead branches, some ivy as well. After all the vegetation
we have Furnitures. It starts with Home. In home is divided by room;
Livingroom, Kitchen. In Livingroom,
it's divided by types, so Chairs, Electronics, Plants.
If I enter Chairs here, I will have all
the living room chairs. But if I come
at the top of my library, I can also use the Search bar.
Here, I can just type chair and I can visualize
just all my chairs like that. After the interior
there is the exterior furniture with all the Benches, Bollards,
Planters, the Signs for the roads. Then we have Primitives just to
block out around your project if you need to, there is some Decals
mostly for road marking like you can see here
some zebra, some line making,
some parking spots, we have also some graffiti, some asphalt damage stains
just to give more realities to the different type of roads
you can create. Then we have some
Particle system like the one you can see
on the background, also on the fireplaces
as you can see here. After the Furniture,
we have the Lights. Light, we have four different
type of light. It starts with
an Omnidirectional light. Here we have different
type of option, changing the Reflection,
changing the Color of the light, changing the Intensity
or the Radius. We have spotlights, neon lights.
We have also the IES lights. So, when you add an IES light
to your project, let me just change
a few things like that. You can, in the More,
this option here, you can load your custom
IES profile. So, you can create your custom IES light directly
inside a Twinmotion. After all the lights
we have Characters and Vehicles, we'll see that in a film project which is better suited
to show you those options. Here I can show you also
the Volume, it starts
with the Section volume. The section volume allows you
to cut through part of the project
like I'm doing here. So, we are just cut
to this corner of my project. I can just scale that
to cut through my wall project if I want to.
Just to, for example, see through different floors
of your project, you can just cut through
a different geometry. You can change
the Color of the cut, you can change
the Thickness of this cut, you can even Invert
the selection, so here, I can just show what is
inside my cutting volume. After the Section volume,
there is the Water volume. If you have a swimming pool, there is some sound that
you may see on the background. So here I have a couple of songs
around my project; with some birds, with some water
flowing in the project. And finally, the last volume
is the Reflection Probe. Basically, the Reflection Probe
creates some nice reflection around your project. It will create actually
a 360 image from this point in the space and it will apply
this 360 texture to all the geometry
within the radius. Basically, create a nice
reflection as you can see here. Finally, after the Volume, we have what we call
the User library. The User library allows you
to create your own material, to import your own object and save them directly
in your User library to have access to those objects
for every future project. So, let's actually create
a new material together. I will switch here
to the material single, to the full list of materials that is applied
inside my project. To create a new material, I will
click on this plus button here. Just apply this material
directly to my ground over here. I will start to load a texture. So here I have
wood parquet texture on that looks pretty nice but right now it just a diffuse
texture with no reflection. So, we'll come back here
and turn my Reflection option and here we'll load
a roughness map. I can also play
with this roughness map to just give a bit
more reflection- to give my material
a bit more reflection. And we can also, if I want to,
we can just load a normal map. I know there is one
in this folder as well. So here I'm just loading
my normal map and applying my normal map
to my project, to my material. So my material
starts to look nice. Now if I want to save this
material to my User library, I will just click
on this three-dot button and actually let me rename it.
Parquet01 for example, and I will just click here
and click on Add to user library. This will save this material
in my library and I will have access
to this material for every future project. Now if I open up my Library,
I scroll to the bottom. Here, I have my materials and here actually I have plenty
of different custom objects that I've created
that I've imported myself and just saved them here
for every future project. Here you can create
your own hierarchy. For example, here I've created
my own materials folder where I've created
different types of materials like my wood here. And here it's the same
as the Library. If you want to apply
different material, just drag and drop from
the Library to your project. This is the Library. It's the first main panel,
of Twinmotion interface. The single most important panel is the one at the bottom
of the screen. It's what we call the Dock. It's basically here that you
will find all the options, the tools, and the settings. So, for example, here,
my parquet is still selected so the reflection
regarding the specific material. As you saw this before, I can change the Reflection
of my material, change the Color,
change the Scale of my parquet. But if I switch
to another option, for example, if I switch
to the Lighting option, of course I will have different
type of option here. I can change the Sun power,
the Ambient lighting, I can change the White Balance
of my project. So yeah, as I said here, you will find most of the tools
and the options. Finally, the other most important panel
is the one on the right. It's what we call the
Scenegraph, the Scene Organizer. It's basically here
that you will find all the options,
the tools, and the settings. It's basically a layer system
similar to Photoshop where you can turn objects
on and off. So here I just switch on
and off my FBX, my house that I've imported
inside my product. For the last part
of the presentation, I'm again going to switch
to another project which is located
downtown Chicago, just to show you a bit
more of the animation and the people
that we have inside Twinmotion. So, I've been looking
at two different projects, one mid-sized project,
one in the nature, and now I'm just going to switch
to a more human project. Just crossing the bridge
over here, as you can see, we are just near
the Chicago Tribune. As I told you here
in this project, what I want to show you is how
we created all those animations that is running
all around the projects. And to show you that I will
actually start to remove all the existing animation that
is currently in the projects. For that, I will open
the Scenegraph. I have two ways to add that. I can manually select my path,
my animated path, but I will use my filter here
to just show only the path. Here we select
all my vehicle paths and we just delete them
all at once. Now that's done. I can show you how we can create
animation inside Twinmotion. Let's actually start
with the Library again. Vehicles.
Here, we start with the Cars. If I want to add the car
to my project, just same thing as anything. Just basic drag and drop from
the Library to the viewport. Once the car is here, I can change the color
as simple as that. Once I choose the color, I can just drag
a couple of these cars on the side of my road
for example. But if I want to animate
those vehicles actually it's different tool. You can find this tool
in the Urban section, Paths, and here we are four
different types of paths. Let's start with
the Vehicle path. Here, I have a Pen tool
that will allow me just to
basically create a spline. It just creates a spline
in the middle of my road. Once I release my tool, vehicles automatically
start to drive along the path. And same thing as I told you before at the bottom
of the screen, I have different options. My path here is selected,
Vehicle path. And here we can start,
for example, just to change the Lane count,
I just switched to three lanes. As you can see here, three lanes
are running on my road. I can even change the Speed
or the Density of the vehicles. So now just to quickly populate
the other side of my road, I will just- here I have the selection
gizmo of this path, I will just press shift
and duplicate this path on the other side
of my road. Vehicles will start to spawn.
We just click on Reverse to make them drive
in the other direction and then we just change
those small points here to make sure that the path
is well aligned on my road. Last point over here,
here we go. So now everyone is running
on the road except for those guys that are
running a bit on the sidewalk. So, as you can see, it just
takes me like one minute to create this whole animation,
which could be really time consuming in other software
like 3DS Max. Where you could require
quite a huge skill to create all those animation, especially that here we have
all the wheels spinning. We have some people
that are actually in the cars turning the wheels. So, this is how you create
an animation with the path. Now, let's switch
to the Characters. So, I'll come on this area here. If you want to add
some characters to the project, I will open back the Library
enter the Characters folder. Start with the Human. And if I want
to drag a character, same thing as anything. Just a basic drag and drop from
the Library to the viewport. If I drag this character
multiple times, the color of the clothes
will change. It's the first option here.
It's random. So hopefully we won't see
any repetition if you are using the
same character multiple times. Then the second option
will change the pose. So maybe this character
is in idle state, maybe he's sitting, maybe he's
lying, maybe he's even dancing. And even after
you choose a pose, you have a list of animations.
So maybe he's doing this dance or maybe he's doing
the Gangnam style dance. I can populate, I can drag
and drop characters one at a time like this. But looking at the size
of this project, it could be time consuming. This is why we also
have some groups. So, for example,
if I select this group of three people at each time,
I will click into viewport, Twinmotion will randomize
the three characters that are added to the project. So again, hopefully,
you won't see any repetition and you can really quickly
bring more life to your project. And finally, the third way
to add some characters is the same as the car,
using a path. So here, same thing. I will use my Pen
just to create a spline. As you can see here, there is already a couple
of splines on my project. So here I'm just creating
this quick spline here and again once I release my tool, characters
will start walking on the path. And here I have a few options like changing
the Width of the path, changing the Density
of people on it. Because there is quite
a large amount of characters, sometime it takes you take a few
seconds to load all the people. So finally,
one of the last media that I didn't talk about is,
actually there is two media that you can export
out of Twinmotion again. We already talked Image
and BIMmotion. We also have the Panorama. The Panorama is just a basic
360 image of your project. And the last media
that I want to show is Video. How to create
a video in Twinmotion. It's as simple
as creating an image. You just click
on the Create clip. This will create a new clip
with a first key frame. This is the starting point
of the video. Then you simply need to move
the camera inside of viewport. You click on the plus; it will
create a second key frame and Twinmotion automatically
creates the animation between the first key frame
and the second one. There is nothing to do from it.
It's completely automatic. And here in just two clicks,
I've created this quick video. I can change
the time of the video. By default, it's ten seconds, but I can change
to whatever I want. And of course, again,
at any moment, we can visualize the project
during daylight like here, but you can also switch
to the night. When you switch to the night, the lights of the vehicle
automatically light up. Same as my light post, and same as the lights on all
the buildings on my context. And same as my moon over here. So, I think that's it for this quick
introduction to Twinmotion. Thanks again everyone
for being here today. >> Wow, that was amazing. Martin, thank you so much
for sharing with us the Twinmotion workflow
and to all the viewers, thanks for taking the time
to check it out. Cheers everybody.