1 00:00:24.260 --> 00:00:28.110 Current Status of Animation Using Game Engines 2 00:00:28.160 --> 00:00:32.740 In the past, in creating animations 3 00:00:32.740 --> 00:00:36.840 Including but not only those for games 4 00:00:36.840 --> 00:00:42.240 3D softwares used to be widely used such as Maya and Max 5 00:00:42.240 --> 00:00:46.740 In contrast, nowadays game engines are very often in use 6 00:00:46.740 --> 00:00:49.939 There are many different kinds of game engines 7 00:00:49.939 --> 00:00:51.540 Each different gaming company 8 00:00:51.540 --> 00:00:55.340 Has developed engines specifically aiming for their own games 9 00:00:55.340 --> 00:00:56.340 For example 10 00:00:56.340 --> 00:00:59.540 GameMaker Studio, Gamebryo 11 00:00:59.540 --> 00:01:05.239 GameSparks, and so many more game engines have been released 12 00:01:05.239 --> 00:01:08.739 The two most popular game engines as of now 13 00:01:08.739 --> 00:01:12.040 Are Unity and Unreal Engine 14 00:01:12.040 --> 00:01:14.839 These are the top two as of now 15 00:01:14.839 --> 00:01:16.440 The reason is because 16 00:01:16.440 --> 00:01:18.040 Many gaming companies 17 00:01:18.040 --> 00:01:22.639 Are using these two game engines the most 18 00:01:22.639 --> 00:01:25.739 Especially for Unreal Engine 19 00:01:26.239 --> 00:01:28.839 It has been used widely not only for games 20 00:01:28.839 --> 00:01:32.739 But also for producing animations and animated films 21 00:01:32.739 --> 00:01:35.540 Another equally excelling Unity 22 00:01:35.540 --> 00:01:39.139 It's widely used for live action or animated films 23 00:01:39.139 --> 00:01:42.739 In particular, something popular 24 00:01:42.739 --> 00:01:44.540 Something you must all be familiar with 25 00:01:44.540 --> 00:01:47.139 Avatar or Planet of the Apes 26 00:01:47.139 --> 00:01:50.940 Weta Digital that has produced such 27 00:01:50.940 --> 00:01:53.739 Has collaborated with Unity Engine 28 00:01:53.739 --> 00:01:56.940 They have announced that their next VFX film 29 00:01:56.940 --> 00:02:02.639 Will be produced using Unity 30 00:02:02.639 --> 00:02:04.040 The reason being 31 00:02:04.040 --> 00:02:09.740 Until now, it has only been used for game engines 32 00:02:09.740 --> 00:02:12.539 But with the advent of Unreal Engine 33 00:02:12.539 --> 00:02:16.440 As animation or live action film production companies 34 00:02:16.440 --> 00:02:19.440 Are using more and more of the game engines 35 00:02:19.440 --> 00:02:20.940 Unity is now quickly 36 00:02:20.940 --> 00:02:26.139 Adjusting to that trend as of now 37 00:02:26.139 --> 00:02:27.839 Next up is 38 00:02:27.839 --> 00:02:30.339 Of these two game engines 39 00:02:30.339 --> 00:02:33.639 Why is Unreal Engine so widely used? 40 00:02:33.639 --> 00:02:36.139 Let me talk a bit about its reasons 41 00:02:36.139 --> 00:02:37.539 First 42 00:02:37.539 --> 00:02:41.139 It is a very accessible engine 43 00:02:41.139 --> 00:02:46.139 Because, as you may be able to check for yourself 44 00:02:46.139 --> 00:02:48.139 at Unreal Engine's website 45 00:02:48.339 --> 00:02:52.440 Unreal Engine is a free software that you can download 46 00:02:52.440 --> 00:02:57.240 For Maya and other 3D softwares 47 00:02:57.240 --> 00:03:03.440 Their annual plans cost up to several million won 48 00:03:03.440 --> 00:03:07.740 That's why they are very inaccessible to many 49 00:03:07.740 --> 00:03:12.240 That's why Unreal Engine has become so popular 50 00:03:12.240 --> 00:03:15.539 Of course not everything of the software is free 51 00:03:15.539 --> 00:03:20.339 If a company has 50,000 dollars worth of sale 52 00:03:20.339 --> 00:03:22.839 25% of their sales 53 00:03:22.839 --> 00:03:27.339 Must be paid to Unreal Engine of Epic Games 54 00:03:27.339 --> 00:03:29.440 The second reason is 55 00:03:29.440 --> 00:03:33.740 With real-time rendering technology, rendering takes much less time now 56 00:03:33.740 --> 00:03:37.639 Generally, for an animation production 57 00:03:37.639 --> 00:03:42.740 The rendering department takes a very long time 58 00:03:42.740 --> 00:03:45.339 Generally for Hollywood movies 59 00:03:45.940 --> 00:03:49.139 As you all must've seen from the news 60 00:03:49.139 --> 00:03:52.839 Rendering one still may take a whole day 61 00:03:52.839 --> 00:03:55.740 It's because they are rendering for 62 00:03:55.740 --> 00:03:58.940 Some very high quality, high resolution images 63 00:03:58.940 --> 00:04:01.240 So rendering takes a long time 64 00:04:01.240 --> 00:04:02.940 That's why even after completing the production 65 00:04:02.940 --> 00:04:06.839 They often miss the deadline due to rendering hours 66 00:04:06.839 --> 00:04:09.539 But for Unreal Engine 67 00:04:09.539 --> 00:04:13.139 Because it supports real-time rendering 68 00:04:13.139 --> 00:04:16.040 Following the production stage 69 00:04:16.040 --> 00:04:19.040 They can just render everything 70 00:04:19.040 --> 00:04:21.640 To get the final product 71 00:04:21.640 --> 00:04:25.540 Because this rendering technology allows for 72 00:04:25.540 --> 00:04:29.140 Checking for lighting and effects in real time 73 00:04:29.140 --> 00:04:32.839 This is a great software in terms of saving 74 00:04:32.839 --> 00:04:36.140 Production time by a lot 75 00:04:36.140 --> 00:04:40.140 And because Unreal Engine contains its own editing tools 76 00:04:40.140 --> 00:04:42.440 You can edit the video in real time 77 00:04:42.440 --> 00:04:46.940 For example, in the past production process 78 00:04:46.940 --> 00:04:52.339 One could only use the exported video after hours of rendering 79 00:04:52.339 --> 00:04:54.339 For editing tools such as Premiere 80 00:04:54.339 --> 00:04:58.239 Or After Effects for further editing 81 00:04:58.239 --> 00:04:59.940 But for Unreal Engine 82 00:04:59.940 --> 00:05:03.140 Because it has its own editing tool 83 00:05:03.140 --> 00:05:08.940 You can edit in real time to go over the content 84 00:05:08.940 --> 00:05:10.940 With these reasons 85 00:05:10.940 --> 00:05:14.739 Not only individuals, but also schools and companies 86 00:05:14.739 --> 00:05:18.440 Big or mid-scaled companies producing contents 87 00:05:18.440 --> 00:05:21.940 Many of them are using this software 88 00:05:21.940 --> 00:05:23.839 Of course, this isn't with the downsides 89 00:05:23.839 --> 00:05:29.140 For example, for live action VFX production 90 00:05:29.140 --> 00:05:33.239 The field isn't yet as widely used with the quality issue 91 00:05:33.239 --> 00:05:35.540 For example, many of us know about 92 00:05:35.540 --> 00:05:37.940 These animation production companies 93 00:05:37.940 --> 00:05:44.339 The Big Five, including Disney, Pixar, and DreamWorks 94 00:05:44.339 --> 00:05:47.440 Due to the low quality 95 00:05:47.440 --> 00:05:50.540 They are yet to be using Unreal Engine 96 00:05:50.540 --> 00:05:54.040 For their film rendering 97 00:05:54.040 --> 00:05:58.640 They are still using the old software, Maya 98 00:05:58.640 --> 00:06:08.040 Of course, for those that do not require as much quality, such as short animations or those for TV 99 00:06:08.040 --> 00:06:10.339 Many of them are using Unreal Engine 100 00:06:10.339 --> 00:06:13.640 But the case is not so for film companies 101 00:06:13.640 --> 00:06:17.640 Before the development of Unreal Engine 102 00:06:17.640 --> 00:06:22.739 Big companies have researched rigorously for real-time rendering 103 00:06:22.739 --> 00:06:28.339 But they are not yet in use with the quality issue 104 00:06:28.339 --> 00:06:31.440 And for animation production 105 00:06:31.440 --> 00:06:34.739 There is another inconvenient animating system 106 00:06:34.739 --> 00:06:39.440 For animation production, we require 107 00:06:39.440 --> 00:06:42.940 Immediate feedback for things such as poses 108 00:06:42.940 --> 00:06:47.440 Or knowing what keys are where 109 00:06:47.440 --> 00:06:50.040 But in using Unreal Engine 110 00:06:50.040 --> 00:06:53.339 Because all these aspects are in layers 111 00:06:53.339 --> 00:06:56.339 It is very difficult to find the exact layer 112 00:06:56.339 --> 00:07:00.839 So in checking for the animating part 113 00:07:00.839 --> 00:07:04.140 Though it gets better with getting used to the system 114 00:07:04.140 --> 00:07:11.140 Compared to other 3D softwares such as Maya or Max 115 00:07:11.140 --> 00:07:14.540 Checking for animating is much more inconvenient 116 00:07:14.540 --> 00:07:18.640 And rigging too, with Control Rig 117 00:07:18.640 --> 00:07:25.239 Animation part is done with the built-in rigging 118 00:07:25.239 --> 00:07:30.540 So there are many limiting points in realizing 119 00:07:31.339 --> 00:07:35.640 Poses are acts that animators actually want 120 00:07:35.640 --> 00:07:39.339 Therefore, rather than various kinds of animations 121 00:07:39.339 --> 00:07:44.239 Many that are produced are often rigid in movement 122 00:07:44.239 --> 00:07:46.739 That's why most companies only use it 123 00:07:46.739 --> 00:07:50.440 For lighting and rendering parts 124 00:07:50.440 --> 00:07:53.440 And for general animation work 125 00:07:53.440 --> 00:07:58.239 They still use the old software Maya 126 00:07:58.239 --> 00:08:02.540 And they transport that data 127 00:08:02.540 --> 00:08:05.040 To do lighting again at Unreal 128 00:08:05.040 --> 00:08:10.839 This is a rather complicated pipeline of work process as of now 129 00:08:10.839 --> 00:08:13.739 Next, here are some representative results 130 00:08:13.739 --> 00:08:16.940 The Voice in the Hollow 131 00:08:16.940 --> 00:08:18.839 Mave 132 00:08:18.839 --> 00:08:22.739 They are representative examples of 133 00:08:22.739 --> 00:08:25.440 Those that have successfully used Unreal 134 00:08:25.440 --> 00:08:28.140 And something very popular in Korea 135 00:08:28.140 --> 00:08:30.640 Is Yumi's Cells 136 00:08:30.640 --> 00:08:36.140 Yumi's Cells, with the rendering hours 137 00:08:36.140 --> 00:08:38.739 Also used Unreal Engine 138 00:08:38.739 --> 00:08:42.039 For animation, they used the old Maya 139 00:08:42.039 --> 00:08:44.539 Or other old softwares like so 140 00:08:44.539 --> 00:08:47.940 And for lighting and rendering 141 00:08:47.940 --> 00:08:51.340 They are using Unreal Engine 142 00:08:51.340 --> 00:08:55.840 And for all short works that have been released 143 00:08:55.840 --> 00:09:02.340 As well as an Academy winner for a short film 144 00:09:02.340 --> 00:09:04.840 Called War is Over 145 00:09:04.840 --> 00:09:09.739 Is also produced using Unreal Engine 146 00:09:09.739 --> 00:09:14.140 Another advantage of using Unreal Engine 147 00:09:14.140 --> 00:09:17.539 Is that it has various presets 148 00:09:17.539 --> 00:09:21.239 These assets and presets 149 00:09:21.239 --> 00:09:24.840 Are freely accessible within Unreal Engine 150 00:09:24.840 --> 00:09:27.940 Therefore, in production 151 00:09:27.940 --> 00:09:32.140 In decorating the background or the characters 152 00:09:32.140 --> 00:09:34.840 Using these assets can 153 00:09:34.840 --> 00:09:37.840 Reduce production time by a lot 154 00:09:37.840 --> 00:09:42.239 In the past, every single thing had to be made by hand 155 00:09:42.239 --> 00:09:45.039 But Unreal Engine publishes such presets and assets freely 156 00:09:45.039 --> 00:09:49.239 So anyone can access them 157 00:09:49.239 --> 00:09:52.140 Which allows for a one-man production 158 00:09:52.140 --> 00:09:56.940 Therefore, while this used to be a specialized field 159 00:09:56.940 --> 00:09:59.539 In terms of animation production 160 00:09:59.539 --> 00:10:03.140 Now it has become much easier for non-experts 161 00:10:03.140 --> 00:10:07.140 To try out in the animation production field 162 00:10:12.039 --> 00:10:15.039 Next, let me show you how to apply these 163 00:10:15.039 --> 00:10:21.739 By actually showing you Unreal Engine 164 00:10:21.739 --> 00:10:24.840 Here is Unreal Engine 5 165 00:10:24.840 --> 00:10:28.640 What you are seeing on the screen is 166 00:10:28.640 --> 00:10:36.840 The free assets I've downloaded from Unreal Engine Marketplace 167 00:10:36.840 --> 00:10:40.539 See how game-like this looks 168 00:10:40.539 --> 00:10:43.840 It has some characters as well 169 00:10:43.840 --> 00:10:49.140 If you have some animations, characters 170 00:10:49.140 --> 00:10:51.840 Or some movements 171 00:10:51.840 --> 00:10:57.140 You can easily make a short piece yourself 172 00:10:57.140 --> 00:11:00.140 Because, if you have an animation 173 00:11:00.140 --> 00:11:05.539 All you need to add to this is a camera 174 00:11:05.539 --> 00:11:08.039 Then it will work very quickly 175 00:11:08.039 --> 00:11:11.039 For you to make your own short piece in real time 176 00:11:11.039 --> 00:11:16.640 Let me briefly demonstrate how to make 177 00:11:16.640 --> 00:11:18.640 A short film 178 00:11:18.640 --> 00:11:22.940 First, at Unreal Engine, as I've told you 179 00:11:22.940 --> 00:11:27.840 You can edit and real-time render at the same time 180 00:11:27.840 --> 00:11:31.940 So these are editing tool features 181 00:11:31.940 --> 00:11:36.739 That are called sequencers at Unreal Engine 182 00:11:36.739 --> 00:11:41.340 Once you add a sequence 183 00:11:41.340 --> 00:11:45.239 You will be saving the sequence 184 00:11:45.340 --> 00:11:49.340 For example, let me make a master sequence 185 00:11:56.739 --> 00:11:59.940 After making this master sequence 186 00:11:59.940 --> 00:12:02.940 You get this window called Sequence 187 00:12:02.940 --> 00:12:09.340 And you get to add some shots here 188 00:12:09.340 --> 00:12:12.840 In order to add a shot 189 00:12:12.840 --> 00:12:18.539 You need to first create a track to add these shots 190 00:12:18.539 --> 00:12:23.940 Which is called a Shot Track, so go ahead and open one 191 00:12:23.940 --> 00:12:28.440 And now you get to add the shots 192 00:12:28.440 --> 00:12:32.940 Basically, in production, you need to know 193 00:12:32.940 --> 00:12:37.440 What a shot, scene, and a sequence is 194 00:12:37.440 --> 00:12:40.840 You need a prior understanding of each 195 00:12:40.840 --> 00:12:42.940 Before you jump into production 196 00:12:42.940 --> 00:12:45.340 So that you have a much better understanding of 197 00:12:45.340 --> 00:12:48.640 All these Unreal Engine terms 198 00:12:48.640 --> 00:12:52.440 So after creating a master shot 199 00:12:52.440 --> 00:12:58.539 Then now you get to actually create shots 200 00:12:58.539 --> 00:13:04.340 Starting with shot number one, two, three and four, and on 201 00:13:04.340 --> 00:13:11.039 So let's create shot one 202 00:13:11.039 --> 00:13:16.840 And then within the shot at the master sequence 203 00:13:16.840 --> 00:13:22.140 Add shot001 that we just made 204 00:13:22.140 --> 00:13:28.739 And now as you see, we have a time bar that looks like a film 205 00:13:28.739 --> 00:13:33.739 This is the length of that shot one 206 00:13:33.739 --> 00:13:36.440 And same thing here 207 00:13:36.440 --> 00:13:42.340 In order to continue with shot two, three, and on 208 00:13:42.340 --> 00:13:57.140 You can copy these shots and name them, like shot two 209 00:13:57.140 --> 00:14:01.239 And then continue on 210 00:14:01.239 --> 00:14:05.340 If shot one ends at 60 frame 211 00:14:05.340 --> 00:14:09.840 And shot two begins at 60 212 00:14:09.840 --> 00:14:25.440 You can either drag or use a hot key to snap shot one 213 00:14:25.440 --> 00:14:29.739 And piece the shots together in order to 214 00:14:29.739 --> 00:14:34.239 See a continuing video when you play it later 215 00:14:34.239 --> 00:14:37.940 Like so, adding a sequence 216 00:14:37.940 --> 00:14:45.340 Is followed by adding cameras for the shots 217 00:14:45.340 --> 00:14:50.140 As well as things such as characters and backgrounds 218 00:14:50.140 --> 00:14:56.340 So click on shot001 219 00:14:56.340 --> 00:15:07.239 And add the backgrounds, characters and cameras in this sequence 220 00:15:07.239 --> 00:15:18.039 For example, if I am to add characters 221 00:15:18.039 --> 00:15:20.239 Here are the characters 222 00:15:20.239 --> 00:15:25.140 And now we need some cameras 223 00:15:25.140 --> 00:15:38.280 So add one, and though I'm not adding any camera animation 224 00:15:38.280 --> 00:15:40.430 If you are to add an animation 225 00:15:40.430 --> 00:15:46.679 That would apply to shot one 226 00:15:46.679 --> 00:15:52.880 So for example, shot one describes the characters 227 00:15:52.880 --> 00:15:55.130 If this is the description shot 228 00:15:55.130 --> 00:16:00.219 There are other animation files that these characters have 229 00:16:00.219 --> 00:16:02.950 In order to add these animation files 230 00:16:02.950 --> 00:16:13.140 You can choose the animation file from this character's model and add it yourself 231 00:16:13.140 --> 00:16:14.840 See how it has been added 232 00:16:16.390 --> 00:16:21.440 Now, let me show you the animation 233 00:16:27.960 --> 00:16:36.320 Here we see the animation of the character standing up 234 00:16:43.760 --> 00:16:46.760 See how it's standing up 235 00:16:49.510 --> 00:16:53.660 And the advantage of this is, as I told you 236 00:16:53.660 --> 00:17:00.239 If your model has an animation information 237 00:17:00.239 --> 00:17:07.119 You can just add the animation to the model, like teaching actors 238 00:17:07.119 --> 00:17:10.160 After the actor has been taught to act 239 00:17:10.160 --> 00:17:18.520 Now you only need to use a camera to film that character 240 00:17:18.520 --> 00:17:24.080 So when this character here is standing up 241 00:17:25.719 --> 00:17:29.340 If we are to add some camera animation 242 00:17:31.239 --> 00:17:33.329 Add key to Transform 243 00:17:41.760 --> 00:17:47.260 And to describe, for instance 244 00:17:47.760 --> 00:17:51.050 Let's say there's a camerawork going around 245 00:17:57.310 --> 00:17:58.710 Something like this 246 00:17:58.710 --> 00:18:04.000 This camera animation is something very rough 247 00:18:04.000 --> 00:18:13.719 But you get to check in real time all these backgrounds, lighting, and character animations 248 00:18:13.719 --> 00:18:20.760 Just like you're a director of a live action film, moving the camera around 249 00:18:21.599 --> 00:18:29.560 You get to check in real time whether you like that composition for shot one 250 00:18:30.400 --> 00:18:33.719 Same thing, something like this 251 00:18:35.079 --> 00:18:40.920 Same with shot two, if you are to 252 00:18:42.839 --> 00:18:45.760 Work on this 253 00:18:49.040 --> 00:18:55.119 For example, let me add another animation 254 00:18:59.560 --> 00:19:07.719 Here it is, the character is collapsing 255 00:19:07.719 --> 00:19:13.519 Of course, it's rough work now; it doesn't connect to shot one 256 00:19:13.519 --> 00:19:18.630 But you get the idea of how these work 257 00:19:18.680 --> 00:19:24.030 So the important thing is, if we are filming for a movie 258 00:19:24.030 --> 00:19:28.270 For example, the director cues cut 259 00:19:28.270 --> 00:19:31.870 Meaning, simply put 260 00:19:31.870 --> 00:19:34.599 The camera is off, it is no longer running 261 00:19:34.599 --> 00:19:40.199 And then the camera moves to another position 262 00:19:40.199 --> 00:19:45.099 And then the camera is on again; that middle section 263 00:19:45.099 --> 00:19:47.560 That's what the cut means 264 00:19:47.560 --> 00:19:50.110 And same thing with this sequence work 265 00:19:50.110 --> 00:19:53.400 Having worked on shot one 266 00:19:53.400 --> 00:19:57.850 Means that the camera has been exhausted for shot one 267 00:19:57.850 --> 00:20:00.150 Therefore, in shot two 268 00:20:00.150 --> 00:20:05.909 You need to bring in a new camera, or bring it in again 269 00:20:05.909 --> 00:20:11.559 So in shot two, you can open another camera 270 00:20:11.559 --> 00:20:16.639 And do the camera animation just like in shot one 271 00:20:17.239 --> 00:20:18.650 For example 272 00:20:20.839 --> 00:20:23.099 Something like this 273 00:20:30.350 --> 00:20:33.600 Animation, and key 274 00:20:34.000 --> 00:20:40.370 Now the camera at shot two moves like this 275 00:20:40.920 --> 00:20:42.070 So, for example 276 00:20:42.070 --> 00:20:47.770 Let's check these shots at the master shot 277 00:20:47.770 --> 00:20:53.720 This is shot one, and then shot two 278 00:20:54.870 --> 00:20:56.170 Very simple 279 00:20:56.170 --> 00:20:59.220 In this sense, animation production 280 00:20:59.220 --> 00:21:01.760 Has become very simple 281 00:21:01.760 --> 00:21:06.510 If you don't like the camerawork here 282 00:21:06.510 --> 00:21:10.980 You can actually get into shot one and fix the camera 283 00:21:10.980 --> 00:21:16.330 In the past, you needed artists and experts for each of these processes 284 00:21:16.330 --> 00:21:22.450 But now you can make an animated work all by yourself 285 00:21:23.050 --> 00:21:25.300 Of course, for example 286 00:21:25.300 --> 00:21:29.900 If we are to add some music or sound 287 00:21:29.900 --> 00:21:35.390 Open Audio Track at Track 288 00:21:35.390 --> 00:21:41.680 And then connect the audio you'd like to add 289 00:21:45.319 --> 00:21:51.419 It's also in real time, you get to watch and hear 290 00:21:51.419 --> 00:21:57.479 It's like a combination of Maya and Premiere 291 00:21:57.479 --> 00:22:03.979 And for the shot transform that you need for video editing 292 00:22:03.979 --> 00:22:06.479 For example, dissolve 293 00:22:06.479 --> 00:22:09.429 Or black in, black out, or white in, white out 294 00:22:09.429 --> 00:22:13.479 These are the editing processes for a video 295 00:22:13.479 --> 00:22:17.599 And you can add them right at Unreal Engine Sequence 296 00:22:17.599 --> 00:22:20.599 Without having to export it to somewhere 297 00:22:20.599 --> 00:22:23.649 You can do that at Track again 298 00:22:23.649 --> 00:22:26.800 And you can add each as you like 299 00:22:26.800 --> 00:22:31.250 For example, let me add some fade in and fade out 300 00:22:31.550 --> 00:22:34.180 So I open Fade track 301 00:22:34.230 --> 00:22:36.579 And add the key here 302 00:22:37.429 --> 00:22:40.229 It begins with black 303 00:22:41.079 --> 00:22:42.629 And eventually 304 00:22:44.879 --> 00:22:46.830 The color disappears, video in 305 00:22:46.830 --> 00:22:51.940 And in the end, the color again 306 00:22:52.440 --> 00:22:57.670 Covers in black for the fade out 307 00:23:00.280 --> 00:23:04.950 So with this fade in and fade out track, let's play it 308 00:23:14.199 --> 00:23:18.239 Like this 309 00:23:18.239 --> 00:23:23.930 It's something Maya or Max does not support 310 00:23:23.930 --> 00:23:30.280 Which is production and editing simultaneously 311 00:23:30.280 --> 00:23:33.389 It is fascinating 312 00:23:33.389 --> 00:23:39.139 Of course, when you are using Unreal Engine 313 00:23:39.139 --> 00:23:44.719 You could use the backgrounds and 314 00:23:44.719 --> 00:23:48.669 Characters that others have created 315 00:23:48.669 --> 00:23:52.869 But in order to produce your own created animation 316 00:23:52.869 --> 00:23:55.380 Or your own original content 317 00:23:55.380 --> 00:24:00.930 The most important thing is to create something that hasn't existed before 318 00:24:00.930 --> 00:24:04.530 So for the backgrounds or the characters 319 00:24:04.530 --> 00:24:09.869 You do have to design them all by yourself 320 00:24:09.969 --> 00:24:12.069 But as I told you 321 00:24:12.070 --> 00:24:14.869 Once the background becomes very complicated 322 00:24:14.869 --> 00:24:19.269 It will be very challenging for you to create every single thing in there 323 00:24:19.269 --> 00:24:20.880 Same thing with the characters 324 00:24:20.880 --> 00:24:25.180 So you need to download from Marketplace 325 00:24:25.180 --> 00:24:30.170 And do your own quilting with the little aspects 326 00:24:30.170 --> 00:24:34.820 And for thoe Unreal Engine users 327 00:24:34.820 --> 00:24:37.020 We call it level design 328 00:24:37.020 --> 00:24:42.520 Which is a term often used in game production as well 329 00:24:42.520 --> 00:24:44.870 So after a good level design work 330 00:24:44.970 --> 00:24:52.199 And if you have also completed your character design 331 00:24:52.199 --> 00:24:59.199 You can merge all backbone parts or the rigging itself 332 00:24:59.199 --> 00:25:03.269 Then you could apply an animation motion capture info 333 00:25:03.269 --> 00:25:08.119 Or any animation file through other AI 334 00:25:08.119 --> 00:25:10.919 And apply them right to the character 335 00:25:10.919 --> 00:25:16.079 As you complete these animation motions 336 00:25:16.079 --> 00:25:20.579 You can create a whole video out of combining these parts 337 00:25:20.579 --> 00:25:33.529 So this software definitely saves time and money for production 338 00:25:33.529 --> 00:25:38.970 For example, how does Marketplace work? 339 00:25:40.620 --> 00:25:44.970 Unreal Engine is a software by Epic Games 340 00:25:44.970 --> 00:25:50.170 So go to Epic Game Launcher 341 00:25:50.170 --> 00:25:55.069 And click on Marketplace 342 00:25:55.619 --> 00:25:59.769 And we see a myriad of assets 343 00:25:59.769 --> 00:26:02.519 Some are free, some are not, there are a ton 344 00:26:02.519 --> 00:26:07.239 So for your own personal production 345 00:26:07.239 --> 00:26:11.739 You can search for free contents 346 00:26:11.739 --> 00:26:15.730 And there are a lot of great free contents 347 00:26:16.130 --> 00:26:17.669 That come as very useful 348 00:26:19.640 --> 00:26:24.549 So you can use these here 349 00:26:24.549 --> 00:26:30.449 If an asset is too complicated to create yourself 350 00:26:30.449 --> 00:26:33.949 You can buy one here 351 00:26:33.949 --> 00:26:39.009 Then you're buying for its copyright as well 352 00:26:39.559 --> 00:26:45.609 Which will reduce the production time by a lot 353 00:26:45.609 --> 00:26:47.659 That was Marketplace 354 00:26:47.659 --> 00:26:53.640 Or there's also Quixel Bridge, which is, let me open it 355 00:26:53.640 --> 00:26:57.490 It's very similar to Marketplace 356 00:26:57.490 --> 00:27:02.890 Marketplace has products uploaded by 357 00:27:02.940 --> 00:27:07.800 Other individual or corporate users using Unreal Engine 358 00:27:07.800 --> 00:27:10.750 While Quixel Bridge is the built-in 359 00:27:10.750 --> 00:27:14.580 Default specs within Unreal Engine 360 00:27:14.580 --> 00:27:18.380 For example, you can download all 361 00:27:18.380 --> 00:27:24.089 3D assets here and apply them for your project 362 00:27:24.339 --> 00:27:28.789 For example, this later connects to Metahuman 363 00:27:28.789 --> 00:27:35.640 So all the customized characters at MetaHuman Animation 364 00:27:35.640 --> 00:27:38.940 Can be imported to your projects 365 00:27:38.940 --> 00:27:44.789 You could import bits of assets for different parts 366 00:27:44.789 --> 00:27:51.539 Or you could import the entire system here 367 00:27:51.539 --> 00:27:56.339 You can go to surface, import a whole system 368 00:27:56.739 --> 00:27:59.089 So using all these 369 00:27:59.089 --> 00:28:03.540 Could allow you to complete various levels 370 00:28:03.816 --> 00:28:07.666 Prospect: Unreal Engine 371 00:28:07.666 --> 00:28:12.940 I have briefly introduced to you 372 00:28:12.940 --> 00:28:15.990 How Unreal Engine is used 373 00:28:15.990 --> 00:28:20.680 For video productions 374 00:28:20.680 --> 00:28:24.080 And let me share my own opinions as well as 375 00:28:25.230 --> 00:28:29.380 Many agreeing users' regarding its prospect 376 00:28:29.880 --> 00:28:34.480 This is a quote from a news article 377 00:28:34.480 --> 00:28:37.930 "Epic Games has released the status for" 378 00:28:37.930 --> 00:28:43.599 "Real-time comprehensive interactive 3D including last year’s achievements in the digital creative ecosystem" 379 00:28:43.599 --> 00:28:47.849 They prospect that there will be much more 3D content 380 00:28:47.849 --> 00:28:53.349 The number of Unreal Engine global monthly active users increased by 381 00:28:53.349 --> 00:28:56.560 An average of 23% compared to the previous year 382 00:28:56.560 --> 00:29:03.110 North America showed the biggest growth, an increase of around 40% 383 00:29:03.110 --> 00:29:07.210 Likewise, there is much more demand for Unreal Engine 384 00:29:07.210 --> 00:29:10.800 As well as much more actual uses 385 00:29:10.800 --> 00:29:17.250 Therefore in my opinion, a production environment using this real-time rendering technology 386 00:29:17.250 --> 00:29:22.119 Of Unreal Engine has become indispensible 387 00:29:22.119 --> 00:29:26.519 Of course, as I already told you 388 00:29:26.519 --> 00:29:28.519 There is a quality issue 389 00:29:28.519 --> 00:29:34.219 I have talked to my colleagues from the field 390 00:29:34.219 --> 00:29:39.839 How many companies are utilizing Unreal Engine 391 00:29:39.839 --> 00:29:41.989 And their answers were 392 00:29:41.989 --> 00:29:46.489 That most companies no longer use it 393 00:29:46.489 --> 00:29:49.639 Because of the quality issue 394 00:29:49.639 --> 00:29:54.389 However, compared to Hollywood production companies 395 00:29:54.389 --> 00:29:59.439 There are a lot of users in Korea 396 00:29:59.439 --> 00:30:02.280 As well as many companies who are proactively using the software 397 00:30:02.479 --> 00:30:05.479 Because, first of all, Unreal Engine 398 00:30:05.479 --> 00:30:08.829 Is a free content, a free software 399 00:30:08.829 --> 00:30:18.579 And compared to Hollywood, we require less of 400 00:30:18.579 --> 00:30:20.529 The quality of the production 401 00:30:20.529 --> 00:30:24.199 That's why a lot of Korean companies use it 402 00:30:24.199 --> 00:30:29.599 And as the real-time rendering improves in Unreal Engine 403 00:30:29.599 --> 00:30:37.439 I expect that Hollywood will one day actively use the program 404 00:30:37.439 --> 00:30:42.689 For now, this is optimal for animation production for 405 00:30:42.689 --> 00:30:45.239 TV series or YouTube contents 406 00:30:45.240 --> 00:30:49.639 So if you're studying into animation production 407 00:30:49.689 --> 00:30:53.539 Or if you're producing a short piece 408 00:30:53.539 --> 00:30:55.880 I recommend that you utilize this software 409 00:30:55.880 --> 00:31:00.130 However, I also advise that no one should be lazy 410 00:31:00.130 --> 00:31:03.530 Because in animation production 411 00:31:03.530 --> 00:31:06.530 What matters the most is the basic things 412 00:31:06.530 --> 00:31:09.230 Meaning, a tool is a tool, and nothing more 413 00:31:09.230 --> 00:31:11.480 However much the tool develops 414 00:31:11.480 --> 00:31:18.430 If you do not perfect the basis of each department within the production process 415 00:31:18.430 --> 00:31:22.920 It will become very tricky to apply it into the tool 416 00:31:22.920 --> 00:31:25.370 Therefore, rather than knowing the tool 417 00:31:26.170 --> 00:31:31.370 I consider knowing the foundation of the process 418 00:31:31.370 --> 00:31:33.760 As much more important 419 00:31:33.760 --> 00:31:37.410 There may be another engine other than Unreal Engine in release later 420 00:31:37.410 --> 00:31:41.610 And if you only know how to use a tool 421 00:31:41.610 --> 00:31:47.520 You will be required to study this yet another tool all over again 422 00:31:47.520 --> 00:31:52.070 Without your foundation in knowledge, you lose any merit once another tool is released 423 00:31:52.070 --> 00:31:55.970 That's why I consider knowing the foundation and practicing to 424 00:31:55.970 --> 00:31:59.319 Apply the tool are very important 425 00:31:59.319 --> 00:32:01.690 That's it for today, thank you 426 00:32:02.365 --> 00:32:03.815 1. Current Status of Animation Using Game Engines More film and animation production companies are using game engines, and Unreal Engine is being widely used in animation production 427 00:32:03.815 --> 00:32:05.299 Advantages of Unreal Engine Accessible (free download) Real-time rendering technology- less rendering hours 428 00:32:05.299 --> 00:32:07.184 Real-time feedback on lighting and effects Real-time editing using built-in editing tools Presets and essets 429 00:32:07.184 --> 00:32:09.368 Disadvantages of Unreal Engine Quality issue: not as much used in live action VFX movie production Inconvenience in animating system 430 00:32:09.662 --> 00:32:12.162 2. How to: Unreal Engine Create a shot using Shot Track Add background, character, and camera within a sequence Camera animation: Add key to transform, film the character with desired angle and composition 431 00:32:12.162 --> 00:32:14.415 Shot transform (e.g. dissolve) can be applied at sequence Marketplace allows for various complicated background and characters Quixel Bridge: built-in specs at Unreal Engine 432 00:32:14.415 --> 00:32:17.015 3. Prospects of Unreal Engine Production environment using real-time rendering technology by Unreal Engine has become indispensable Once real-time rendering technology develops more, Hollywood will proactively utilize it