WEBVTT 1 00:00:24.309 --> 00:00:29.009 Hello everyone, I'm Professor Ok-hue Cho from Sangmyung University 2 00:00:29.009 --> 00:00:31.230 to introduce and teach the Unreal Engine Sudden Party Solution and its applications 3 00:00:31.230 --> 00:00:34.780 Alright, this time 4 00:00:34.780 --> 00:00:37.530 I will introduce various uses and features of this thing called 5 00:00:37.530 --> 00:00:39.340 Twinmotion 6 00:00:39.340 --> 00:00:41.790 Some of you may have heard of Twinmotion before 7 00:00:41.790 --> 00:00:44.390 while others might be hearing about it for the first time 8 00:00:44.390 --> 00:00:48.820 You've tried Unreal Engine, but when you first launch the Epic Games launcher, Twinmotion appears 9 00:00:48.820 --> 00:00:52.620 You've seen it, but although you've tried Unreal Engine 10 00:00:52.620 --> 00:00:55.380 I expect many of you probably haven't tried Twinmotion yet 11 00:00:55.380 --> 00:00:57.030 It has become quite a hot topic 12 00:00:57.030 --> 00:01:00.280 and is widely used in various industries 13 00:01:00.280 --> 00:01:03.099 so I believe many of you would be quite interested in it 14 00:01:03.099 --> 00:01:05.249 However, for those of you who have tried Unreal 15 00:01:05.249 --> 00:01:07.749 Twinmotion is not difficult at all 16 00:01:07.749 --> 00:01:10.849 You can think of it as a 17 00:01:10.849 --> 00:01:13.339 slightly different type of program system 18 00:01:13.339 --> 00:01:17.839 As expected, when you first launch the Epic Games launcher, you see the Unreal Marketplace and the library 19 00:01:17.839 --> 00:01:20.419 and next to them, Twinmotion appears 20 00:01:20.419 --> 00:01:23.669 You can think of it as being part of the Unreal family 21 00:01:23.669 --> 00:01:27.339 but instead of being aimed at making games, its purpose is more for simulations 22 00:01:27.339 --> 00:01:30.779 Today, let's take a closer look at it 23 00:01:30.779 --> 00:01:34.579 Okay, first, without having to deal with this complex program 24 00:01:34.579 --> 00:01:39.379 even if you're not a graphics or gaming expert 25 00:01:39.379 --> 00:01:44.179 think about how you could easily and simply visualize various environments 26 00:01:44.179 --> 00:01:46.029 I believe this session will be more valuable 27 00:01:46.029 --> 00:01:49.540 if everyone considers this 28 00:01:49.540 --> 00:01:52.190 The sample images currently displayed on the screen are 29 00:01:52.190 --> 00:01:57.820 captured scenes from the sample scenes directly shown on the Twinmotion website 30 00:01:57.820 --> 00:02:03.420 As you can see, there are highly detailed skies, distant landscapes, cabins, and various realistic-looking trees 31 00:02:03.420 --> 00:02:07.900 indicating a high level of quality and realism 32 00:02:07.900 --> 00:02:12.580 It might seem like creating such things requires highly experienced professionals with extensive expertise 33 00:02:12.580 --> 00:02:16.330 Certainly, although it can be done through Unreal Engine as well 34 00:02:16.330 --> 00:02:20.180 when you want to visualize, simulate, create videos 35 00:02:20.180 --> 00:02:25.020 or generate images from various angles 36 00:02:25.020 --> 00:02:27.270 without the goal of making a game 37 00:02:27.270 --> 00:02:30.820 that's when you should consider using Twinmotion 38 00:02:30.820 --> 00:02:33.770 It's widely used in fields such as architecture and related industries 39 00:02:33.770 --> 00:02:38.870 It has also been heavily utilized in digital twin simulations 40 00:02:38.870 --> 00:02:40.460 The quality is very high 41 00:02:40.460 --> 00:02:43.460 There are several similar programs as well 42 00:02:43.460 --> 00:02:45.860 There are quite a few programs related to games or metaverse 43 00:02:45.860 --> 00:02:49.010 that allow you to build such cities 44 00:02:49.010 --> 00:02:52.419 and have various experiences within them 45 00:02:52.419 --> 00:02:55.869 However, this program allows you to easily generate landscapes 46 00:02:55.869 --> 00:03:00.619 cities, spaces, interiors, exteriors 47 00:03:00.619 --> 00:03:03.969 and camera movement that are almost as realistic as photographs 48 00:03:03.969 --> 00:03:06.940 especially if you're skilled at rendering professionally 49 00:03:06.940 --> 00:03:10.660 Let's take a closer look at this 50 00:03:10.660 --> 00:03:14.860 Let's briefly touch on what points we'll be learning in this session 51 00:03:14.860 --> 00:03:17.960 The first point is the key features of Twinmotion 52 00:03:17.960 --> 00:03:19.860 which can be considered the main focus of our session today 53 00:03:19.860 --> 00:03:23.979 Next, I'll introduce some audio design purposes and uses 54 00:03:23.979 --> 00:03:27.279 Then, we'll proceed to explore 3D environment, model layout composition 55 00:03:27.279 --> 00:03:31.220 and visualization settings 56 00:03:31.220 --> 00:03:34.770 After that, we'll also look into how you can create stickers 57 00:03:34.770 --> 00:03:37.419 within it, you can also walk around a bit 58 00:03:37.419 --> 00:03:39.919 Those kinds of activities are often referred to as virtual tours 59 00:03:39.919 --> 00:03:42.669 You can view them on the web, on mobile devices 60 00:03:42.669 --> 00:03:44.860 and even on VR devices 61 00:03:44.860 --> 00:03:47.419 But you might think you need to be an expert to do this kind of thing 62 00:03:47.419 --> 00:03:51.219 With Twinmotion, even those who haven't developed such virtual tours before 63 00:03:51.219 --> 00:03:54.899 can implement them very conveniently 64 00:03:54.899 --> 00:03:58.740 Tasks like path creation and editing are also smooth and accessible 65 00:03:58.740 --> 00:04:02.699 I'll also explain some of those methods to you 66 00:04:02.699 --> 00:04:05.899 Next, I'll cover interactive applications for VR experiences 67 00:04:05.899 --> 00:04:08.619 and what activities and experiences 68 00:04:08.619 --> 00:04:12.020 are possible in VR 69 00:04:12.028 --> 00:04:15.378 The features and uses of Twinmotion 70 00:04:16.059 --> 00:04:19.659 The first thing is that the captured image you see on the screen is the interface 71 00:04:19.659 --> 00:04:23.899 that appears when you first open Twinmotion 72 00:04:23.899 --> 00:04:26.940 Inside, there's currently one sample scene running 73 00:04:26.940 --> 00:04:28.890 For those who have tried Unreal Engine 74 00:04:28.890 --> 00:04:32.440 Twinmotion might seem exaggeratedly similar in terms of interface and control functions 75 00:04:32.440 --> 00:04:36.059 where spending just a day could make you familiar with the whole interface 76 00:04:36.059 --> 00:04:40.739 However, it's important to keep in mind that 77 00:04:40.739 --> 00:04:42.639 Twinmotion's purpose isn't game development 78 00:04:42.639 --> 00:04:44.939 it's focused on simulation 79 00:04:44.939 --> 00:04:47.619 and using simulation results for presentations 80 00:04:47.619 --> 00:04:49.969 Some people who have heard of Twinmotion 81 00:04:49.969 --> 00:04:52.660 may think 82 00:04:52.660 --> 00:04:56.019 it's a complex digital twin program 83 00:04:56.019 --> 00:04:59.269 Just think of it as a high-quality visualization program 84 00:04:59.269 --> 00:05:01.569 If you approach it with this mindset and give it a try 85 00:05:01.569 --> 00:05:04.820 you'll likely feel less intimidated 86 00:05:04.820 --> 00:05:08.579 Anyway, the rendering and system concepts are based on Unreal Engine 87 00:05:08.579 --> 00:05:11.260 Twinmotion itself is based on Unreal Engine 88 00:05:11.260 --> 00:05:15.260 It's very similar to Unreal Engine, but with a slightly different interface 89 00:05:15.260 --> 00:05:18.810 Unreal Engine is designed with an interface structure 90 00:05:18.810 --> 00:05:20.820 that developers find it ideal for creating games and development purposes 91 00:05:20.820 --> 00:05:23.720 Twinmotion has a more streamlined 92 00:05:23.720 --> 00:05:25.980 and user-friendly interface 93 00:05:25.980 --> 00:05:28.779 Of course, Twinmotion has significantly fewer icons compared to Unreal Engine 94 00:05:28.779 --> 00:05:30.179 And rather than coding 95 00:05:30.179 --> 00:05:33.899 Twinmotion focuses more on simulation, lighting, and working with CAD files 96 00:05:33.899 --> 00:05:38.540 It's closely associated with digital twins and architectural fields in this regard 97 00:05:38.540 --> 00:05:41.540 To be useful in architecture-related tasks 98 00:05:41.540 --> 00:05:45.660 a system needs to excel at importing and visualizing 99 00:05:45.660 --> 00:05:49.140 CAD drawings and files effectively 100 00:05:49.140 --> 00:05:51.179 However, Unreal Engine also support these capabilities 101 00:05:51.179 --> 00:05:54.299 Since Unreal Engine supports importing various types of files, its capabilities in this area are extensive 102 00:05:54.299 --> 00:05:57.540 However, Twinmotion excels even more in this regard 103 00:05:57.540 --> 00:06:00.980 Even if you haven't visualized 104 00:06:00.980 --> 00:06:02.780 or rendered CAD files before 105 00:06:02.780 --> 00:06:05.140 those who have experiences with CAD files 106 00:06:05.140 --> 00:06:07.140 generally find them manageable 107 00:06:07.140 --> 00:06:10.540 So here, you can freely visualize various spaces 108 00:06:10.540 --> 00:06:14.990 skies, and effects to your liking 109 00:06:14.990 --> 00:06:17.899 inserting them as you wish 110 00:06:17.899 --> 00:06:20.249 You could say that Twinmotion is real-time 3D visualization software 111 00:06:20.249 --> 00:06:23.619 developed by Epic Games 112 00:06:23.619 --> 00:06:27.380 An important similarity with Unreal Engine is that Twinmotion is also real-time 113 00:06:27.380 --> 00:06:29.980 It also features real-time rendering 114 00:06:29.980 --> 00:06:32.220 so you don't have to wait for separate rendering times 115 00:06:32.220 --> 00:06:34.859 It's just viewing everything in real-time as you go along 116 00:06:34.859 --> 00:06:37.059 For example 117 00:06:37.059 --> 00:06:38.809 compared to software like 3Ds Max or Maya 118 00:06:38.809 --> 00:06:41.940 where you set up lighting and then can't immediately see the result 119 00:06:41.940 --> 00:06:43.859 Of course, rendering speeds have improved significantly these days 120 00:06:43.859 --> 00:06:47.619 and software like Blender, while not quite real-time 121 00:06:47.619 --> 00:06:50.100 allows you to preview changes quickly 122 00:06:50.100 --> 00:06:52.140 In Unreal Engine, you can see the results immediately as you play or interact with the scene 123 00:06:52.140 --> 00:06:53.899 Twinmotion also operates on real-time rendering, just like Unreal Engine 124 00:06:53.899 --> 00:06:58.579 where you can see changes immediately without waiting for rendering times 125 00:06:58.579 --> 00:07:02.129 Twinmotion is closely associated with field like architecture, urban planning 126 00:07:02.129 --> 00:07:05.059 landscape design, and interior design 127 00:07:05.059 --> 00:07:07.659 In the past, many professionals used software like 3Ds Max and V-Ray Render 128 00:07:07.659 --> 00:07:09.820 extensively for these purposes 129 00:07:09.820 --> 00:07:13.019 Arnold render in Maya is still used today 130 00:07:13.019 --> 00:07:16.869 but with Twinmotion, it's much simpler, faster 131 00:07:16.869 --> 00:07:18.489 and offers a wide range of capabilities 132 00:07:18.489 --> 00:07:23.779 It includes virtual tour features and wide variety of resources 133 00:07:23.779 --> 00:07:28.339 making it increasingly popular for interior design-related tasks these days 134 00:07:28.339 --> 00:07:31.689 And it can be said that Twinmotion builds upon Unreal Engine's powerful graphics 135 00:07:31.689 --> 00:07:34.700 processing capabilities as its foundation 136 00:07:34.700 --> 00:07:38.339 If you keep at it, as I mentioned earlier 137 00:07:38.339 --> 00:07:41.489 for those who are really skilled, Twinmotion is incredibly powerful 138 00:07:41.489 --> 00:07:44.700 and not too difficult to learn 139 00:07:44.700 --> 00:07:46.579 You can master it in just a day or two, and the results are outstanding 140 00:07:46.579 --> 00:07:49.629 The lighting also comes out at a very high quality 141 00:07:49.629 --> 00:07:52.619 and it is used in a wide variety of fields 142 00:07:52.619 --> 00:07:56.719 The main purpose of Twinmotion is 143 00:07:56.719 --> 00:08:01.299 to visualize complex 3D modeling data in real time 144 00:08:01.299 --> 00:08:04.449 However, there are so many fields within content creation 145 00:08:04.449 --> 00:08:06.299 that involve real-time visualization of 3D modeling 146 00:08:06.299 --> 00:08:10.540 It can be used in education, architecture, and interior design, which are basic applications 147 00:08:10.540 --> 00:08:14.500 but it's also utilized in a variety of other fields, including stage production 148 00:08:14.500 --> 00:08:17.850 Anyway, if you want to visualize a model 149 00:08:17.850 --> 00:08:19.980 not just in a basic modeling form 150 00:08:19.980 --> 00:08:22.299 but without needing to go as far as creating game 151 00:08:22.299 --> 00:08:25.540 then Twinmotion can be extremely useful 152 00:08:25.540 --> 00:08:29.179 You can freely import various sources 153 00:08:29.179 --> 00:08:31.329 and although we'll take a closer look at the interface shortly 154 00:08:31.329 --> 00:08:34.619 there are also many built-in sources within it 155 00:08:34.619 --> 00:08:37.419 In the design process, it's a program that facilitates decision-making 156 00:08:37.419 --> 00:08:39.460 support systems, various collaborative systems 157 00:08:39.460 --> 00:08:42.710 and communication between client and team members 158 00:08:42.710 --> 00:08:46.580 It's widely used for presentations 159 00:08:46.580 --> 00:08:49.700 due to these capabilities 160 00:08:49.700 --> 00:08:53.659 Especially in the case of architecture, it's useful for showing various potential outcomes 161 00:08:53.659 --> 00:08:56.459 showing clients is really important 162 00:08:56.459 --> 00:08:58.340 and feedback is crucial too 163 00:08:58.340 --> 00:09:00.590 It's good to remember that 164 00:09:00.590 --> 00:09:03.059 it's widely used for those purposes as well 165 00:09:03.059 --> 00:09:05.419 You don't have to individually plant each blade of grass 166 00:09:05.419 --> 00:09:09.619 or place every tree in the background 167 00:09:09.619 --> 00:09:14.020 with just a few functions mastered, you can work smoothly 168 00:09:14.020 --> 00:09:17.059 Let's take a look at the features 169 00:09:17.059 --> 00:09:21.059 It can be described as a very intuitive drag-and-drop interface 170 00:09:21.059 --> 00:09:22.219 You can just use it straight out of the box 171 00:09:22.219 --> 00:09:25.179 You can simply assemble and use it very easily, like putting together pieces 172 00:09:25.179 --> 00:09:26.879 If you've played games before 173 00:09:26.879 --> 00:09:30.859 you might be familiar with games that have been issues 174 00:09:30.859 --> 00:09:32.340 related to metaverse or oldergames 175 00:09:32.340 --> 00:09:37.260 that provide systems for creating maps directly 176 00:09:37.260 --> 00:09:39.460 When you see those, you can think of them as systems where 177 00:09:39.460 --> 00:09:42.739 you can create spaces by simply clicking and dragging various elements together 178 00:09:42.739 --> 00:09:45.739 It's a concept that's quite similar in many ways 179 00:09:45.739 --> 00:09:49.539 You can easily compose and adjust scenes without complicated setups 180 00:09:49.539 --> 00:09:51.580 Just like creating a sample scene in Unreal Engine 181 00:09:51.580 --> 00:09:53.880 and bringing in assets through Pixel Bridge 182 00:09:53.880 --> 00:09:55.739 can quickly create a forest 183 00:09:55.739 --> 00:10:00.619 Twinmotion also delivers high-quality results swiftly, with controls that are surprisingly straightforward compared to expectations 184 00:10:00.619 --> 00:10:04.460 Because it's very easy, the learning curve isn't difficult at all 185 00:10:04.460 --> 00:10:07.580 You can learn a lot in a short amount of time 186 00:10:07.580 --> 00:10:09.020 and it's a program with a wide range of users 187 00:10:09.020 --> 00:10:13.219 across many levels of expertise 188 00:10:13.219 --> 00:10:15.820 Certainly, it's a characteristic that both experts can create high-quality outputs 189 00:10:15.820 --> 00:10:19.659 and beginners can also achieve high-quality results 190 00:10:19.659 --> 00:10:21.259 And the biggest point is that 191 00:10:21.259 --> 00:10:24.260 it has a foundation built on all the features of Unreal Engine, so 192 00:10:24.260 --> 00:10:27.140 if I change something like the background 193 00:10:27.140 --> 00:10:29.619 if I change the background, the sky color will change 194 00:10:29.619 --> 00:10:30.820 and then the lighting will change as well 195 00:10:30.820 --> 00:10:34.539 For example, if there's a house and the roof material reflects light 196 00:10:34.539 --> 00:10:38.099 but if the background changes, the color that reflects off the roof will also change 197 00:10:38.099 --> 00:10:42.940 If you set the sunlight to noon and then change it to sunset with the sky 198 00:10:42.940 --> 00:10:44.260 then everything will change accordingly 199 00:10:44.260 --> 00:10:48.820 That's because the changes apply immediately without delay 200 00:10:48.820 --> 00:10:51.780 showcasing these capabilities as quite remarkable 201 00:10:51.780 --> 00:10:53.260 So, for example, it would be something like this 202 00:10:53.260 --> 00:10:57.700 If you're discussing feedback with colleagues from an architectural firm and clients 203 00:10:57.700 --> 00:10:59.219 and you want to see how the evening landscape looks 204 00:10:59.219 --> 00:11:02.059 you can instantly switch and show it to them 205 00:11:02.059 --> 00:11:04.059 What would it feel like if there were a car here? 206 00:11:04.059 --> 00:11:05.940 You could then instantly bring it in and show them 207 00:11:05.940 --> 00:11:07.419 There's no need for randomness 208 00:11:07.419 --> 00:11:11.340 it's truly an impressive system 209 00:11:11.340 --> 00:11:12.580 The library is important 210 00:11:12.580 --> 00:11:15.940 and it feels like using sources from this marketplace 211 00:11:15.940 --> 00:11:18.700 Of course, these sources are also used in Unreal when making games 212 00:11:18.700 --> 00:11:22.619 However, the sources for Twinmotion are somewhat focused on realism 213 00:11:22.619 --> 00:11:24.739 rather than gaming 214 00:11:24.739 --> 00:11:27.780 while what's needed in games often involves character that can perform actions well 215 00:11:27.780 --> 00:11:29.460 The foundation is well-built 216 00:11:29.460 --> 00:11:31.739 and the characters needed in Twinmotion 217 00:11:31.739 --> 00:11:34.500 feel like real people you might see in an actual city 218 00:11:34.500 --> 00:11:36.460 They walk and move like real adults 219 00:11:36.460 --> 00:11:38.940 which gives a slightly different feel 220 00:11:38.940 --> 00:11:41.340 And they have plants and animals too 221 00:11:41.340 --> 00:11:44.260 There are so many different types of plants available 222 00:11:44.260 --> 00:11:46.619 So, offering an extensive library is 223 00:11:46.619 --> 00:11:49.140 also one of its biggest attractions 224 00:11:49.140 --> 00:11:51.500 Other programs also have extensive systems 225 00:11:51.500 --> 00:11:53.739 But the characteristic of these game engines is that 226 00:11:53.739 --> 00:11:57.219 they have their own connected libraries 227 00:11:57.219 --> 00:12:00.419 In Unity 3D, for example, there's the Unity Asset Store 228 00:12:00.419 --> 00:12:05.059 Twinmotion and Unreal Engine both have extensive integrated marketplaces 229 00:12:05.059 --> 00:12:05.940 and libraries 230 00:12:05.940 --> 00:12:08.020 which is indeed crucial and can be considered important 231 00:12:08.020 --> 00:12:11.219 Of course, there are many websites offering various open-source 232 00:12:11.219 --> 00:12:13.059 or paid 3D assets 233 00:12:13.059 --> 00:12:16.659 like Sketchfab and other platforms 234 00:12:16.659 --> 00:12:19.140 Those assets can be used in various programs 235 00:12:19.140 --> 00:12:20.659 However, what's important is that 236 00:12:20.659 --> 00:12:22.259 these platforms not only allow you to use external assets 237 00:12:22.259 --> 00:12:24.020 but also have their own internal libraries 238 00:12:24.020 --> 00:12:26.179 which is a significant advantage 239 00:12:26.219 --> 00:12:27.700 Environment settings are crucial 240 00:12:27.700 --> 00:12:30.580 especially when dealing with urban settings, architecture, or interior design 241 00:12:30.580 --> 00:12:33.700 where natural lighting and external influences play a significant role 242 00:12:33.700 --> 00:12:37.780 Weather, seasons, and time of the day are indeed crucial factors to consider 243 00:12:37.780 --> 00:12:40.219 Simulating scenarios such as morning, dawn, dusk 244 00:12:40.219 --> 00:12:42.739 night sky with twinkling stars 245 00:12:42.739 --> 00:12:44.219 rain, or snowfall 246 00:12:44.219 --> 00:12:46.419 is really important 247 00:12:46.419 --> 00:12:48.780 With Twinmotion, you can adjust environmental settings with just a few clicks 248 00:12:48.780 --> 00:12:51.340 making it easy to explore different scenarios 249 00:12:51.340 --> 00:12:52.900 Of course, Unreal Engine is known for its extensive capabilities in this regard 250 00:12:52.900 --> 00:12:55.380 It's much more advanced and allows for finer detail and control 251 00:12:55.380 --> 00:12:56.580 For example, in Unreal Engine 252 00:12:56.580 --> 00:12:59.979 if you want to implement snowfall in a game 253 00:12:59.979 --> 00:13:01.820 you can decide 254 00:13:01.820 --> 00:13:04.659 whether the snow accumulates on the protagonist's shoulders 255 00:13:04.659 --> 00:13:06.140 or leaves footprints on the ground 256 00:13:06.140 --> 00:13:08.419 When it comes to creating games, such details are crucial 257 00:13:08.419 --> 00:13:12.460 In Twinmotion, demonstrating how realistically the snow behaves 258 00:13:12.460 --> 00:13:14.700 how it affects buildings when it falls 259 00:13:14.700 --> 00:13:19.219 and conveying that feeling are important aspects to consider 260 00:13:19.219 --> 00:13:22.539 And another impressive aspect is that nowadays, you can't overlook VR capabilities 261 00:13:22.539 --> 00:13:24.739 But VR is supported 262 00:13:24.739 --> 00:13:28.700 and you can create various panoramas and experiences 263 00:13:28.700 --> 00:13:32.659 To try it out firsthand, you need to have the device connected 264 00:13:32.659 --> 00:13:35.140 It applies to development as well 265 00:13:35.140 --> 00:13:37.059 There are many options available 266 00:13:37.059 --> 00:13:38.900 There's the Meta Quest 267 00:13:38.900 --> 00:13:42.020 Oculus devices (now rebranded as Meta) 268 00:13:42.020 --> 00:13:43.619 and various other devices as well 269 00:13:43.619 --> 00:13:46.460 There's also the hTC Vive and a variety of other devices available 270 00:13:46.460 --> 00:13:48.940 Recently, Apple Vision Pro were introduced 271 00:13:48.940 --> 00:13:50.780 and they are expected to support VR and AR functionalities as well 272 00:13:50.780 --> 00:13:53.820 So, when you wear VR headsets and play 273 00:13:53.820 --> 00:13:57.659 you're not just looking at interior 274 00:13:57.659 --> 00:13:59.940 or architectural designs on a monitor 275 00:13:59.940 --> 00:14:03.700 instead, with VR, you can actually feel like you're walking inside the house or building 276 00:14:03.700 --> 00:14:08.580 You can directly enter the front entrance and view specific rooms or spaces 277 00:14:08.580 --> 00:14:11.179 look out at outdoor landscapes from inside the house 278 00:14:11.179 --> 00:14:13.140 and more 279 00:14:13.140 --> 00:14:16.179 These functionalities make it accessible for anyone to use without complexity 280 00:14:16.179 --> 00:14:19.780 So, these features are widely used in architecture and interior design fields 281 00:14:19.780 --> 00:14:21.820 It will certainly be used even more in the future 282 00:14:21.820 --> 00:14:24.460 It provides ways to present projects more immersively 283 00:14:24.460 --> 00:14:29.020 to clients and team members 284 00:14:29.020 --> 00:14:31.140 And collaboration is extremely important as well 285 00:14:31.140 --> 00:14:33.580 When tackling large projects like city planning 286 00:14:33.580 --> 00:14:36.460 interior design, or architecture 287 00:14:36.460 --> 00:14:37.299 it's not something you do alone 288 00:14:37.299 --> 00:14:40.940 It's all about teamwork and collaboration, especially in corporate settings 289 00:14:40.940 --> 00:14:44.340 and the tools available make collaboration very convenient and effective 290 00:14:44.340 --> 00:14:47.380 So, cloud-based sharing is obviously well-supported and efficient 291 00:14:47.380 --> 00:14:49.700 You can upload the results you've created 292 00:14:49.700 --> 00:14:54.859 such as images, videos, virtual tour videos, or the project themselves 293 00:14:54.859 --> 00:14:57.739 to the cloud anytime 294 00:14:57.739 --> 00:15:02.140 This cloud service is also provided directly by the Unreal Engine website 295 00:15:02.140 --> 00:15:04.740 You can save it directly on the computer 296 00:15:04.740 --> 00:15:06.900 without using the cloud 297 00:15:06.900 --> 00:15:09.260 When collaborating, using the cloud makes it very smooth 298 00:15:09.260 --> 00:15:11.539 By sharing cloud links 299 00:15:11.539 --> 00:15:13.419 whether you're working remotely 300 00:15:13.419 --> 00:15:17.140 or with someone on the other side of the globe 301 00:15:17.179 --> 00:15:19.739 you can collaborate effectively and smoothly 302 00:15:19.739 --> 00:15:23.299 Therefore, you can collaborate efficiently even in a remote work environment 303 00:15:23.299 --> 00:15:27.059 If I create a VR virtual tour 304 00:15:27.059 --> 00:15:31.460 one of the key features is that people can remotely access the VR space 305 00:15:31.460 --> 00:15:32.780 from various locations and collaborate seamlessly 306 00:15:32.780 --> 00:15:34.500 For example, we can tour the space together and suggest changes like 307 00:15:34.500 --> 00:15:38.419 "let's change this area" or "let's adjust the lighting here" 308 00:15:38.419 --> 00:15:41.299 making collaboration very efficient 309 00:15:41.299 --> 00:15:44.460 Additionally, various file formats are supported 310 00:15:45.340 --> 00:15:48.190 and the most commonly imported file in Unreal is 311 00:15:48.190 --> 00:15:50.299 likely the FBX file 312 00:15:50.299 --> 00:15:52.780 The FBX file not only contains the 3D modeling itself 313 00:15:52.780 --> 00:15:56.539 but also includes textures, animations, and motion sources 314 00:15:56.539 --> 00:15:59.299 In Unreal Engine, of course, there are many things you can import 315 00:15:59.299 --> 00:16:01.900 such as videos or images 316 00:16:01.900 --> 00:16:06.140 but the most commonly imported file in Unreal Engine is likely the FBX file 317 00:16:06.140 --> 00:16:08.299 In Twinmotion, CAD files 318 00:16:08.299 --> 00:16:10.340 are most commonly used 319 00:16:10.340 --> 00:16:12.700 although FBX files can also be imported 320 00:16:12.700 --> 00:16:15.299 Because for things like architecture and urban planning 321 00:16:15.299 --> 00:16:17.460 CAD files are very important 322 00:16:17.460 --> 00:16:19.700 Of course, you can import other things too 323 00:16:19.700 --> 00:16:23.059 but if you look at the interface I've put on the screen right now 324 00:16:23.059 --> 00:16:25.340 it's the interface used for importing 325 00:16:25.340 --> 00:16:28.900 allowing you to import a wide variety of sources 326 00:16:28.900 --> 00:16:33.299 and overlay them to create various beautiful environments 327 00:16:33.299 --> 00:16:36.460 It supports a wide variety of 3D file formats 328 00:16:36.460 --> 00:16:41.260 and provides compatibility with other CAD and 3D modeling software 329 00:16:41.260 --> 00:16:44.260 You can work by having 3Ds Max open on one side of the computer 330 00:16:44.260 --> 00:16:45.900 and Twinmotion open on the other side 331 00:16:45.900 --> 00:16:49.580 pulling files between them and collaborating 332 00:16:49.580 --> 00:16:52.659 In Twinmotion, you can set up various environments as well 333 00:16:52.659 --> 00:16:54.940 I have set up solar panels 334 00:16:54.940 --> 00:16:57.179 created a slight breeze 335 00:16:57.179 --> 00:17:01.140 set up a reed field below, and added some cars on top of it 336 00:17:01.140 --> 00:17:04.780 You can import the completed file right now 337 00:17:04.780 --> 00:17:06.900 and of course, that's a commonly used feature 338 00:17:06.900 --> 00:17:09.420 You can also directly pull it while 3Ds Max is running 339 00:17:09.420 --> 00:17:11.979 You use the concept of linking to pull it over 340 00:17:11.979 --> 00:17:15.939 and after rotating it a bit in Twinmotion, you think it might be better to do this part like that 341 00:17:15.939 --> 00:17:19.900 Then, you keep 3Ds Max open on the left and make some more adjustments there 342 00:17:19.900 --> 00:17:22.900 This type of workflow is entirely possible 343 00:17:22.900 --> 00:17:25.339 Similar tasks are also possible in Unreal Engine 344 00:17:25.339 --> 00:17:27.300 Using the Live Link system 345 00:17:27.300 --> 00:17:29.459 you can have Maya and Unreal Engine running simultaneously 346 00:17:29.459 --> 00:17:32.300 manipulate characters in Maya and see the results directly in Unreal Engine 347 00:17:32.300 --> 00:17:35.420 This kind of workflow is indeed possible 348 00:17:35.420 --> 00:17:39.140 The sample image I just mentioned has now appeared on the screen 349 00:17:39.140 --> 00:17:43.699 On the left, there is the image of a bicycle from 3Ds Max 350 00:17:43.699 --> 00:17:46.979 and on the right, Twinmotion is running 351 00:17:46.979 --> 00:17:51.020 You can finish your work in 3Ds Max, export it as an FBX file 352 00:17:51.020 --> 00:17:52.939 and then import it into other program 353 00:17:52.939 --> 00:17:56.739 but you can also work directly with 3Ds Max open on the left 354 00:17:56.739 --> 00:18:00.540 and Unreal Engine open on the right 355 00:18:00.540 --> 00:18:04.780 And importantly, rendering in 3Ds Max requires some waiting time 356 00:18:04.780 --> 00:18:07.939 However in Unreal Engine, you can change lighting 357 00:18:08.459 --> 00:18:11.380 and adjust materials in real-time 358 00:18:11.380 --> 00:18:14.540 You can also modify material for various parts like 359 00:18:14.540 --> 00:18:17.819 rubber, wheel textures, or the yellowed stainless steel parts on the fly 360 00:18:17.819 --> 00:18:22.420 while everything is set up like this 361 00:18:22.420 --> 00:18:25.939 Unreal Engine itself has an incredible material system 362 00:18:25.939 --> 00:18:28.140 which is why these capabilities work so well 363 00:18:28.140 --> 00:18:31.060 For example, in the past 364 00:18:31.060 --> 00:18:33.900 transferring data between specific programs used to be very complex 365 00:18:33.900 --> 00:18:36.739 but not we live in a very open era where everything is much more accessible 366 00:18:36.739 --> 00:18:39.219 Unreal Engine is really well-designed to make setting up 367 00:18:39.219 --> 00:18:42.939 and working environments very convenient and efficient 368 00:18:42.939 --> 00:18:47.900 Its uses are varied and applicable across different fields 369 00:18:47.900 --> 00:18:50.819 but it's particularly prominent in the architecture industry 370 00:18:50.819 --> 00:18:52.219 The same applies to Unreal Engine as well 371 00:18:52.219 --> 00:18:54.939 Unreal Engine is widely used in gaming, as expected 372 00:18:54.939 --> 00:18:57.979 but it's also extensively used in many other fields beyond gaming 373 00:18:57.979 --> 00:18:59.900 You can think of it that way 374 00:18:59.900 --> 00:19:02.979 Twinmotion is heavily utilized in the architecture field 375 00:19:02.979 --> 00:19:05.900 but it's also widely used outside of architecture in various other industries 376 00:19:05.900 --> 00:19:08.739 This is an example image from the Twinmotion website 377 00:19:08.739 --> 00:19:12.500 Do you see the reflection on the glass in the balcony area? 378 00:19:12.500 --> 00:19:16.500 Materials of buildings, various details, and lighting 379 00:19:16.500 --> 00:19:18.900 can certainly be created in software like 3Ds Max or Maya 380 00:19:18.900 --> 00:19:21.099 but setting them up can be quite intricate and meticulous 381 00:19:21.099 --> 00:19:25.099 Continuously setting up renderings, making adjustments 382 00:19:25.099 --> 00:19:28.619 and repeating the process is often necessary to achieve the desired outcome 383 00:19:28.619 --> 00:19:31.939 Since it's real-time, you can experiment with lighting 384 00:19:31.939 --> 00:19:35.260 adjusting reflections, refractions, or changing the lighting 385 00:19:35.260 --> 00:19:38.339 while seeing the results immediately 386 00:19:38.339 --> 00:19:41.020 Because it's real-time, you can make changes while sitting with the client 387 00:19:41.020 --> 00:19:43.780 and discuss them together, which is quite advantageous 388 00:19:43.780 --> 00:19:46.780 You can say it's a feature to be able to show 389 00:19:46.780 --> 00:19:48.939 how the lighting changes 390 00:19:48.939 --> 00:19:52.739 when you extend or reduce the wall here 391 00:19:52.739 --> 00:19:55.589 Using Twinmotion 392 00:19:55.589 --> 00:19:57.300 you can visualize architectural designs in real-time 393 00:19:57.300 --> 00:20:00.699 and create high-resolution images or videos as well 394 00:20:00.699 --> 00:20:03.300 You can walk through the interior of a house and create videos of it 395 00:20:03.300 --> 00:20:06.859 Moreover, since it also supports VR 396 00:20:06.859 --> 00:20:09.859 it's obvious to say that Twinmotion is widely used for these purposes 397 00:20:09.859 --> 00:20:13.339 Through this, you can show clients or investors a project's vision 398 00:20:13.339 --> 00:20:16.300 in a way that goes beyond 399 00:20:16.300 --> 00:20:18.979 simply showing a few images 400 00:20:18.979 --> 00:20:24.099 or rendering a 5-minute video 401 00:20:24.099 --> 00:20:26.500 Now, moving on to urban planning, which is widely used 402 00:20:26.500 --> 00:20:30.339 At one point, game engines like Unity or Unreal Engine 403 00:20:30.339 --> 00:20:32.660 were heavily utilized for urban planning and digital twins 404 00:20:32.660 --> 00:20:34.900 But there's no need to go as far as games 405 00:20:34.900 --> 00:20:37.780 Twinmotion excels in various visualization and simulations 406 00:20:37.780 --> 00:20:41.219 that are needed for tasks like 407 00:20:41.219 --> 00:20:47.099 urban planning, project visualization, developing specific areas 408 00:20:47.099 --> 00:20:50.739 or understanding how introducing a new building will impact the surrounding environment 409 00:20:50.739 --> 00:20:55.060 It handles these tasks smoothly, including interior work as well 410 00:20:55.060 --> 00:20:57.739 Urban planning and related architectural projects heavily rely on tools like 411 00:20:57.739 --> 00:21:02.300 Twinmotion for visualizing their projects 412 00:21:02.339 --> 00:21:04.939 So, it can show an overall concept of the project 413 00:21:04.939 --> 00:21:07.099 and allow real-time modifications 414 00:21:07.099 --> 00:21:11.219 It can also compare the before and after scenarios of specific areas undergoing development 415 00:21:11.219 --> 00:21:16.219 Not only lighting and effects, but you can also use a variety of effects in Twinmotion 416 00:21:16.219 --> 00:21:20.939 You can adjust the landscape of the sky, control the amount of clouds, and more 417 00:21:20.939 --> 00:21:23.619 In Photoshop, there are various filters available 418 00:21:23.619 --> 00:21:27.459 You can output the results as images 419 00:21:27.459 --> 00:21:30.939 You can also output images in a 360-degree format, similar to a panoramic view 420 00:21:30.939 --> 00:21:32.619 You can also create VR experiences with it 421 00:21:32.619 --> 00:21:35.780 or you can output a variety of formats including stickers and videos 422 00:21:35.780 --> 00:21:37.900 You can apply various effects just like Photoshop filters 423 00:21:37.900 --> 00:21:41.540 each time you output something from there 424 00:21:41.540 --> 00:21:45.819 When you do some animation or video editing, there's a timeline at the bottom, right? 425 00:21:45.819 --> 00:21:49.260 There's a similar concept 426 00:21:49.260 --> 00:21:52.300 where you have a timeline for organizing animation and video edits 427 00:21:52.300 --> 00:21:54.819 It's a program that allows you to create those presentation materials 428 00:21:54.819 --> 00:21:57.739 Next, landscape design is also crucial 429 00:21:57.739 --> 00:21:59.260 As you can see on the screen 430 00:21:59.260 --> 00:22:03.060 it includes highly realistic flowers and grasses 431 00:22:03.060 --> 00:22:07.260 Plants are essential concept in building or constructing houses 432 00:22:07.260 --> 00:22:10.459 and related interior design 433 00:22:10.459 --> 00:22:12.809 So, there was a time when 434 00:22:12.809 --> 00:22:14.979 tasks like these were done using software like Photoshop 435 00:22:14.979 --> 00:22:17.819 Nowadays, you can click, drag, and drop various elements like 436 00:22:17.819 --> 00:22:21.060 pine trees, flowers, and even lotus flowers 437 00:22:21.060 --> 00:22:23.060 Whether you want a reed marsh 438 00:22:23.060 --> 00:22:27.140 dense grass, or lush forest 439 00:22:27.140 --> 00:22:30.780 Twinmotion offers a wide range of possibilities that you can implement directly within the program 440 00:22:30.780 --> 00:22:32.939 The important thing is that since it's actual 3D 441 00:22:32.939 --> 00:22:35.219 It looks natural no matter what angle you hold it from 442 00:22:35.219 --> 00:22:38.060 You can see trees gently swaying 443 00:22:38.060 --> 00:22:39.939 and the speed is incredibly fast 444 00:22:39.939 --> 00:22:42.140 though speed doesn't have the same meaning because 445 00:22:42.140 --> 00:22:45.140 when you play it, the result just appears 446 00:22:45.140 --> 00:22:47.780 So, Twinmotion is gaining signifiant popularity 447 00:22:47.780 --> 00:22:50.900 at a rapid pace in the field of architecture, 448 00:22:50.900 --> 00:22:53.339 and it has already established its position firmly 449 00:22:53.339 --> 00:22:56.060 Twinmotion is widely used for landscape design 450 00:22:56.060 --> 00:23:01.300 offering real-time visualization capabilities that utilize a variety of plants and natural elements 451 00:23:01.300 --> 00:23:03.819 Next, there's also interior space design and visualization 452 00:23:03.819 --> 00:23:04.900 In the past 453 00:23:04.900 --> 00:23:08.300 this was also done primarily using general 3D graphics programs 454 00:23:08.300 --> 00:23:12.660 Nowadays, Twinmotion and Unreal Engine 455 00:23:12.660 --> 00:23:14.660 are widely used for visualizing before-and-after views 456 00:23:14.660 --> 00:23:17.020 of interiors and construction projects 457 00:23:17.020 --> 00:23:18.939 If you don't need to go as far as game development 458 00:23:18.939 --> 00:23:20.579 Twinmotion is simpler and therefore more widely used 459 00:23:20.579 --> 00:23:23.500 It's very easy to change materials and lighting 460 00:23:23.500 --> 00:23:27.020 and a variety of high-quality outputs can be produced 461 00:23:27.020 --> 00:23:28.859 Since it provides real-time quality 462 00:23:28.859 --> 00:23:32.739 that previously took hours to render in other programs 463 00:23:32.739 --> 00:23:35.619 it's widely used in the interior design field as well 464 00:23:35.619 --> 00:23:37.540 And creating virtual reality experiences 465 00:23:37.540 --> 00:23:40.540 As I mentioned earlier, it's very well-designed 466 00:23:40.540 --> 00:23:45.619 but if you want to experience the space directly, you need to use this tool 467 00:23:45.619 --> 00:23:48.780 Of course, you can upload it to the cloud and view it on your phone 468 00:23:48.780 --> 00:23:50.459 You can navigate through it 469 00:23:50.459 --> 00:23:52.180 just like watching 470 00:23:52.180 --> 00:23:55.540 a 360-degree video on YouTube 471 00:23:55.540 --> 00:23:57.690 To truly experience the feeling 472 00:23:57.690 --> 00:24:01.300 connecting it to a VR headset would likely provide the best experience 473 00:24:01.300 --> 00:24:04.060 And similar to what was mentioned earlier 474 00:24:04.060 --> 00:24:07.219 it also supports collaboration with team members and clients 475 00:24:07.219 --> 00:24:11.060 So, rather than just showing how it looks 476 00:24:11.060 --> 00:24:14.380 you an create virtual tours and share links for those 477 00:24:14.380 --> 00:24:15.900 to explore and navigate inside 478 00:24:15.900 --> 00:24:18.099 Then you can also zoom in and out 479 00:24:18.099 --> 00:24:21.060 move from the balcony to the bedroom 480 00:24:21.060 --> 00:24:23.060 So, providing detailed feedback 481 00:24:23.060 --> 00:24:25.140 allows for smoother collaboration 482 00:24:25.140 --> 00:24:28.069 meetings, and discussions 483 00:24:28.267 --> 00:24:31.767 3D space setup and virtual tours: path creation and editing 484 00:24:32.219 --> 00:24:34.780 Let's now look at the concepts of 3D environment modeling layout 485 00:24:34.780 --> 00:24:37.819 and visualization settings 486 00:24:37.819 --> 00:24:39.819 Many of you who have installed Twinmotion 487 00:24:39.819 --> 00:24:44.739 likely find it quicker to install compared to Unreal Engine 488 00:24:44.739 --> 00:24:47.619 which usually takes much less time 489 00:24:47.619 --> 00:24:51.739 Unreal Engine typically takes around 30 minutes to 1 hour to install 490 00:24:51.739 --> 00:24:54.020 If your internet speed is slower, Unreal Engine can take even longer 491 00:24:54.020 --> 00:24:59.739 while Twinmotion usually installs in around 30 minutes or so 492 00:24:59.739 --> 00:25:04.780 When you first launch Twinmotion, you'll encounter options similar to these 493 00:25:04.780 --> 00:25:08.579 From here, you can select options 494 00:25:08.579 --> 00:25:11.900 that closely match what you want to create and configure the scene accordingly 495 00:25:11.900 --> 00:25:14.900 It feels a bit like After Effects 496 00:25:14.900 --> 00:25:16.699 or it gives off an Unreal Engine vibe 497 00:25:16.699 --> 00:25:19.260 It has that kind of interface 498 00:25:19.260 --> 00:25:22.579 And if you look 499 00:25:22.579 --> 00:25:25.219 there are about 10 to 11 menus appearing on the left side 500 00:25:25.219 --> 00:25:29.099 That section is where you'l likely spend most of your time 501 00:25:29.099 --> 00:25:33.180 when working with Twinmotion 502 00:25:33.180 --> 00:25:35.699 There are also things related to nature 503 00:25:35.699 --> 00:25:38.939 And because it's widely used in architecture and interior design 504 00:25:38.939 --> 00:25:41.380 you see menus related to these furnitures here 505 00:25:41.380 --> 00:25:46.660 Also, the most important thing that can really change the look significantly is the lighting 506 00:25:46.660 --> 00:25:49.500 You can also see that there's a lighting menu like this 507 00:25:49.500 --> 00:25:51.780 There are also backgrounds, cars 508 00:25:51.780 --> 00:25:53.739 regular 3D objects 509 00:25:53.739 --> 00:25:56.780 and there's a separate menu for sources like people 510 00:25:56.780 --> 00:25:59.380 But you can see that it offers a variety of sources 511 00:25:59.380 --> 00:26:04.180 although it's clear that there's a slight difference from what you would find in games 512 00:26:04.180 --> 00:26:06.300 So, when compared to Unreal Engine 513 00:26:06.300 --> 00:26:10.339 you can see that the sizes and shapes of the icons are quite different 514 00:26:10.339 --> 00:26:14.160 If you look below the interface, you'll see the view I'm currently looking at 515 00:26:14.160 --> 00:26:18.760 You can zoom in and out of the view as much as you want with the mouse 516 00:26:18.760 --> 00:26:23.479 and below you can see that, like Photoshop filters 517 00:26:23.479 --> 00:26:26.040 you can continuously change and view various skies and backgrounds 518 00:26:26.040 --> 00:26:28.239 Whether you zoom in or zoom out 519 00:26:28.239 --> 00:26:29.560 whether you look down from the sky 520 00:26:29.560 --> 00:26:32.280 whether you're looking inside buildings or outside 521 00:26:32.280 --> 00:26:35.119 whether you're looking up from the first floor of a building 522 00:26:35.119 --> 00:26:37.079 In games, you can freely change the camera angles as you like 523 00:26:37.079 --> 00:26:38.920 moving it back and forth 524 00:26:38.920 --> 00:26:41.400 You can also change it to various feels 525 00:26:41.400 --> 00:26:46.160 almost like different filters, with just a few clicks 526 00:26:46.160 --> 00:26:50.319 A building that suits a snowy environment 527 00:26:50.319 --> 00:26:53.479 you can design a space 528 00:26:53.479 --> 00:26:55.319 and then quickly change it to a rainy day setting 529 00:26:55.319 --> 00:26:59.239 You can immediately erase what was there, plant a few palm trees 530 00:26:59.239 --> 00:27:02.400 and create a Southeast Asian beach vibe 531 00:27:02.400 --> 00:27:05.680 And for scenes like the sky and distant landscapes 532 00:27:05.680 --> 00:27:10.560 you can easily change them by selecting options from the menu 533 00:27:10.560 --> 00:27:14.640 If your project involves a lot of interactive concepts 534 00:27:14.640 --> 00:27:17.400 then working with Unreal Engine would be better 535 00:27:17.400 --> 00:27:21.319 If your upcoming project focuses mainly on visualization 536 00:27:21.319 --> 00:27:25.439 such as virtual tours or showcasing visuals 537 00:27:25.439 --> 00:27:29.280 without the need for characters to move or interact 538 00:27:29.280 --> 00:27:33.640 using Twinmotion can significantly reduce your workload 539 00:27:33.640 --> 00:27:35.520 You might find it helpful to consider 540 00:27:35.520 --> 00:27:38.040 The sample images I showed earlier are 541 00:27:38.040 --> 00:27:42.760 all concepts of the exterior landscapes of buildings 542 00:27:42.760 --> 00:27:44.599 Lighting is really important when 543 00:27:44.599 --> 00:27:48.839 working on the interior of buildings with Twinmotion 544 00:27:48.839 --> 00:27:51.760 Why it's important is because there's a concept of lighting 545 00:27:51.760 --> 00:27:54.199 You'll see shapes like square patches of sunlight 546 00:27:54.199 --> 00:27:56.680 on the walls 547 00:27:56.680 --> 00:27:58.560 in the middle 548 00:27:58.560 --> 00:27:59.839 due to light coming in 549 00:27:59.839 --> 00:28:03.800 from outside and interior lighting 550 00:28:03.800 --> 00:28:05.719 The sunlight coming in from outside 551 00:28:05.719 --> 00:28:09.599 and how the interior lighting is set up 552 00:28:09.599 --> 00:28:14.839 can greatly affect how materials inside the building are perceived 553 00:28:14.839 --> 00:28:17.959 For example, whether a sofa appears to be leather or stainless steel 554 00:28:17.959 --> 00:28:21.640 or if a table looks like plastic or another material 555 00:28:21.640 --> 00:28:25.079 Lighting plays a crucial role in determining 556 00:28:25.079 --> 00:28:27.640 whether the floor feels like marble or wood, and so on 557 00:28:27.640 --> 00:28:31.319 On the left side, I've enlarged the main menu icons 558 00:28:31.319 --> 00:28:35.680 as they are the ones you'll interact with the most 559 00:28:35.680 --> 00:28:38.479 When working on each task 560 00:28:38.479 --> 00:28:40.839 the hierarchical structure, detailed controls 561 00:28:40.839 --> 00:28:45.319 and elements on the screen are managed on the right side 562 00:28:45.319 --> 00:28:47.719 You can work with detailed precision 563 00:28:47.719 --> 00:28:51.560 but you can see that the interface is much simpler 564 00:28:51.560 --> 00:28:54.520 compared to programs like Unreal Engine, which are used for game development 565 00:28:54.520 --> 00:28:58.439 Let's continue and look into creating and editing virtual tour paths 566 00:28:58.439 --> 00:29:00.839 If any of you have experience with 3D graphic tools 567 00:29:00.839 --> 00:29:03.680 like 3ds Max, Maya, Blender, or Unreal Engine 568 00:29:03.680 --> 00:29:07.079 you'll find that the concept of working with 3D graphics in this context is intuitive and straightforward 569 00:29:07.079 --> 00:29:10.079 The interface is designed to be very simple and intuitive 570 00:29:10.079 --> 00:29:12.280 allowing anyone familiar with 3D graphics to work with it 571 00:29:12.280 --> 00:29:15.800 without the need for tutorials or extensive learning processes 572 00:29:15.800 --> 00:29:19.680 If you look at the screen, you'll see that I can continuously change the view I want 573 00:29:19.680 --> 00:29:22.520 Below this interface, you can see the plus button, right? 574 00:29:22.520 --> 00:29:24.199 I've marked it separately 575 00:29:24.199 --> 00:29:29.239 Every time I press the plus button there, those views get saved like this 576 00:29:29.239 --> 00:29:31.520 You can make the camera move continuously as it is 577 00:29:31.520 --> 00:29:34.520 and the scenes I've saved with the plus button 578 00:29:34.520 --> 00:29:39.439 can be exported separately as panoramas, videos, or just images anytime 579 00:29:39.439 --> 00:29:41.520 You can also upload them to the cloud 580 00:29:41.520 --> 00:29:44.520 Also, even without any text on the icons 581 00:29:44.520 --> 00:29:46.160 just by looking at their shapes 582 00:29:46.160 --> 00:29:48.359 you can intuitively understand what they represent 583 00:29:48.359 --> 00:29:50.439 For example, panoramas are designed somewhat like this 584 00:29:50.439 --> 00:29:52.760 The presentations are designed in a different style 585 00:29:52.760 --> 00:29:54.800 and are very convenient to use 586 00:29:54.800 --> 00:29:59.760 If you want to set up sharing or something slightly dynamic 587 00:29:59.760 --> 00:30:02.089 exporting for presentations allows you to produce results 588 00:30:02.089 --> 00:30:04.889 in a variety of formats 589 00:30:04.889 --> 00:30:08.920 beyond just panoramas or videos 590 00:30:08.920 --> 00:30:10.760 Instead of a capture button 591 00:30:10.760 --> 00:30:14.160 it's very intuitive to move views, press plus, move views again, press plus 592 00:30:14.160 --> 00:30:18.000 or delete them as needed 593 00:30:18.000 --> 00:30:21.599 So, there's no need for extensive learning or manuals 594 00:30:21.599 --> 00:30:24.439 Of course, everything is available on the Twinmotion website if you need explanations 595 00:30:24.439 --> 00:30:27.599 Even without looking, you can just start using it 596 00:30:27.640 --> 00:30:32.839 because the interface is incredibly intuitive 597 00:30:32.839 --> 00:30:35.839 And the icons below are also very simple, right? 598 00:30:35.839 --> 00:30:37.880 You can immediately export videos as well 599 00:30:37.880 --> 00:30:42.079 If you look at the bottom right, you'll see the export button 600 00:30:42.079 --> 00:30:44.839 and the cloud integration works very well 601 00:30:44.839 --> 00:30:47.599 but to upload directly to the cloud 602 00:30:47.599 --> 00:30:49.359 you need to have it connected 603 00:30:49.359 --> 00:30:51.599 You can easily do it with a simple login 604 00:30:51.599 --> 00:30:52.880 or you can also do it locally 605 00:30:52.880 --> 00:30:54.839 Below the export button on the screen I have displayed 606 00:30:54.839 --> 00:30:58.119 you should see the word 'Local' 607 00:30:58.119 --> 00:31:03.839 You can export locally to a USB, computer desktop, specific hard drive 608 00:31:03.839 --> 00:31:05.359 or wherever you prefer 609 00:31:05.359 --> 00:31:08.160 and you can also upload directly to the cloud 610 00:31:08.160 --> 00:31:11.439 So here you can see the presentation option 611 00:31:11.439 --> 00:31:15.959 You can choose from various types of presentations 612 00:31:15.959 --> 00:31:18.800 You can create presentation files with photos 613 00:31:18.800 --> 00:31:20.520 You can also create presentations in VR 614 00:31:20.520 --> 00:31:22.800 and in a wide variety of formats 615 00:31:22.800 --> 00:31:27.599 Usually, when dealing with clients and customers, you would export for presentation purposes 616 00:31:27.599 --> 00:31:30.439 Just for saving or continuing later 617 00:31:30.439 --> 00:31:32.520 or if you just want to visualize and review 618 00:31:32.520 --> 00:31:34.760 that's when you often work locally 619 00:31:34.760 --> 00:31:39.079 Typically, when collaborating or showing detailed work 620 00:31:39.079 --> 00:31:41.119 to clients who may be far away 621 00:31:41.119 --> 00:31:44.839 you would export for presentation purposes 622 00:31:44.839 --> 00:31:48.760 So, in creating and editing virtual tour paths 623 00:31:48.760 --> 00:31:53.040 earlier I set up panoramas and added several views with the plus button 624 00:31:53.040 --> 00:31:55.040 Each one is separate 625 00:31:55.040 --> 00:31:57.199 but in total, there are six of them 626 00:31:57.199 --> 00:32:01.439 You can export these as a single set 627 00:32:01.439 --> 00:32:04.160 and of course, you can also export them individually 628 00:32:04.160 --> 00:32:08.719 So, you can see on the right side under the panorama settings, there are six numbers displayed 629 00:32:08.719 --> 00:32:10.719 It says there are six panoramas 630 00:32:10.719 --> 00:32:12.800 So, the number 6 indicates 631 00:32:12.800 --> 00:32:16.599 how many panoramas you will export as a set, like a group, all at once 632 00:32:16.599 --> 00:32:22.160 However, the number 6 indicates the quantity of individual files or items contained within 633 00:32:22.160 --> 00:32:25.319 So when you start exporting, it will export immediately 634 00:32:25.319 --> 00:32:26.719 and you can save it up to your computer 635 00:32:26.719 --> 00:32:29.319 or upload it directly to the cloud 636 00:32:29.319 --> 00:32:32.079 If you upload to the cloud, it generates a link that you can share 637 00:32:32.079 --> 00:32:34.479 You can share that link with anyone 638 00:32:34.479 --> 00:32:38.319 and this cloud service is integrated within the Unreal Engine site itself 639 00:32:38.319 --> 00:32:41.160 so you don't need to create a separate account 640 00:32:41.160 --> 00:32:46.839 You can upload there and comfortably share it with anyone you like 641 00:32:46.839 --> 00:32:50.439 And the sample scene I showed you earlier simply features 642 00:32:50.439 --> 00:32:53.839 a floor base with one object on it 643 00:32:53.839 --> 00:32:58.119 When you work on your own, there will be a variety of buildings to choose from 644 00:32:58.119 --> 00:33:00.239 There could also be dozens of trees available 645 00:33:00.239 --> 00:33:03.079 There could be hundreds of trees when there are many 646 00:33:03.079 --> 00:33:05.359 There are various elements 647 00:33:05.359 --> 00:33:07.119 Lighting-wise, I only have the default lighting here 648 00:33:07.119 --> 00:33:09.920 If you set up various lighting options, there can be a diverse range of them 649 00:33:09.920 --> 00:33:14.560 Then exporting might take some time 650 00:33:14.560 --> 00:33:17.400 because it organizes and outputs files 651 00:33:17.400 --> 00:33:20.400 depending on how many sets you've set up 652 00:33:20.400 --> 00:33:22.760 six in my case 653 00:33:22.760 --> 00:33:26.839 and how you've set up camera views 654 00:33:26.839 --> 00:33:28.560 and environment settings 655 00:33:28.560 --> 00:33:31.760 the export time can vary slightly 656 00:33:31.760 --> 00:33:35.079 However, simple scenes typically finish exporting within a few minutes 657 00:33:35.079 --> 00:33:39.599 So earlier we looked at settings related to panoramas 658 00:33:39.599 --> 00:33:42.280 and now we'll look at presentations 659 00:33:42.280 --> 00:33:45.000 Twinmotion's interface itself is very simple 660 00:33:45.000 --> 00:33:47.119 but when you hover your mouse cursor over certain elements 661 00:33:47.119 --> 00:33:49.199 helpful pop-up windows appear 662 00:33:49.199 --> 00:33:51.040 explaining things as needed 663 00:33:51.040 --> 00:33:52.199 Take a note of that 664 00:33:52.199 --> 00:33:54.199 I can upload virtual tours 665 00:33:54.199 --> 00:33:56.040 to the cloud in presentation mode 666 00:33:56.040 --> 00:34:00.079 and I can also directly export them as videos according to my preferences 667 00:34:00.079 --> 00:34:03.839 And the interface you're seeing now is the latest version 668 00:34:03.839 --> 00:34:07.839 but Twinmotion doesn't have significant differences in features between versions 669 00:34:07.880 --> 00:34:12.879 So, there may be people using versions from a few years ago 670 00:34:12.879 --> 00:34:15.080 If they're using versions from last year or the year before 671 00:34:15.080 --> 00:34:17.679 the interface might be slightly different 672 00:34:17.679 --> 00:34:19.840 So, the interface may vary depending on the version 673 00:34:19.840 --> 00:34:22.040 but the functionalities are generally divided into options like 674 00:34:22.040 --> 00:34:23.360 exporting videos, exporting stickers 675 00:34:23.360 --> 00:34:27.199 panoramas, VR, or for presentations 676 00:34:27.199 --> 00:34:30.000 Just keep that in mind, and you should be good to go 677 00:34:30.000 --> 00:34:32.360 The same applies to the presentation mode as well 678 00:34:32.360 --> 00:34:35.199 I showed you earlier how to create panorama sets 679 00:34:35.199 --> 00:34:37.639 You can directly import those sets 680 00:34:37.639 --> 00:34:41.639 Besides creating panoramas sets, I also worked on video projects 681 00:34:41.639 --> 00:34:43.320 and those can also be imported directly 682 00:34:43.320 --> 00:34:45.040 This presentation is basically 683 00:34:45.040 --> 00:34:47.639 what I'll use to show or share with clients 684 00:34:47.639 --> 00:34:49.719 or anyone else 685 00:34:49.719 --> 00:34:52.120 when I want to present the materials I've prepared 686 00:34:52.120 --> 00:34:55.159 You can simply add the panorama work 687 00:34:55.159 --> 00:34:57.360 or video work you've done in this project 688 00:34:57.360 --> 00:35:01.679 whenever you want and set it up accordingly 689 00:35:01.679 --> 00:35:03.159 You can either add them by selecting them from the plus menu 690 00:35:03.159 --> 00:35:06.239 or simply drag and drop them into the designated area 691 00:35:06.239 --> 00:35:09.800 It's really convenient and intuitive 692 00:35:09.800 --> 00:35:12.760 Let me show you the virtual tour path 693 00:35:12.760 --> 00:35:16.399 When I want to create videos that transition sequentially like this 694 00:35:16.399 --> 00:35:18.679 it's similar to After Effects' timeline 695 00:35:18.679 --> 00:35:20.639 but much simpler 696 00:35:20.639 --> 00:35:24.479 I've inserted a source onto the screen 697 00:35:24.479 --> 00:35:27.280 At the end of that source, a plus button appears 698 00:35:27.280 --> 00:35:30.000 Selecting the next source there will continue the sequence 699 00:35:30.000 --> 00:35:32.199 It continues like a train 700 00:35:32.199 --> 00:35:34.919 seamlessly linking one after another, even if it's not strictly at the end, but also in between 701 00:35:34.919 --> 00:35:37.919 It's okay to start at the beginning, and each time you press the plus button 702 00:35:37.919 --> 00:35:41.120 you can add the sources you want 703 00:35:41.120 --> 00:35:44.570 You could say that this program is 704 00:35:44.570 --> 00:35:46.199 very intuitive and convenient 705 00:35:46.199 --> 00:35:48.320 The more angles I have worked on 706 00:35:48.320 --> 00:35:51.199 the smoother and more convenient my work will be 707 00:35:51.199 --> 00:35:54.439 Now, this is the cloud button, but it might not be visible 708 00:35:54.439 --> 00:35:55.959 It also varies slightly depending on the version 709 00:35:55.959 --> 00:35:57.280 If it's not visible 710 00:35:57.280 --> 00:36:01.959 you can move the cursor to that view while working on this part 711 00:36:01.959 --> 00:36:04.159 you can see that semi-transparent gray popup window 712 00:36:04.159 --> 00:36:06.919 that normally isn't visible 713 00:36:06.919 --> 00:36:08.800 That's where it appears 714 00:36:08.800 --> 00:36:13.479 If you look at the top right, you'll see the cloud button 715 00:36:13.479 --> 00:36:17.679 Various control-related shortcuts 716 00:36:17.679 --> 00:36:20.560 such as arrow keys and mouse left and right buttons, also appear 717 00:36:20.560 --> 00:36:24.159 But if this keeps showing up, it could be distracting while you work 718 00:36:24.159 --> 00:36:25.800 It usually doesn't appear 719 00:36:25.800 --> 00:36:30.199 but when the cloud button is useful, it pops up like that 720 00:36:30.199 --> 00:36:32.760 so it's good to keep that in mind 721 00:36:32.760 --> 00:36:34.760 All the files I've worked on today 722 00:36:34.760 --> 00:36:37.879 don't have to be finished with my Twinmotion work 723 00:36:37.879 --> 00:36:41.520 I can apply the Twinmotion project files themselves 724 00:36:41.520 --> 00:36:43.199 locally or save them 725 00:36:43.199 --> 00:36:47.520 to the cloud anytime 726 00:36:47.520 --> 00:36:49.879 If I'm finishing everything today, it won't matter, but 727 00:36:49.879 --> 00:36:53.120 saving the project you're working on is really important 728 00:36:53.120 --> 00:36:57.000 But this isn't as vast a project as making a game 729 00:36:57.000 --> 00:36:58.919 so while Unreal Engine can be used 730 00:36:58.919 --> 00:37:01.320 Unreal projects tend to be much larger in size 731 00:37:01.320 --> 00:37:04.000 But Twinmotion isn't that large in size 732 00:37:04.000 --> 00:37:06.719 So you can also save the project itself to the cloud 733 00:37:06.719 --> 00:37:09.000 You can smoothly upload all the source files 734 00:37:09.000 --> 00:37:13.120 and presentation files 735 00:37:13.120 --> 00:37:16.360 that include results or presentations to the cloud 736 00:37:16.360 --> 00:37:18.120 Now, to view in VR 737 00:37:18.120 --> 00:37:21.280 you'll find the VR button located at the bottom right 738 00:37:21.280 --> 00:37:25.000 You can also see the vertical gray menu located on the right side 739 00:37:25.000 --> 00:37:26.760 it might not be visible either 740 00:37:26.760 --> 00:37:30.520 but if you click on the eye icon at the top right, it will look like this 741 00:37:30.520 --> 00:37:32.120 The VR button is right there 742 00:37:32.120 --> 00:37:36.120 But please note, after pressing this button 743 00:37:36.120 --> 00:37:38.199 any action you perform will require that 744 00:37:38.199 --> 00:37:41.399 a VR device is connected for viewing, controlling, and other settings 745 00:37:41.399 --> 00:37:43.679 Just keep that in mind 746 00:37:43.679 --> 00:37:46.679 Most devices currently available and on the market connect well 747 00:37:46.679 --> 00:37:48.560 so it would be a good idea to try it out 748 00:37:48.560 --> 00:37:51.439 firsthand sometime 749 00:37:51.439 --> 00:37:55.919 Alright, then let's take a look at the interaction in Twinmotion lastly 750 00:37:55.919 --> 00:37:59.959 In Twinmotion, it's possible to configure interaction settings when implementing VR 751 00:37:59.959 --> 00:38:01.719 When you want to create complex and realistic interactions 752 00:38:01.719 --> 00:38:05.600 beyond simple ones in VR implementation 753 00:38:05.600 --> 00:38:08.479 it would be more convenient to take the settings 754 00:38:08.479 --> 00:38:10.399 configured in Twinmotion 755 00:38:10.399 --> 00:38:12.800 and continue working on them in Unreal Engine 756 00:38:12.800 --> 00:38:16.719 Twinmotion is a real-time 3D architectural visualization program 757 00:38:16.719 --> 00:38:20.040 Therefore, within Twinmotion, you wouldn't typically engage in game-like interactions 758 00:38:20.040 --> 00:38:23.600 You wouldn't use Twinmotion to acquire items 759 00:38:23.600 --> 00:38:26.639 jump, or defeat enemies as you would in a game 760 00:38:26.639 --> 00:38:28.919 For example, you can create interactions like these in Twinmotion 761 00:38:28.919 --> 00:38:31.159 such as opening and closing doors 762 00:38:31.159 --> 00:38:34.199 or toggling lights on and off 763 00:38:34.199 --> 00:38:36.399 in a kitchen 764 00:38:36.399 --> 00:38:38.600 with sparkling materials in Twinmotion 765 00:38:38.600 --> 00:38:41.000 You can do things like these 766 00:38:41.000 --> 00:38:44.080 You can also use the Datasmith plugin in Twinmotion 767 00:38:44.080 --> 00:38:46.719 to directly send data to Unreal Engine 768 00:38:46.719 --> 00:38:50.360 In Unreal Engine, that data from Twinmotion would appear as a single background source, essentially 769 00:38:50.360 --> 00:38:54.639 Here, you can do many more things like in a game 770 00:38:54.639 --> 00:38:58.679 and can export to VR, PC, and mobile platforms 771 00:38:58.679 --> 00:39:01.120 It would be good to remember 772 00:39:01.120 --> 00:39:03.820 that such interactions are possible 773 00:39:06.126 --> 00:39:09.176 Twinmotion features and uses What is Twinmotion? High-quality visualization program with real-time 3D visualization software developed by Epic Games Visualize complex 3D modeling data in real time 774 00:39:09.176 --> 00:39:11.626 Features of Twinmotion Intuitive drag-and-drop interface Real-time visualization Various libraries 775 00:39:11.626 --> 00:39:13.876 Preferences such as weather, season, time, etc. Integrated VR support Easy sharing and collaboration Supports various file formats 776 00:39:13.876 --> 00:39:17.876 Uses of Twinmotion Visual presentation of architectural projects Visualization of urban planning and development projects External space and landscape design visualization 777 00:39:17.876 --> 00:39:21.876 Interior space design and visualization Create virtual reality experiences Collaborate with team members and clients 778 00:39:21.876 --> 00:39:23.626 Construct 3D spaces and create and edit virtual tour routes 3D Layout Configuration Configure a New Scene by selecting an option close to the project you want to create 779 00:39:23.626 --> 00:39:25.026 You can change views in various styles, almost like applying filters to achieve different looks 780 00:39:25.026 --> 00:39:27.176 Create a panoramic mode route View saved each time you move the view and press '+' Saved views can be edited or uploaded as panoramas or videos 781 00:39:27.176 --> 00:39:29.574 Create presentation mode path Panoramic view sets can be added as is Presentation mode to set up materials for presentation or sharing The more angles there are, the smoother and more convenient the work can be