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PC-VR: From Twinmotion to UE5

This project demonstrates the flow from TwinMotion to UE5 for beginners. The UE 5.0 source files are available on UC one drive and GitHub. The project is based on UE5’s ARCHVIZ template, which is ideal for Computer -based screen display. It has NOT been optimized for VR display. The project was used to teach students about VIZ-3 future retail

  1. Unreal Engine 5 User Interface. Twinmotion plugins.

2A. Bring Rhino model into UE5 through Twinmotion

2A.1 Prepare your 3D Rhino model in Twinmotion. Please refer to the two videos in the Introduction of Twinmotion on how to import Rhino files into Twinmotion. Please pay attention to file optimization and UV mapping.

2A.2 Import Twinmotion file into UE5. Twinmotion to Unreal

Notice:  since UE5.2, new plugins have been developed. Please follow: 

2B. Bring the Rhino model into UE5 directly 

If you have issues with using Twinmtion ( lack of space required, low computer performance), you can import the Rhino file into Unreal via (1) 3dm (2) fbx (3) datasmith. Please watch the Rhino to Unreal or an old tutorial Rhino to Unreal Studio.

3. Add third-person character and collision. If you need to give a bulk of static mesh collision, please refer to this tutorial Rhino to Unreal step 3 video, 31 min mark. 

4.  set collision for multiple objects, basic Blue Print script, screenshot

5. basic lighting, sky-sun system, IES profile, BP control light, animated lights. Free IES light asset in UE marketplace

6. Basic Material and swap with BP.

7A. video material and swap with BP. videos must be put into the “”Movies” folder in “Content”.

7B. Animated 2D texture ( chapter way than video material)

8. Purchase asset at UE Marketplace. Hologram material

9.  add trees with foliage paint, static people ( 3D / cut out), and animated animals in the scene.

10. Walking robots along a loop.

10. add an animated character from Mixamo.

11. package a project in UE5. (1) Move the video to the “movies” folder. (2) set up first-person game mode, hide arms, (3) activate VR plugins, (4) update VS SDK, (5) set project settings related to maps and packaging. use the Backtick key “`” to input the console command.

12. This is the last video in this series, which explains the different project settings of immersive VR projects vs. non-immersive Screen-based projects. Please notice changing these settings will require Unreal to recompile shaders, which will take a significant amount of time. 

13. A summery of common issues and solutions.