Join Scott Pagano for an in-depth discussion in this video Exercise files, part of Unreal Engine 4: Realtime Motion Graphics.
- [Voiceover] If you have access to the Exercise Files, we're gonna walk you through what we've provided for you. So I've got the Exercise Files folder on the desktop here on this machine. I'm gonna double click and open that up. You can see we've got chapter one through four and then an Unreal Projects folder. The chapters one through four are all of our source assets and our Cinema 4D and Maya scenes. So, for example, in Chapter One, we just have two simple folders for our piece of geometry and some texture files. We go to Chapter Two, you can see we've got a few more things. I've got a Cinema 4D Directory that actually has Cinema 4D scenes and textures and an FPX Export folder.
And then in our My Folder, we've got sorta a similar thing. We've got a Maya Project Directory with scenes and source images and an FPX Export folder. And then the unreal projects are separated out because the unreal projects have their own file structure that Unreal determines so if we open that, you can see we've got our four chapters and within each of those, it's got the default Unreal Project folder settings. So in the beginning of the first chapter, we're going to show you how to download the Epic Games Launcher and the Unreal Engine to get that all installed on your machine.
We have that installed already here and we're going to open it up just so we can show you how to open up an Unreal Project. Now, if you haven't downloaded this yet, or if there's any confusion about that, just skip forward to the first chapter where we're going to explain that and then come back here. Alright, so I'm going to open up the Epic Launcher. And go offline. Okay, we go down to Library here and you can see this is our area where we can launch the Engine itself and where you can see the projects that you've been working on. Right now there are no projects yet, so I'm going to hit Launch. Now by default, it's gonna go to this New Project tab if there's no existing projects but let's go over to Projects here.
Just gonna go to browse. For example, I'm gonna go to our Desktop, Exercise Files, Unreal Projects, Chapter1, and the file we wanna open up is this Chapter1.uproject. And those are the master Unreal Project files. So open that up and there you go. Now we're gonna close out of this 'cause we don't wanna get ahead of ourselves but you can see now that under My Projects, we have Chapter1 here. So once you've opened these projects, they'll always appear in the My Projects section for you so you don't have to keep reopening them, but we just wanted to show you how we actually add projects into our Unreal Engine My Projects area.
This course offers mograph designers a quick-start guide to real-time motion graphics in Unreal Engine 4 (UE4). Scott Pagano shows how to prep and import both static and animated geometry and animate objects and cameras with the Matinee Editor. He shows how to flesh out your scenes with Unreal's lighting and shading tools, and export video files and image sequences for further refinement in software such as After Effects. Following the quick-start chapter are three real-world projects that demonstrate the power of the workflow.
This forward-thinking approach to motion graphics leaves antiquated processes behind and presents modern, efficient, and fun ways to create 3D imagery. Once you have a grasp of how to import, animate, and make your content look great in UE4, the doors are open to dive into worlds of virtual reality, gaming, and interactive content. Check out more of our Unreal training here.
- Organizing a UE4 project
- Importing files
- Creating materials
- Adding cameras
- Creating keyframes in the Matinee Editor
- Setting up units in Maya and C4D
- Creating and assigning materials and lights
- Rendering motion graphics in Unreal
Skill Level Intermediate
Q: This course was updated on 12/20/2017. What changed?
A: The following topics were updated: preparing and exporting your geometry as an FBX file in Maya 2016 and preparing and exporting your geometry as an FBX file in C4D R17.