Unreal Engine 5 | Real-Time Physics Interactive Art With Osc
Published 6/2023
MP4 | Video: h264, 1280x720 | Audio: AAC, 44.1 KHz
Language: English | Size: 1.66 GB | Duration: 2h 46m
What you'll learn Develop real-time interactive art experiences with Unreal Engine via Blueprint code. Become comfortable with applying vector math to procedural motion design or VFX. Learn techniques to optimize your interactive art projects for showcasing. Link a device to Unreal Engine with OSC to enable immersive touch interaction. Requirements Some Blueprint coding knowledge and experience is necessary for this course. If you need more practice on the fundamentals, take other courses that I offer. Description In this course, you will learn how to code interactive art with real-time physics in Unreal Engine 5. This is a creative coding course, where you learn to create programs with animate for you, rather than you manually creating keyframes in a traditional sense of 3D animation.This 2.73 hour course, is packed with code snippets, techniques and workflows that I've acquired creating interactive art and multimedia installations in the field. Here are just a few lists of thing you'll do:Configuring a Unreal Engine project for interactive art (disabling GameDev features).Creating 'plugin' like functions that can be reused and repurposed in later projects.Using vector math to achieve several procedural FX and animations.Linking a mobile device through OSC (Open Sound Control) to create an immersive experience.Optimization of the UE5 physics system to increase performance and computational stress.As an artist or designer, it's not easy to dive into programming and Unreal Engine can be quite overwhelming. However, like everything with repetition and many practical projects you'll soon realize that it is not too difficult and more of an issue of time. For programmers wanting to create more aesthetically pleasing work in Unreal Engine. This course will allow you to see through the lens of an artist and how to think differently if you are more used to creating programs for traditional GameDev contexts. Overview Section 1: Project Setup Lecture 1 Create Blank Blueprint Project Lecture 2 Editor - UE4 Classic Layout Lecture 3 Create New Blank Level Lecture 4 Setup Default GameMode & Pawn Lecture 5 Change Default Project & Editor Settings Lecture 6 Basic Level Setup Section 2: Asset & Material Import Lecture 7 Course Files & Static Mesh Import Lecture 8 Quxiel Material Import Section 3: Begin BP_Cylinder Actor Setup Lecture 9 BP_Cylinder - Initial Setup Lecture 10 Physics Constraint - Initial Setup Lecture 11 Physics Constraint - More Settings Lecture 12 BP_Cylinder - Anchor Point Mesh Lecture 13 1st Level Setup & Test Lecture 14 BP_Cylinder - Tube Z Movement Lecture 15 BP_Cylinder - F-Interp Smoothing Section 4: BP_Cylinder - Auto Rotation Logic Lecture 16 BP_Cylinder - Code Refactoring Lecture 17 BP_Cylinder - Tube Z Rotation Lecture 18 BP_Cylinder - Rotation Smoothing Lecture 19 BP_Cylinder - Tube Decal Material Lecture 20 BP_Cylinder - Decal Emission Section 5: BP_Cylinder - Connector Line Logic Lecture 21 BP_Cylinder - Line Setup Lecture 22 BP_Cylinder - Line X Scaling Lecture 23 BP_Cylinder - Line Z Rotation Lecture 24 BP_Cylinder - Optimize Event Tick Section 6: BP_GridSpawner - Procedural 2D Grid Spawn Actors Lecture 25 BP_GridSpawner - Nested For-Loop Lecture 26 BP_GridSpawner - Center Offset Lecture 27 BP_GridSpawner - Runtime Spawn Actor Lecture 28 BP_GridSpawner - Tweaks & Testing Section 7: BP_MyLevel - Level Blueprint Alternative Lecture 29 BP_GridSpawner - More Tweaks Lecture 30 BP_MyLevel - Event Begin Play Lecture 31 BP_MyLevel - Mouse Click Logic Lecture 32 BP_MyLevel - V-Interp Smoothing Section 8: General Code Tweaks, Optimization, Scene Setup & UI Lecture 33 BP_Cylinder - Physics Optimization Lecture 34 BP_Cylinder - Parameter Tweaks Lecture 35 Level - GI Lighting Lecture 36 Level - Decal Border Lecture 37 Level - Post Process Volume Lecture 38 UI - Custom Cursor Lecture 39 Standalone Mode - Blueprint Setup Section 9: Base Setup Finalization & Standalone Mode Run Lecture 40 BP_MyLevel - More Settings Lecture 41 Level - Adjust Lighting Lecture 42 Standalone Mode - 1st Run Lecture 43 Physics Material - Fix Bind Up Issue Section 10: Configuring OSC Touch Input Lecture 44 BP_OSC - Server Setup Lecture 45 BP_MyLevel - OSC Input Mode Lecture 46 OSC - ZigSim vs TouchOSC Lecture 47 BP_OSC - ZigSim Receive Test Lecture 48 BP_OSC - Extract ZigSim Values Lecture 49 BP_MyLevel - Apply OSC Values Lecture 50 ZigSim - Run & Fix Issues Lecture 51 TouchOSC - Document Setup Lecture 52 BP_OSC - TouchOSC Modification Lecture 53 TouchOSC - Run & Fix Issues Section 11: Conclusion Lecture 54 Useful Techniques From The Course Lecture 55 Final Words Artists who want to use to Unreal Engine and learn about Blueprint syntax.,Coders who want to create artistic animations projects in Unreal Engine.
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