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Unreal Engine 5 | Real-Time Physics Interactive Art With Osc

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.

Unreal Engine 5 | Real-Time Physics Interactive Art With Osc


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 NinoAzul   |  

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