虚幻引擎5带来身临其境的实时物理互动艺术体验。在本课程中,您将学习如何在虚幻引擎5中使用实时物理对交互式艺术进行编码。这是一门创造性的编码课程,在这里您将学习使用animate为您创建程序,而不是传统意义上的3D动画中手动创建关键帧。这个2.73小时的课程,包含了我在这个领域创造互动艺术和多媒体装置所获得的代码片段、技术和工作流程。这里只是你要做事情的几个列表:为交互式艺术配置一个虚幻引擎项目(禁用GameDev特性)。创建类似“插件”的功能,可以在以后的项目中重用和重新规划。使用矢量数学实现几个程序特效和动画。通过OSC(开放式声音控制)链接移动设备,创建身临其境的体验。优化UE5物理系统以提高性能和计算压力。作为一名艺术家或设计师,深入编程并不容易,虚幻引擎可能会让人不知所措。然而,就像所有需要重复的事情和许多实际项目一样,你很快就会意识到这并不太难,更多的是时间问题。对于希望在虚幻引擎中创建更具美感的作品的程序员。如果你更习惯于为传统的游戏开发环境创建程序,本课程将让你透过艺术家的视角看问题,以及如何以不同的方式思考。Unreal Engine 5 | Real-Time Physics Interactive Art With Osc

MP4 |视频:h264,1280×720 |语言:英语+中英文字幕(云桥CG资源站 机译) |时长:2小时 46分钟

你会学到什么
通过蓝图代码使用虚幻引擎开发实时交互式艺术体验。
熟悉如何将矢量数学应用于程序动作设计或VFX。
学习优化展示互动艺术项目的技巧。
通过OSC将设备链接到虚幻引擎,以实现身临其境的触摸交互。

要求
本课程需要一些蓝图编码知识和经验。
如果你需要更多的基础练习,可以参加我提供的其他课程。

适用于想要使用虚幻引擎并了解蓝图语法的艺术家,想要在虚幻引擎中创建艺术动画项目的编码人员。


Immersive real-time physics interactive art experiences with Unreal Engine 5.

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.

课程概览
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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