Other Tutorials: Unreal Motion Design Auto Sizing Text for Stunning Visuals th-cam.com/video/Uw5Qr9wpk1s/w-d-xo.htmlsi=tHBMWYCAGCg63btw Unreal Engine Pricing Update th-cam.com/video/rXPstGcvNxE/w-d-xo.htmlsi=PzBU3fHJONkfXTj1 Sync Cinema 4D and Unreal Engine 5 Projects in Real-Time th-cam.com/video/ezKCsIzQvxg/w-d-xo.htmlsi=xpiNSwqV6xYsdZtu
Adobe has had a monopoly for a long time and I'm so excited to see UE finally giving me the ability to toss AE aside. AE needs so many expensive plugins and hacks to do even 10% of what they just demonstrated here. This is amazing and its in real time!!!
Great tutorial. Thanks for demystifying these new workflows. A question I have is that most of these new tools are experimental. Do we have any idea when they will be fully production ready?
Yea so epic will usually do a round or 2 of previews to work the bugs out before making it official so Id say 5.4 will drop in a few more weeks. I imagine it will still say experimental as a lot of plugins there do but its already been used in production they actually just used it for the superbowl.
Great tutorial Winbush! Funnily enough this has sort of put me off doing this sort of work in UE though - it seems like a LOT of extra steps to do something that’s so relatively quick & simple in AE. It’ll be interesting to see where this sort of stuff goes in the future as you don’t really get a huge speed benefit here from what I can see. Maybe as more of an abstract C4D replacement where render times are slower?
Hi Winbush ! Thanks for all your great work. About the problem of the shapes that flicker because of the same Z position, you can use the Translucent Sort Priority modifier, he will automatically sort the render priority of translucent objects where the first item in the list will render on top of the next item. You can do this by right-clicking the object in the outliner and found this in the "Add Modifier -> Translucent Priority" and no more shapes that fight each others on the same position !
In comparison to most of Unreal Engine's main tools, the Motion Design toolset looks incredible intuitive. I am really happy with the way Epic has laid out this content for creators. Super pumped for this update!
Great video! About the material designer. You can enable the UVs on the mask stage if you click the 'chain' icon on the layer. That will unlink the UVs of the base and mask stages, allowing you to control them separately. You shouldn't then need to add the panner effect.
14:13 Hey Winbush. Just curious, have you ever experienced an issue with the "stretch the currently selected actor to the screen", where clicking the button doesn't stretch the actor fully on screen? That button used to work perfectly for me. I used it to add a backplate to my Cineware scene previously. But in the latest version of Cinema, the button no longer stretches my media plate full screen when viewing from an imported C4D camera. The button only works if I use the cinecameras created in directly inside Unreal. Not sure what it could be.
@@JonathanWinbush Yeah it's weird man. it's definitely working with one of my imported c4d scenes but not others. Very weird. I wish there was a way to convert an imported C4D camera into a cine camera actor so that things can stay 1 to 1 with how they are in cinema. Having an accurate backplate inside of Unreal is crucial for VFX artists. I'm gonna post this on the Unreal forums even though I know it's gonna go unnoticed lol. Thanks for the reply bro.
Yoooo I've been waiting for this tutorial from you! Thanks for the tutorial Winbush, hope you'll be doing a whole series of the motion design section in Unreal Engine. Thank you again for the effort you put in for us my dude ♥
Thank you so much for the excellent video tutorial and introduction to Unreal Motion Design. It will be interesting to learn in the future which types of projects are better suited for UE Motion Design compared to other programs as Davinci-Resolve-Fusion, for example does the new UE Motion Design offer good and simple to use ease-in and ease out options for movements like the spline tool in Fusion etc.
Hey Winbush! hope youre doing well. For the text area in this video, at 26:21. when you are changing the text to outline. is there a way to animate the outline for the text. like in after effects, the trim paths effect where the stroke can animate on. I cant figure out a way to do that.. Is there a way for the motion design in Unreal to do it?
Great tut! I’m new to UE5.4 Motion Design and like to make a game company name logo with this starting before my main menu loads. Is it possible to do something like a wave passing through my text actor? Moving and expanding it in sequencer I learned, but not figured out yet how to get for example the text ridding through a sea wave for example.
Great video thanks! Can you help with an issue please? The materials which I made in the new material designer look great in viewport, but when rendering with the movie render queue all materials are missing and render black with the following error message: “Detected 2 read-only materials with missing niagra usage flag required to work properly with cloner” In other posts I’ve read to open the materials in the main UE mat editor and make sure that in the materials niagra usage settings that “use with Niagra mesh particles” is checked… But mine are already checked!? Any advice appreciated Many thanks
can you do a tutorial with blending niagara effects with motion graphics, what could be routes to creating a blend between the two when it comes to effects?
I dont have a ton of experience yet working with the particles but you can use them with the motion tools it's all just Unreal so you have access to everything in the engine
Can we animate the source text like in After Effects? What I often have to do in AE is animate the source text with a looping wiggle expression, for example to have a bunch of random numbers that go up and down within a specified range. Is that possible in the motion design editor, or would I have to script something custom in a blueprint for that? If it's the latter, then will I have access to the new font system?
Thank you for the video, Winbush! I hope Unreal Engine will introduce a 'paragraph' text function soon, allowing for multi-line text adjustments within a paragraph box, similar to the feature available in After Effects.
Having been in the video editing world FOREVER, and knowing little to nothing about UE, is it possible to bring in VIDEO to Unreal to place on those squares/rectangles? Thanks for doing all of this!!!
Really think you should record in ultrawide at 4k. We can zoom in if we can't see what your doing but that would be better than having to fight the UI in front of us and getting in the way of the flow.
I used to record at ultra wide but the data shows most people watch my videos from phones and tablets so the window appears way to small and I had way more complaints so I went back to 4k 16x9
@@JonathanWinbush Yeah thought that would be the case. Fully understand your reason with higher numbers for your revenue but my goodness it's cramped. Keep up the great work!
@@JonathanWinbush thanks! Once it's able to import SVG sequences it will be even more powerful. One could do complex, procedural vector based animations in Cavalry, export as SVG animation and take some of the load off UE when layering it with its native keyframed animations. Hopefully an update is in the works!
@@JonathanWinbushno, it’s for FUI, UI, HUD. My master plan 😅 is making procedural, generative, vector based designs and animations in Cavalry, which it excels at, then bringing them into Rive to make it interactive. Then compile a runtime in Rive, export to UE for final styling and packaging (if that’s the right term?)
@@JonathanWinbush Thank you sir for your feedback, In Cinema4D we have a display tag that we can use to animate object visibility like the opacity property in AE that works for fading in and out of object. Please in Unreal How do I achieve the same effect.
@@JonathanWinbush Though I can see the feature in 2D mode in this tutorial but how about other meshes and other actors? At least to dissolve an object as we know visibility just makes an object show up or disappear abruptly at a particular frame which is different from animating the opacity of the same object
I actually have an Idea of using the new tools to do some presentation work so lets say power point on steroids :D I'm thinking to create unique immersive way for the client but I dunno much of blueprint maybe the remote control will help with that I would appreciate if you do a tutorial on that how can we change scenes lets say (slides)
OR... i dont know if anyone of older motion desingers remembers the Autodesk Combustion 2D/3D Compositing program (like AE ) that was used to to the composit of whatever and that is FED to a texture slot in 3dsmax and that was done on the fly !!! I expect that they are either working on similar solution as it iooks to me that we will need more than 1 ultra wide monitor to fit all windwows and tabs to be able to work in pleasant AE environment.
I personally think After effects is way beyond this when it comes to Motion graphics. Unreal workflow is much slower and the possibilities are (right now), pretty basic. But thanks for the video!!
@@JonathanWinbush really? That’s great! Just wish they would make it like AE and accept more video formats. The new updates are all amazing though and thank you for your great content!
@@ukmonk yea I'm hoping it gets there too I've expressed my thoughts on a few things during the beta but they had to get this out to have a solid starting point to build from
@@JonathanWinbush Thank you for replying. Yeah I think they’ll hopefully have the options soon. Even though it’s a lot easier now, still a few hoops to jump through. In AE I love it as I just import images/video files in one click, Blender is the same. Be nice if I have VFX stock elements to just drag and drop into UE. The other new features are dope though and Epic are constantly improving UE making it much easier to do most tasks inengine without having to go round tripping elsewhere.
I see some downsides to this: -If the client sends a layered PSD, I should separate every layer as PNG so I can then rebuild it in Unreal. AE does it automatically -If you import some sensible artwork such as Logos or Characters, you SHOULD NOT be scaling it by eye (as he does with the corn character). This should be drag an drop, but instead you have to creat a rectangle the exact same size as the artowrk and map an image to it, imagine doing these with 10 characters with different sizes. -Im not going to ask what happends with compelx AI files, shpuld I have to export every single piece as an SVG? I think this is like a C4D with little 2D perks on it. Not a AE replacement. For now...
no one is making a video reguarding the transition logic of the motion design in unreal engine, also how to prepare the lower thirds to be used streaming
Other Tutorials:
Unreal Motion Design Auto Sizing Text for Stunning Visuals th-cam.com/video/Uw5Qr9wpk1s/w-d-xo.htmlsi=tHBMWYCAGCg63btw
Unreal Engine Pricing Update th-cam.com/video/rXPstGcvNxE/w-d-xo.htmlsi=PzBU3fHJONkfXTj1
Sync Cinema 4D and Unreal Engine 5 Projects in Real-Time th-cam.com/video/ezKCsIzQvxg/w-d-xo.htmlsi=xpiNSwqV6xYsdZtu
Top notch vid my dude! As someone who knows basically nothing about Mograph, this is awesome!
Thanks brother I got a few projects in the works I'm going to release to help people a better look at how it all can work for client projects! 🤙🏿
Thanks for this Jonathan!
No worries at all 🤙🏿🤙🏿
Adobe has had a monopoly for a long time and I'm so excited to see UE finally giving me the ability to toss AE aside. AE needs so many expensive plugins and hacks to do even 10% of what they just demonstrated here. This is amazing and its in real time!!!
Yea I think Epic is moving in the right direction I hope they keep improving this system to be a real competitor to AE
But what about diagrams, null objects, expressions, plugins as slider ?
@@woxiam9004 All of that is already possible in UE so...
@@Requiemes haven't ever meet, hope you are right
Mr. Winbush always helping the community 💪💪
Thanks brother 🤙🏿
Is there a way to adjust keyframe easing and such?
Yes I can do a video on it but you do have access to curves
thanks man , great video as always 🥰🥰
Glad you enjoyed! 🤙🏿
Great tutorial. Thanks for demystifying these new workflows. A question I have is that most of these new tools are experimental. Do we have any idea when they will be fully production ready?
Yea so epic will usually do a round or 2 of previews to work the bugs out before making it official so Id say 5.4 will drop in a few more weeks. I imagine it will still say experimental as a lot of plugins there do but its already been used in production they actually just used it for the superbowl.
Great tutorial Winbush!
Funnily enough this has sort of put me off doing this sort of work in UE though - it seems like a LOT of extra steps to do something that’s so relatively quick & simple in AE.
It’ll be interesting to see where this sort of stuff goes in the future as you don’t really get a huge speed benefit here from what I can see. Maybe as more of an abstract C4D replacement where render times are slower?
Dope!! Thanks for the lesson master!
100% 🤙🏿🤙🏿
Hi Winbush ! Thanks for all your great work. About the problem of the shapes that flicker because of the same Z position, you can use the Translucent Sort Priority modifier, he will automatically sort the render priority of translucent objects where the first item in the list will render on top of the next item. You can do this by right-clicking the object in the outliner and found this in the "Add Modifier -> Translucent Priority" and no more shapes that fight each others on the same position !
Yup I was actually meaning to do a video on that just got busy with work but your absolutely right!
In comparison to most of Unreal Engine's main tools, the Motion Design toolset looks incredible intuitive. I am really happy with the way Epic has laid out this content for creators. Super pumped for this update!
Couldn't agree more!
ty so much, brilliant work
You're welcome!
Great video! About the material designer. You can enable the UVs on the mask stage if you click the 'chain' icon on the layer. That will unlink the UVs of the base and mask stages, allowing you to control them separately. You shouldn't then need to add the panner effect.
Thanks for the info!
Very good basic tutorial, can´t wait for your most advanced tutorials. There´s a lot to learn with this Motion Design module.
Yea I could've easily made a 10 hour video there's so much to cover!
Is it possible to use shapes as mattes the way you use shape layers in after effects?
Absolutely I plan on doing a tutorial on that as well 🤙🏿
@@JonathanWinbush awesome!! That will be a game changer
Perfect timing! I'm diving into this tutorial immediately 👐🏿🔥
Perfect! 💪🏿
Thanks! Great tutorial!
Glad you enjoyed it!
14:13 Hey Winbush. Just curious, have you ever experienced an issue with the "stretch the currently selected actor to the screen", where clicking the button doesn't stretch the actor fully on screen? That button used to work perfectly for me. I used it to add a backplate to my Cineware scene previously. But in the latest version of Cinema, the button no longer stretches my media plate full screen when viewing from an imported C4D camera. The button only works if I use the cinecameras created in directly inside Unreal. Not sure what it could be.
I think it only works with the cameras in unreal if you're bringing over cameras from cinema you'd probably run into issues there
@@JonathanWinbush Yeah it's weird man. it's definitely working with one of my imported c4d scenes but not others. Very weird. I wish there was a way to convert an imported C4D camera into a cine camera actor so that things can stay 1 to 1 with how they are in cinema. Having an accurate backplate inside of Unreal is crucial for VFX artists. I'm gonna post this on the Unreal forums even though I know it's gonna go unnoticed lol. Thanks for the reply bro.
incredible tutorial bro, I had a lot of fun with the class, I learned a lot, I can do a lot of things now.
Im glad to hear it! I think my next video will be even better!
Thank you Winbush!
Absolutely LD!
You going to NAB?
Yoooo I've been waiting for this tutorial from you! Thanks for the tutorial Winbush, hope you'll be doing a whole series of the motion design section in Unreal Engine. Thank you again for the effort you put in for us my dude ♥
Yea theres so much to cover but I didn't want to make the video 5 hours so more to come lol
@@JonathanWinbush Absolutely bro, you do your own pace, I enjoy all your tutorials no matter the length. Thank you again for the time man...
@@ramixsabeh Appreciate you brother thank you! That being said lots more to come 😎😎
Thank you so much for the excellent video tutorial and introduction to Unreal Motion Design. It will be interesting to learn in the future which types of projects are better suited for UE Motion Design compared to other programs as Davinci-Resolve-Fusion, for example does the new UE Motion Design offer good and simple to use ease-in and ease out options for movements like the spline tool in Fusion etc.
Yup you have full control over your keyframes and can even access curves if you need to
@@JonathanWinbush Thank you!
Amazing....thanks so much for your work and help.
Anytime!
this is great..can we add video to the materials, that play on cue?
I know with 5.4 you can now drag n drop video right into the viewport but I'm not sure about using them in the material editor I have to check on that
Good stuff Winbush!! 🎉🎉🎉 see yea Ae! Finally they let Strom sync out the box.
Yea Storm Sync is a big game changer for sure!
Waww super interessant ! Merci beaucoup
Great tutorial! I’ll be saving this one for the replay. Good stuff as always brother 👌🏾
Thanks brother 💪🏿
Coooooolllll!!!
Winbush is the King!!!
Appreciate you Bach thanks!
Thanks Winbush 🤙perfect timing just as I started to deep dive into Unreal!
Get it brother no better time than now! 🤙🏿
Hey Winbush! hope youre doing well. For the text area in this video, at 26:21. when you are changing the text to outline. is there a way to animate the outline for the text. like in after effects, the trim paths effect where the stroke can animate on. I cant figure out a way to do that.. Is there a way for the motion design in Unreal to do it?
I'll have to ask Andy if I run into him again Im not 100% sure
Awesome tutorial - Dunno if I missed this, but are these tools exclusive to 5.4? Looked like you were on the preview version..
Yup it's in 5.4 Preview 1 right now which is available to every to download 🤙🏿🤙🏿
Thanks so much for these. I'm finding Unreal Motion Design so refreshing after 20 years of AFX and C4D!
You and me both!
Have you tried Rive yet?
Not yet, it’s on my list. Unreal and Cavalry for now.
@@mrscrufftv Interesting I didn't know Cavalry was still pushing ahead I've not heard much about it in recent years
Thanks so much for this fam!
Absolutely fam more to come this week!
@@JonathanWinbush Heck Yeah!!!
mAAAAAAnnnn!!! This is crazy!!! Awesome new tools! SUPER great tutorial! Thank you a lot!
You're very welcome!🤙🏿
Thank you for doing this bush!
You bet! 🤙🏿
Another great tutorial! Thanks Winbush! 💪 Cheers, Oliver
Thanks Oliver! 🤙🏿
Always bringing the 🔥🔥🔥🔥
Thank ya brother 💪🏾
Great tut! I’m new to UE5.4 Motion Design and like to make a game company name logo with this starting before my main menu loads. Is it possible to do something like a wave passing through my text actor? Moving and expanding it in sequencer I learned, but not figured out yet how to get for example the text ridding through a sea wave for example.
Thanks for your time and the awesome content ! Gold tutorials !
Thanks buddy more to come!
@@JonathanWinbush can't wait !! 😉👍
Great video thanks! Can you help with an issue please? The materials which I made in the new material designer look great in viewport, but when rendering with the movie render queue all materials are missing and render black with the following error message:
“Detected 2 read-only materials with missing niagra usage flag required to work properly with cloner”
In other posts I’ve read to open the materials in the main UE mat editor and make sure that in the materials niagra usage settings that “use with Niagra mesh particles” is checked… But mine are already checked!?
Any advice appreciated
Many thanks
Thank you for the Content.
Absolutely my friend 🤙🏿🤙🏿
@@JonathanWinbush 🤜🏾🤜🏾
can you do a tutorial with blending niagara effects with motion graphics, what could be routes to creating a blend between the two when it comes to effects?
I dont have a ton of experience yet working with the particles but you can use them with the motion tools it's all just Unreal so you have access to everything in the engine
yeeeeaahhhhh! thanks man
You bet!
Can we animate the source text like in After Effects? What I often have to do in AE is animate the source text with a looping wiggle expression, for example to have a bunch of random numbers that go up and down within a specified range. Is that possible in the motion design editor, or would I have to script something custom in a blueprint for that? If it's the latter, then will I have access to the new font system?
Thank you for the details 💯
Any time!
Thank you for the video, Winbush! I hope Unreal Engine will introduce a 'paragraph' text function soon, allowing for multi-line text adjustments within a paragraph box, similar to the feature available in After Effects.
That would be ideal yes!
hey win can you do an audio visualizer one please mate
keep uup the great work!
I did an audio reactive one the other day on here 🤙🏾
Cheers! Exporting (render) it to an .avi or.mov file turns into a black clip. Anny idea?
Yea there's been a bug reported that this has been happening I know they are looking to have it fixed by Preview 2 release here soon
Right 🙂...Big fan off your channel!@@JonathanWinbush
@@endorfineproducties9499 Thanks so much!
Thank You!
Great Tutorial! Can you show us how to use the transition logic as well.
Sure thing!
@@JonathanWinbush Thanks Mate I was looking through it and mostly it's normal unreal but that thing is What? Couldn't get it.
@@Indie_Orbit I'll be making a more digestible version but this might help ya get going th-cam.com/video/tyZ83920Joo/w-d-xo.htmlsi=A07IG6M7m6oGaTtr
@@JonathanWinbush Thanks
Thanks for this. Can you do a tut showing coloured lines movement like in State of Unreal 2024 intro.
Let me see what I can figure out 🤙🏿
@@JonathanWinbush Thanks a ton. You are a hero.
The MASTER at work! Thank you SIR!
Wow, thanks!
Having been in the video editing world FOREVER, and knowing little to nothing about UE, is it possible to bring in VIDEO to Unreal to place on those squares/rectangles? Thanks for doing all of this!!!
Yup you can bring videos in and its easier now than before I'll be covering that in an upcoming video 🤙🏿🤙🏿
@@JonathanWinbush DUDE! Thank you SO MUCH for all of this! I look forward to learning more from you! I appreciate all you have done so far!
Great video, thank you!
Absolutely 🤙🏾
HELL YEAH!
💪🏿
Really think you should record in ultrawide at 4k. We can zoom in if we can't see what your doing but that would be better than having to fight the UI in front of us and getting in the way of the flow.
I used to record at ultra wide but the data shows most people watch my videos from phones and tablets so the window appears way to small and I had way more complaints so I went back to 4k 16x9
@@JonathanWinbush Yeah thought that would be the case. Fully understand your reason with higher numbers for your revenue but my goodness it's cramped. Keep up the great work!
Are you able to import SVG Animations, not just a single SVG?
Just a single SVG at this time
@@JonathanWinbush thanks! Once it's able to import SVG sequences it will be even more powerful. One could do complex, procedural vector based animations in Cavalry, export as SVG animation and take some of the load off UE when layering it with its native keyframed animations. Hopefully an update is in the works!
interesting so are you doing cartoon style animations? I worked on My Little Pony and all that animation was done in Flash / Animate
@@JonathanWinbushno, it’s for FUI, UI, HUD. My master plan 😅 is making procedural, generative, vector based designs and animations in Cavalry, which it excels at, then bringing them into Rive to make it interactive. Then compile a runtime in Rive, export to UE for final styling and packaging (if that’s the right term?)
this will be tricky when we want to import RGBA TGA/PNG sequences or proress videos... Thanks.
The new video import is really easy I'll be covering that too
What can be the reason I can`t find that plugins? Just don`t have them in the list
Are you using 5.4?
Great video - I am refreshing knowlage about Adobe Illustator with combination with AI and Unreal I will create great 2D animations.
I have it planned out but we can also import vector files native now as well and extrude them
@@JonathanWinbush Yes I plan to extrude and animate vector graphics created with AI and Abobe illustator - thank you for tutorial.
Please sir I am finding it hard to achieve opacity property effect for transition in unreal
Im not sure I understand the question
@@JonathanWinbush Thank you sir for your feedback, In Cinema4D we have a display tag that we can use to animate object visibility like the opacity property in AE that works for fading in and out of object. Please in Unreal How do I achieve the same effect.
@@JonathanWinbush Though I can see the feature in 2D mode in this tutorial but how about other meshes and other actors? At least to dissolve an object as we know visibility just makes an object show up or disappear abruptly at a particular frame which is different from animating the opacity of the same object
@blaemediastudios8582 you can animate the material opacity like so th-cam.com/video/bz_8Py7YDDA/w-d-xo.htmlsi=LdFiQzWoaBFPxiBI
@@JonathanWinbush Thank you very much sir. Gradually we are transitioning. Kindly help us look into sweeping along a path in UE sir.
I actually have an Idea of using the new tools to do some presentation work so lets say power point on steroids :D I'm thinking to create unique immersive way for the client but I dunno much of blueprint maybe the remote control will help with that I would appreciate if you do a tutorial on that how can we change scenes lets say (slides)
Im not much of a programmer either but that is a neat idea
OR... i dont know if anyone of older motion desingers remembers the Autodesk Combustion 2D/3D Compositing program (like AE ) that was used to to the composit of whatever and that is FED to a texture slot in 3dsmax and that was done on the fly !!! I expect that they are either working on similar solution as it iooks to me that we will need more than 1 ultra wide monitor to fit all windwows and tabs to be able to work in pleasant AE environment.
Yup I learned Combustion in University so Im that old lol
each sample produces a compilation of shaders, help who has encountered, can not solve the problem (render)
It's a bug right now in the first preview should be fixed by preview 2
I dont know what im missing, but i can not seem to render anything out from motion designer.
Is RTX 3060 12gb enough for this type of animation?
Absolutely should be fine
Is an AMD gpu valid for this?
@@BigfoxN-A-chiccenhouse yea amd works with Unreal
🤟
🤙🏿
I personally think After effects is way beyond this when it comes to Motion graphics. Unreal workflow is much slower and the possibilities are (right now), pretty basic. But thanks for the video!!
Fair enough!🤙🏿
how to join UE5 Motion Design Class
@@gameover-xp8px I'm working on it
each sample produces a compilation of shaders, help who has encountered, can not solve the problem
It's a bug right now in the first preview should be fixed by preview 2
Still no drag and drop for video? I thought this would kinda be like AE, dropped some PNG/JPEG with no problems! But video files...nope!
You can drag and drop video files like mpeg
@@JonathanWinbush really? That’s great! Just wish they would make it like AE and accept more video formats. The new updates are all amazing though and thank you for your great content!
@@ukmonk yea I'm hoping it gets there too I've expressed my thoughts on a few things during the beta but they had to get this out to have a solid starting point to build from
@@JonathanWinbush Thank you for replying. Yeah I think they’ll hopefully have the options soon. Even though it’s a lot easier now, still a few hoops to jump through. In AE I love it as I just import images/video files in one click, Blender is the same. Be nice if I have VFX stock elements to just drag and drop into UE. The other new features are dope though and Epic are constantly improving UE making it much easier to do most tasks inengine without having to go round tripping elsewhere.
👍
🤙🏿
FIRST!
💪🏿💪🏿😎😎
I see some downsides to this:
-If the client sends a layered PSD, I should separate every layer as PNG so I can then rebuild it in Unreal. AE does it automatically
-If you import some sensible artwork such as Logos or Characters, you SHOULD NOT be scaling it by eye (as he does with the corn character). This should be drag an drop, but instead you have to creat a rectangle the exact same size as the artowrk and map an image to it, imagine doing these with 10 characters with different sizes.
-Im not going to ask what happends with compelx AI files, shpuld I have to export every single piece as an SVG?
I think this is like a C4D with little 2D perks on it. Not a AE replacement. For now...
This is round one for now gotta start somewhere
no one is making a video reguarding the transition logic of the motion design in unreal engine, also how to prepare the lower thirds to be used streaming
I will theres so much to cover but I'll be getting to it as well 🤙🏿
For now this might help ya get going th-cam.com/video/tyZ83920Joo/w-d-xo.htmlsi=A07IG6M7m6oGaTtr
Who else is being stopped from learning UE5 because their machine failing to meet the specifications of running UE5😭😭😭😭😭😭😭
Maybe some of these tips might help ya system run th-cam.com/video/3oXGLmqs7u8/w-d-xo.htmlsi=Jjxz86NLd6m5TZEB
@@JonathanWinbush oh let me check it out 🙏🙏
Amazing... Thank you for this...
Absolutely 🤙🏿