Virtual Reality for Architecture with Twinmotion | Webinar

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Discover how to create VR-ready content that’s both highly performant and visually appealing.
You’ll learn how to create:
- Optimized and performant VR content using Twinmotion
- Interactive objects
- Deliverable Twinmotion VR applications

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Really would love a standalone Quest 2 option at some point. Beyond maintaining the untethered nature of the Quest it would also open us up to bring VR to meetings on the go or even just loaning a quest out to clients without a big hassle.

lanewilliamsarchitects
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This is how Twinmotion invites the new designers to Unreal Engine... Excellent!

geminiq
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Can we have an updated version with current devices and newer tm build?

avicohenk
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I being learning Twinmotion 2022. I cant see an export option for the VR presentation (35:40). Has this feature been removed?

Lukey_D
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can i create a walking through animation something like enscape does, for example showing a house or yatch where the person can walk in with the vr headset? not a 360 where they jump from one spot to another.

MrFerchoD
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Hi.. is there any ways that I can use the VR goggle and controller to walk around the scene like I would in a real world? instead of dissolved/fade in around?

Shawn_XA
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I have an Oculus Quest 2 with their original link cable. When I run it in two different computers parts of the scene are not displaying in the headset, it's very slow and it works to a certain degree but it seems buggy and very slow. Other VR apps that come with Oculus that allow to build environments work perfectly fine and display 100%, so it seems there's something missing between Twinmotion and the OQ2 headset for it to work 100%. Is there a trick or software update I may be missing? Or is there are guide about minimum hardware requirements for it to be fully functional? Thanks.

andrewdecarlostudios
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Hi from Argentina! Can you fix reflexion glass. Thanks!!!

gabyanto
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This was really useful. Great to see it running well on the Quest

cocosolero
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I've been trying to get my VIVE Pro 2 to work properly with Twinmotion and I can't seem to figure out why it keeps crashing on me. I've tried changing all of the settings within Twinmotion and the headset. Any ideas why this is happening? My PC has the latest specs. I didn't seem to have these issues with the VIVE original headset. Is it something on my end or are there known issues with the compatibility with the new headset? Any tips would be helpful, thanks.

viktormaier
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This is a useful video... Can you give us the specs of the computer that you are using just so we have a ballpark idea of what hardware you might need to achieve your framerates.

JustSketchDesign
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nice to hear an america accent speaking metric :)

garyspeed
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If you have answered this already, please forgive my redundancy and point me to the video that answers this.

I’ve been helping an architect student to create video tours “through” his 3D models. He creates them in both Sketchup and Rhino. I’ve been running into an issue when applying materials to some of the shapes in his models. For example, if I apply a wood material to a set of stairs, every 3rd or 4th stair accepts the material in a different orientation from the stairs before and after it. So, if the wood is supposed to lay across each stair laterally (as if each tread is made from one board, for example), some of the stair treads look more like slats in a fence, or worse, angled slats. I suspect this has to do with the internal geometry that came in with the model since I can’t simply rotate the material on one stair without all of the staircase rotating with it. And even if I could, I wouldn’t want to unless I HAD to. And I imagine (though I don’t know) that each stair has a relationship to the other that makes modeling quicker. In other words, I wouldn’t want to ask the architect to create each stair separately like a stack of blocks (again, if I don’t have to).

I don’t know how to model in Sketchup or Rhino or any program so I am really at a loss for how to troubleshoot this with him. And if he knew, I suspect this wouldn’t keep happening. It happens in virtually every model. And, not just with stairs. Sometimes it is sections of a footpath, handrails on bridges that act differently on one side of the bridge and the other, or really any surface/object that has a companion or is in a set.

Can you advise me on how to technically address this issue or fix it myself. I don’t even know what questions to ask. When I show him, he’s clearly at a loss himself. But he’s a student so I figured I’d just on your YouTube video and see if you can help us.

Thanks for reading this and know that I’ll buy you a Mai Tai next time you’re in Hawaii if you can help me ... or if not.

With aloha,
JR

Knaakknaak
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Nice video! But I've got a doubt, in minute 27:00, shouldn't it be better to import just one chair into TM and once there make many copies of it? I mean, instead of importing all chairs from 3dmax, which is bigger in size/polys.

antoniomoreno
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VR has been unusable in Twinmotion for many users for several releases starting almost a year ago. This has been a known issue for Epic discussed in the forum thread "2020.1.2 NEW VR BUG - The Floor Level is always slanted!" The developers did not comment in the thread that they know what the problem might be. The release notes for the current version do not include any fixes for any VR problems. The problem is so bad that one user summed it up as "this is totally disorienting and not feasible to show a client when the entire world is shifted!" The problem does not manifest in any other VR application, game or environment other than Twinmotion, so it appears to be a specific bug in Twinmotion. Has any work been done on this problem? Has it been identified and fixed in the current release? It's nice to release a video like this, but if users suddenly find that the VR bug makes VR unusable for them, it hardly matters.

tomdchi
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how come I can't click on anything in VR using OCULUS RIFT S? I see the controller, menu but can't click on anything! any ideas?

digitalfabricationcustommi
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PICO 4.
Anyone know if it is or will be compatible?
Thanks

marmel
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The drawn calls explanation to me was a blowing minds

MakerVerse
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I noticed that you had the same problem I have during the webinar. When you return to the interior view clearly the camera viewpoint is much lower than it was previously. I find when I teleport in a VR, that this occurs often. To echo the comments above, this makes it somewhat unusable if all of a sudden the client would experience the viewpoint essentially of a child instead of an adult. My clients absolutely would comment on this.

awblenderpersonalprojects
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Does any other VR headset does Twinmotion support, or its just the mentioned ones.. I want to use it for my architectural thesis project...

ayushnaik