Confused how TwinMotion works with Unreal

I am seeing news on TwinMotion an Unreal engine, but not sure exactly what is going on.
I have never used TwinMotion, but understand it is an archviz design program, the likes of Lumion, Sketchup, etc.

In Sketchup’s case, you design in Sketchup and import through OBJ, FBX, or DataSmith, into Unreal Editor.
Is this the same thing, or is the program now a part of Unreal Engine, in the form of a plugin actually being run internally in the editor?

Most basic of all - How do you get Twin Motion set into the UE4 editor?

Just not sure, thanks for any clarification! :o

I think I was able to answer my own question -
The app is a parallel app to Unreal Engine Editor, so there is no mixing. So like having another archviz tool, right beside Unreal…

Q - So, why would you use Twin Motion
A - For the moving people and Car presets!..other than that, output is strictly archviz, so there is not much point. It can’t do Raytrace.

Oh but it’s so easy to use and such fun

I don’t do Archvis but I can plonk all the lovely models I buy mostly from DAZ 3D in it and make little movies in no time.
Unreal Assets exported too and of course Sketchup models
more fun than crashing my PC three times now trying to use those Quixel Megascans in UE4 :stuck_out_tongue: with my crappy hardware.

If you approve Wendy, then hmmm…I will…
No, I must, reconsider!
PS- cars and people :wink:

Actually, very interesting - Wendy, you mentioned Qixel is now crashing UE4.
Is this a common occurrence you see?
You also mentioned crappy hardware, but you mentioned no metrics by which you have determined your hardware to be crappy.
Perhaps it is not crappy, and perhaps Qixel is buggish?

I can’t even comprehend it. TwinMotion is for archviz, yet you argue that there is no point BECAUSE it’s strictly archviz? The whole point is that you can create architectural visualization fast, from a bunch of pre-made components and environment.

First of all, Quixel is used by many professional and indie studios worldwide, so it’s more likely not their fault. Second of all, Quixel Megascans in UE4 are just assets - there is nothing to be “buggish”.

She says that she has a crappy hardware because she probably has.

Yes its my rig, not Quixel Megascans.
I only have a Ryzen 3 with 8GB of RAM and a 980ti graphics card
its my temporary Windows 10 rig until I can afford to upgrade it
because I damaged the mobo on my better Win7 one shorting my remaining PCIE lane with an air nozzle I lost that found its way inbetween that 980ti card and the mobo, the card survived.
That PC an i7 with 16GB of RAM still actually runs UE4 better but I cannot play anything as it lags, I can however render cinematic sequences on it and might try the Megascans on it. I accidentally ripped off the only other useable PCIE lane on it so it cannot mount an external graphics card so only uses the intel graphics which considered is still OK for lots of stuff I do just not game engines! I use Zbrush and other software on it I won’t even try putting on the lesser Win10 machine.
I learnt I must take my PC to the shop for any work as I am a disaster, should have known that from my house renovations and car maintenance :rolleyes:

On the first part, YES exactly. It is pointlessly parallel and redundant because
(1) you can do archviz just as effectively and quickly in Unreal Editor as Twin Motion, and
(2) TwinMotion does not have Raytracing, like Unreal.

So, you will need to learn and plod through what will amount to a sub-par paradigm, whose results will be sub-par to Unreal.
So YES, outside of the fun assets -moving cars, moving people, and weather- it is redundant. No offense against TwinMotion’s users, but the videos are not a s strong as Unreal’s visuals.

I would say - and you will agree with me here - that if TwinMotion was built into Unreal Editor, this would be phenomenal.
Imagine this…Because you could have all of Twin Motion’s fun content + Unreal’s raytrace & Qixel assets.

On the Second part, it could be used by everyone and their Grandma, but this does not mean that the Unreal implementation is then flawless.
In fact, there is a focus placed on the assets as part of Unreal. So, what of the Bridge piece, and the asset size themselves, the download implementation in Marketplace, the way the assets then work in Editor under varying conditions…
These things could all make the editor crash if there is any coding issues.
We are talking about an editor used for raytracing, as well as for tablet device-style visuals. Quite the variance. So, there is quite a lot that could go wrong.
You’re presenting a very very limited understanding of these topics.

Actually, Twin Motion is okay…but you know what is very interesting?
FLOWSCAPE! :rolleyes: