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    #16
    Originally posted by pf_breton View Post
    The ability to load a TM model in Unreal is definitively something that is logical and we want to be able to do that. We can't make promises as to when this will be available as this represents significant technical challenges: Twinmotion is a "game" that is compiled and ingesting this data into the Unreal Editor is not something straight forward at this point.
    Sorry I don't get that statement. I mean.. you bought Twinmotion, you obviously own the full source code and all its technical specifications, file formats and so on... I mean, it is not that you have to reverse-engineer anything or something like that... So what is limiting you from adapting the source code of Twinmotion to include all of its APIs directly inside Unreal Engine ? Is it really a technical issue or there are still legal issues to be sorted out with parts of the source code that are limiting you ? I mean sometimes even when a Company/Corporation buys another one with all of its assets then some of the products might still have some parts owned by 3rd party businesses the acquired Company had deals with and so those would need to be sorted out ... ? If that is not the case then I fail to understand why it is a significant technical challenge... adding all Twinmotion APIs into Unreal Engine and adapting when necessary to make it work properly with all needed conversions would allow UE4 to just open and write to any Twinmotion file then, no?
    Last edited by DarkS474; 07-23-2019, 04:15 PM.

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      #17
      « So what is limiting you from adapting the source code of Twinmotion to include all of its APIs directly inside Unreal Engine ? »


      TM is built on Unreal, exactly like Fortnite or any other app that one can build with Unreal. To bring back a compiled app in the editor we need to work on a « reverse workflow « . This is a technical challenge: lots of data gets tossed always when an app is cooked with Unreal, data that you would expect to see in the Unreal Editor.

      Nothing limits us on the legal side, it’s just a ton of work to be able to do this successfully.
      Pierre-Felix Breton

      Sr Technical Product Designer AEC, Unreal Engine
      Epic Games - LinkedIn

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        #18
        Bringing a BIM model to Twinmotion then into Unreal? Ugh... at that point you might as well just learn Unreal and skip Twinmotion all together.
        Lewis Garrison
        Co-Founder and Lead Illustrator at VIZfire
        Architect at Partners by Design

        https://vizfire.net/

        https://www.linkedin.com/in/lewis-garrison-79301b5b/

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          #19
          Originally posted by Lewis_Garrison View Post
          Bringing a BIM model to Twinmotion then into Unreal? Ugh... at that point you might as well just learn Unreal and skip Twinmotion all together.
          Many firms have employees not interested to learn unreal and want an easy to use product to do quick design explorations, then hand-off to a viz specialist for refinement to make marketing imagery, client presentations etc.
          Pierre-Felix Breton

          Sr Technical Product Designer AEC, Unreal Engine
          Epic Games - LinkedIn

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            #20
            Originally posted by pf_breton View Post
            yes we’re looking at repacking the assets for unreal users
            When exporting from TM to UE4 there will always be pros and cons... having the content packs for UE4 (with the path follow classes etc) would be a minimum for migration.

            For OUR users & customers of Twinmotion projects (and packaged Presenter files), the value of interoperability would be in "SceneStates". If this dataset (say JSON) was standardised and exportable from TM then we can interpret that in our application in the editor and runtime. Myself (and probably others) are creating clones of Twinmotion to extend the functionality and package it as our own.

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