Using the latest creative tools inside of
Adobe Aero, I created four immersive augmented
reality riddles, where you explore an AR landscape
while learning about your brain.
Welcome to the fourth and final part of the
four part tutorial series, where I break down
all the key components to my Brain-splorations.
In this tutorial, I will show you three things,
how to paint and export textures in Adobe
Substance Painter, how to use the orbit and
wait triggers, and finally, how to animate
a flying character path or emotion path in
general.
Let's get started.
All right.
So here is one of our brain characters that
we painted for Adobe Aero experiences.
And I'm going to show you how to paint a model
inside of Adobe Substance Painter, and then
how to export those textures in a nice format
that works for Adobe Aero.
I'm going to go ahead and open up Adobe Substance
Painter, and we're going to close out this
welcome screen, and I'm going to start off
by going to the top left corner, and choosing
file, and going to new.
And we've got to change some stuff.
First thing I like to recommend is change
this template to the Adobe Dimension template.
It will be really nice for your textures later
so I just recommend it.
For the file, we got to load up our 3D model.
So here is mine, it's this brain character,
I'm going to hit open.
And for the document resolution, that's how
large the textures are going to export at,
and I highly recommend 1024, because that
is the highest resolution that you can currently
safely bring into Adobe Substance, sorry,
into Adobe Aero, so I highly recommend you
use that format for your resolution to be
the highest quality it can be.
A couple things, if you have never heard of
what an unwrap is, or you don't know what
UVs are, or UV mapping, you might want to
turn this check mark on.
This will automatically unwrap your model
if it doesn't have a UV coordinate set up.
That sounds really complicated, just basically,
if you don't know what it is, just check it.
It will unwrap your model for you.
And with all these things set up, I'm going
to hit okay.
And on the left side is the 3D model.
On the right side is the UV coordinates.
And the way that we can paint in here is you
can grab a material from the shelf and drag
it onto the model.
So I'm just dragging this nice gold material
and it already looks really cool.
But since this is for the last experience,
we want to make them green.
So I'm going to go to that base color and
switch it to a nice green color and make it
a little bit deeper green.
Awesome.
Looking good.
Next, I want to paint his arms and legs a
slightly different color so I'm going to right
click in here and add a new...
Go up here and click on the fill brush and
just fill it with a brand new color.
We can change that base color to something
else.
So I might just switch it to a beige like
I was using earlier.
Okay.
And then what we do is we right click and
we add a black mask.
And then now wherever we paint is going to
receive that color and it will hide everything
else.
And this is much like Photoshop at this point
where you can just paint your model with your
mouse or your stylus.
And you can just see your 3D model getting
painted.
So we've roughly painted the arms and legs
of the character, and we can now change that
color around so I can make it more of a green
color to kind of blend back into things or
lighten it or darken it, etc.
And then to map out the part of the brain
at the last experiences, I'm going to add
another fill color.
So I'm going to do another, I'm going to click
on the fill brush and just paint bucket tool
and fill it all.
And then right click, create a black mask.
And then I'm going to paint on that part of
the brain.
And if I want to draw more attention to it,
I can change the color.
So maybe I'll just switch it to a bright color
somewhere else, something like that ought
to be good.
And there we have it.
We have our model painted.
And this little mess up on the foot there,
I can erase that.
So let me just grab the eraser and just kind
of clean up some of that part of the foot.
Okay, awesome.
So, great, we have our model painted and there's
two other steps I like to do before you export
it out.
I like to go to the edit and choose bake mesh
maps, and then hit bake mesh maps.
And this kind of remembers all the texture
and edges and stuff, and kind of makes it
look a little bit more realistic.
I kind of like the dual colored here in the
lakes and stuff.
And so we'll just leave that on.
And the last thing we do is export our textures
so that they can work nicely.
So we can go to file and choose export textures.
And because we used that Adobe Dimension preset
earlier, I'll show you what it did.
It's going to export all these different textures,
a base color, the roughness, the metallic,
the opacity, the glow, and the normal mat.
So it's a bunch of different channels.
Each of these would be one 1024 by 1024 pixel
image.
So this might be a little bit heavier.
If you know you don't have a certain channel,
you can just uncheck them, because I have
nothing that really needs to glow.
And I think I'll leave everything, oh, there's
no opacity.
I'll take that off.
So I just want to have these four materials
come out.
And yeah, and I can see what the PNGs are
going to be.
And then you want to make sure you choose
the spot to save him.
So in the settings here, under global settings,
I'm going to change the path to be the one
from earlier.
And I'm going to create a new folder.
This is for the tutorial.
And select that folder and choose export.
Awesome.
So that just exports all of our textures,
which is really wonderful.
And I'll show you what they look like here.
And if I just double click on these, you can
see, we have our base color.
We have our metallic mat, we have a normal
map and we have a roughness.
It looks like there's nothing in my normal
map.
So I'm actually not going to use it just to
save space and decrease the load times.
So we just have these three channels that
are really needed.
So I might as well just delete that normal
map cause we don't really need it here.
So we have these three.
And then now that you have your textures and
you have your model.
We're pretty much done.
I like to kind of just apply my textures again
to my model inside of Adobe Dimension.
So I open up dimension here and we're going
to click on create new.
And I'm going to split the screen here.
I'll split it with my texture outputs.
And I'm going to drag that model in here.
You can also right click on an object and
tell it to align to the floor with that single
click there.
It's a really nice button.
All right, here is our character.
And it looks like it applied all the textures
already because I can see it really nicely
in here.
And so my last step would be to click on this
button and...
Sorry, select on your object and then click
on the upload button and we can choose the
export selected models or export selected
for Aero, which is what we want to do.
And it says, cool, it's ready for Aero.
I hit export.
And then I just need to save this to a spot
where I can access my monster later.
Great.
And so now that is ready to go.
It should be up into Adobe Aero ready for
us to play with.
All right.
So to bring that model in we're going to hit
that plus sign and go to our Creative Cloud.
I'm going to navigate to my Adobe Aero folder,
my Adobe Dimension test and choose my brain
character tutorial and hit open.
And then we can tap to place it and tap to
rotate it and scale it up.
And now we have our character in our scene.
Pretty cool.
Huh?
All right.
So take a look at this scene.
Lots of cool stuff is going on, but one thing
that's really nice is this text that says,
"find the riddle." is always orbiting our
middle character here.
So I'm going to show you how you can make
objects orbit each other inside of Adobe Aero.
So I click on the edit to start, and let's
say we wanted to do it with a brand new object.
So I'm going to hit the plus sign and go to
our starter assets.
And this is where I used the boxes here.
So if I go to basic shapes and scroll down,
we have the wooden cube and I can tap that
wooden cube to place it.
And let's say we wanted this wooden cube to
orbit around another object.
So all we need to know is the name of it.
So this one's called Wooden Cube, number 10,
and this one's called Wooden Cube, number
one.
So if I want to get this one orbit, we're
going to click on it, tap on behaviors and
go to the triggers.
And I want this to happen right away on the
start.
So on the start, I want an action to happen.
Here are a bunch of the actions at work right
now, and we can add an orbit action.
Now, if I hit play, it's going to orbit the
camera, which is what we're viewing from right
now.
That's because the subject is correct, right,
the Wooden Cube number 10, but the camera
is set as the center.
So I'm going to change that to the Wooden
Cube one, then hit play.
And then you can see that it orbits around
that cube.
Pretty cool.
If we scroll down here.
We have the ability to change the duration
so you can scroll it to the left or right
if you want it to be really quick.
And then go back to my orbit and hit play.
Or we can type in our own value if that's
not enough time.
So maybe we need 10 seconds or something and
I can hit play and you could see the same
idea, it's going to go around the object.
All right, so another really cool thing that
we did in this experience was added an animated
motion path that we made inside of Adobe Aero.
So if you were to click on this cube here,
it would make this other cube appear and notice
how it kind of follows around and moves up
and down and passes by and it goes up and
it swirls around all over the place.
This is using the path move and I'll show
you how you can make your own.
So to make your own path move, we're going
to start off and hit the edit button and we're
going to have it happen to a new object.
So I'm going to click on that plus sign and
create a new starter asset and choose the
basic shapes.
Let's do it with this golden pyramid.
Great.
So you got this golden pyramid here.
And what we can do is tap on it and choose
behaviors and add a trigger.
And I'm going to create a trigger on the tap.
When I tap this gold pyramid, I want the action
to happen.
And the one that you want is the third one
from the top right now, it's the path move.
Now, if you hit play, nothing's going to happen
because we haven't animated the path.
We have to click on the create new animation
button here.
So I click on it and notice at the bottom,
it says it's fixed to ground.
So what happens is if we hold onto this object
for three seconds, we can draw a path with
our fingers and the object is going to follow
that path.
And I'm just going to release it right there.
And then if we want to preview it, we hit
that play button at the bottom, and you can
see the path that we just drew with my finger.
Now I'm going to hit the pause.
If you make a mistake, don't worry.
You can always go to the upper left corner
here and hit the retake button.
Now let's ignored that and we can do another
one, so I can hold it down for three seconds
and create a new path and hit play to take
a look at that path.
Cool.
So I'm going to hit the retake one more time
and show you one more button to address.
At the very bottom here you can check off
fixed to ground.
When I do that, we now can hold onto our object
and make a path that is going up and around
and we can lift it up.
Then we can move our device up and down and
now we can create all this really cool motion
that's taking advantage of the Z and the X
and the Y plane.
Now, when I hit the play button, you can see
that it goes through and kind of just animates
through.
I'm just sliding through the timeline here.
Let's say, I liked this one, I'm going to
hit save.
And when I want to play it back smoothly,
I hit the play button here, and now I can
see that path that we had just made.
Pretty cool, huh?
There's these three lines over here.
If you click on them, you have different options.
We can have it behave as a car, as a plane
or as a helicopter.
They all are just slightly different ways
of moving.
So I'm going to choose plane and I'm going
to grab onto it for three seconds.
And now you can see that it kind of follows
and orients itself along the path a little
bit better.
Right, and then I can switch it around, let's
try helicopter, I'm going to hold onto it
for three seconds, let me hit retake, hold
down on it for three seconds.
And now you can see that it's not really changing
its orientation.
It's just moving along the path like a helicopter
would.
So you got all these different motion paths
that you can use.
So we have this object moving now, and I want
to show you how you can use the wait triggers.
So if I tap on it, it starts to move and start
to do some cool stuff.
Right, pretty cool, pretty fast.
I'm going to hit the edit button.
Now, if we wanted to do another action after
it completes that, we can add a wait behavior.
So after it hits tap, it's going to move our
path from earlier.
If I click on the action now, I want it to
wait.
So I'm going to choose the wait at the bottom
here, it looks like a little timer, and then
I can have it wait a few seconds, maybe wait
about two and a half seconds.
And after waits, I'm going to choose one more
action, I want it to hide, that way can just
kind of vanish.
So now, if we did all this correct, a tap,
to a path move, to a wait, to a hide, we can
hit preview at the top corner here, tap on
our object and we're watching it kind of follow
along its path.
And then it's going to land, it's going to
wait for two seconds and then it should hide.
And there you have it.
That's how you can use the wait trigger inside
of Adobe Aero.
Thank you so much for watching part four of
four, of the making of the immersive AR riddles,
Adobe Aero is both friendly and yet feature
rich.
So if you haven't watched tutorials one through
three, I highly recommend them, especially
if you want to start creating an Aero today.
My name is Don Allen Stevenson III, and I
hope you have a creative and productive day.
Thanks for watching.
