#UE5

Поделиться
HTML-код
  • Опубликовано: 5 окт 2024

Комментарии • 8

  • @Medwedius
    @Medwedius 2 месяца назад +2

    For my the most important Sequencer Hotkeys is V. It expanding and collapsing selected tracks.
    It would be nice if there was a Hotkey to reveal only tracks with keyframes [like U in After Effects]

  • @ntonAnton
    @ntonAnton 3 месяца назад +1

    thanx!!

  • @Sky-hl8iw
    @Sky-hl8iw 4 месяца назад

    tq4this!

  • @IndianCitizen04
    @IndianCitizen04 8 месяцев назад +1

    How to maintain the relative position between two characters if they imported from Maya , 3D Max or iClone without LiveLink? I love to use sequencer but could not use it all the time due this cause. I mainly used iClone and with Auto Setup it is perfectly imported with animations but can not maintain the relative positions particularly for fight scenes due to drag and drop process. Then I have to use LiveLink for this which maintains the relative position of two characters.

    • @FrostbiteCinematics
      @FrostbiteCinematics 8 месяцев назад +4

      The standard workflow for this is thankfully quite an easy one to set up. Hopefully it's not too hard to understand from a written explanation. :) There are probably also YT videos out there showing this workflow too but idk of any in specific.
      You can create an empty Actor in your level in Unreal Engine. This is your Cine Root. You can then attach the characters, camera and other animate assets to this Actor using an Attach Track in Sequencer. So when you move the cine root, it moves EVERYTHING that is animated in your shot.
      In Maya, add your two characters to the scene and move them into position for animation using the locomotion / hip ctrl. The skeleton root of these two characters should be the world center in Maya. Idk for sure how to get this working with Root Motion animations on the skeleton root though, I've never tried it before but hopefully it works too.
      In Unreal Engine, when your two characters are relative to the empty Actor, you can set their transforms to 0 (zero) so that they snap to the cine root actor. Then the animation from Maya is what offsets them. That way the offsets between the two characters is handled in Maya, not Unreal. And in UE, you can still move the sequence's Cine Root actor around whenever you want and the whole sequence stays relative to it. :)
      If it helps, you can also export a .fbx file of your level from Unreal Engine, reference it into the Maya scene, and then you are able to animate your characters in the context of your environment. This is useful for any time your character interacts with it, e.g if they need to walk through a door or narrow space, walk up some stairs or over an obstacle, etc.

    • @IndianCitizen04
      @IndianCitizen04 8 месяцев назад +1

      @@FrostbiteCinematics thank you for your suggestion. Definitely I'll try it out at my earliest.

  • @gundoneshe2002
    @gundoneshe2002 6 месяцев назад

    Is there any way to make it so CTRL+Z doesn't cancel all of the changes in an unsaved frame? Or is there a separate button for that?

  • @anime_pop_up
    @anime_pop_up 7 месяцев назад

    Could you plzz make tutorial of SUPERHERO LANDING In maya