Unreal Engine 5.4: Take Recoder Driven Cinematics

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  • Опубликовано: 22 июл 2024
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Комментарии • 20

  • @srgmt
    @srgmt 17 дней назад

    This is really useful information, thank you very much for sharing

  • @vidayperfumes7514
    @vidayperfumes7514 17 дней назад

    Awesome video , so much information , Thank you

  • @hyperlizard
    @hyperlizard 17 дней назад

    You always bring something new and fresh. So precise and on point with information. Love these UE vidz man. Always learn a lot. Thank you

  • @omegakenshin
    @omegakenshin 18 дней назад +2

    great tutorial, thank you for sharing this, I learned a lot!

    • @Rforge
      @Rforge  18 дней назад

      Glad to hear that! Thank you :)

  • @HussinKhan
    @HussinKhan 17 дней назад

    There is always something I pickup from your videos Shaun. Thank you!

  • @PolyRidge
    @PolyRidge 18 дней назад +2

    damn... I get it now... I have never understood why you are meant to use a crane rig in 3D software... because the camera can just go and be anywhere...
    But putting those real world/physical limits on the camera gives it that realistic feel, not to mention very smooth movements...
    Thanks for another fantasti tutorial!!!

    • @Rforge
      @Rforge  18 дней назад +1

      You can sorta avoid the rig and just animate rotation but the rig has another amazing benefit, pre production
      When you use the rig you can tell teams on a real shoot how far the crane needs to be or angles etc, check out this video
      ruclips.net/video/SdJ9WgEuQ4k/видео.htmlsi=0gcRSEG6cgdyVdED

    • @PolyRidge
      @PolyRidge 17 дней назад

      @@Rforge AH!!! That’s even smarter!!! I’ve never even thought about that… usually my thought is about how to take reality and pipe it into digital… but using digital to tell reality how to function is GENIUS!!! So cool, thank you for sharing!!!

  • @BlankerWahnsinn
    @BlankerWahnsinn 16 дней назад

    Nice tut, for the next video, a tutorial for best rendersettings including console variables would be great

    • @Rforge
      @Rforge  15 дней назад

      Hi !
      These actually change depending on what's being rendered. In our case the motion blur was the only thing needed
      But I will say movie render cue with anti aliasing turned off and samples 2/8 is a great place to start with lumen

  • @IamSH1VA
    @IamSH1VA 18 дней назад +1

    This video was packed with lot of cool tricks and knowledge, with such a good practical example.
    Thanks...
    Just one question this Take Recorder works on third person character or any ingame mode actor, right?
    Then, this would so useful for creating quick simple Previs

    • @Rforge
      @Rforge  18 дней назад +3

      Thank you for the feedback glad you liked the video !
      Yeah it works on anything with live input even a phone that is driving a camera in virtual production (for example)

  • @FPChris
    @FPChris 16 дней назад

    How do I record a SpaceMouse dronelike movement?

  • @gamebushrd
    @gamebushrd 18 дней назад

    Why when I press render (local) the camera activation is the one that comes from the drivable pawn? but in she sequencer everything looks at it should?

    • @Rforge
      @Rforge  18 дней назад

      Hi so I mention in the video about the camera cuts track have you bound the right camera during render ?

    • @gamebushrd
      @gamebushrd 18 дней назад

      @@Rforge yes but still get the same result. I use a different Pawn, though.

  • @user-ey2kx4jx7k
    @user-ey2kx4jx7k 18 дней назад

    My camere is unataching fro. Camera tig not from tut jist a problem i have

    • @Rforge
      @Rforge  18 дней назад

      Is it a child of the camera rig ?

    • @user-ey2kx4jx7k
      @user-ey2kx4jx7k 18 дней назад

      No i just attach it