Unreal Engine 5.4: Take Recoder Driven Cinematics

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  • Опубликовано: 11 янв 2025

Комментарии • 24

  • @hyperlizard
    @hyperlizard 6 месяцев назад +1

    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

  • @FinalMotion
    @FinalMotion 6 месяцев назад +4

    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  6 месяцев назад +2

      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

    • @FinalMotion
      @FinalMotion 6 месяцев 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!!!

  • @ArikiSun
    @ArikiSun Месяц назад

    Wow i learn so many thing in this 12 minute tutorial! thank you !

  • @omegakenshin
    @omegakenshin 6 месяцев назад +2

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

    • @Rforge
      @Rforge  6 месяцев назад

      Glad to hear that! Thank you :)

  • @srgmt
    @srgmt 6 месяцев назад

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

  • @vidayperfumes7514
    @vidayperfumes7514 6 месяцев назад

    Awesome video , so much information , Thank you

  • @HussinKhan
    @HussinKhan 6 месяцев назад

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

  • @igors8218
    @igors8218 День назад

    Thank you, good tutorial. Is it possible to change the camera inside the sequence with the keyboard or trigger

  • @IamSH1VA
    @IamSH1VA 6 месяцев 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  6 месяцев 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)

  • @BlankerWahnsinn
    @BlankerWahnsinn 6 месяцев назад

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

    • @Rforge
      @Rforge  6 месяцев 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

  • @gamebushrd
    @gamebushrd 6 месяцев 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  6 месяцев назад

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

    • @gamebushrd
      @gamebushrd 6 месяцев назад

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

    • @abdulshabazz8597
      @abdulshabazz8597 27 дней назад +1

      Always add a camera in Sequencer. You will then need to keyframe or script its movement. It is required.

  • @FPChris
    @FPChris 6 месяцев назад

    How do I record a SpaceMouse dronelike movement?

    • @abdulshabazz8597
      @abdulshabazz8597 27 дней назад

      Use *Take Recorder* to record your Pawn movement after pressing Play In Editor. The camera in *Sequencer* defaults to FirstPerson, so you will always have to add a CineCamera and keyframe its movement. Let's review: 1. Use *Take Recorder* to record pawn movement, it can only record pawn movement ; 2. then open the recorded file in *Sequencer* and then add a CineCamera track to script its movement.
      Sequencer is designed for use in actual film production so these are the necessary steps required to render out any sequence as intended. It's simple but unfortunately there is no workaround.

  • @Perox_yt-v4v
    @Perox_yt-v4v 6 месяцев назад

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

    • @Rforge
      @Rforge  6 месяцев назад

      Is it a child of the camera rig ?

    • @Perox_yt-v4v
      @Perox_yt-v4v 6 месяцев назад

      No i just attach it