UE4 Virtual Production - Take Recorder, Sequencer and Live Link Experiments

Поделиться
HTML-код
  • Опубликовано: 29 янв 2025

Комментарии • 11

  • @JoshToonen
    @JoshToonen 3 года назад +1

    I was stuck figuring out how to be able to camera operate a Virtual Camera via a LiveLink tracker (iPhone) while using a pre-keyframed CameraDolly. I finally got this to record as intended by having both the Camera and the LiveLink transform in the TakeRecorder, then converting all of them to Possessable and making sure Use Timecode from my LiveLink CameraTrack was left unchecked. Love the in-depth breakdowns, super helpful!

  • @建星潘
    @建星潘 2 года назад

    HI May I ask how you solve the rendering of the reflection and shadow of the synthesized characters in Composure

  • @DutchESFchannel
    @DutchESFchannel 2 года назад

    Is there a way to add a delay to the controllers? I noticed that my controllers are moving faster than my camera input. I'm using livelink VRPN and would like to add the delay in the pawn here.

  • @建星潘
    @建星潘 2 года назад

    嗨,请问您如何解决Composure中合成字符的反射和阴影的渲染

  • @ryanpinkall4044
    @ryanpinkall4044 2 года назад

    Hi is there a way to get the data from the camera movements recorded and save them to add to other scenes?

  • @zhipingwang4107
    @zhipingwang4107 3 года назад +3

    非常好的教程,感谢

  • @cedarconnor
    @cedarconnor 3 года назад +1

    I wonder if there is a way to capture the keys of the child camera in world space. As you showed in your test, child transforms do not get recorded. My use case is matching the camera in Maya. I think a direct camera export from sequencer via FBX is the only way to get a camera to another DCC.

    • @JakeGWater
      @JakeGWater  3 года назад

      Anything you add to Take Recorder should get recorded, including child transforms. I haven't thought about your use-case though. Why migrate back to Maya?

    • @cedarconnor
      @cedarconnor 3 года назад

      @@JakeGWater Hmmm... perhaps I did something wrong. I'm referring to a camera controlled by its parent transforms. Just as you have it setup. Pawns Livelink animation flows down to the child camera. To export that camera correctly from the sequencer, you need to collapse the animation of the camera so that it has no parent. That's why I was interested in recording the camera's world animation to a level sequence without a parent. In my case, I want to use UE4 for previz but the final product needs an offline render. Another use case is transferring the camera animation to After Effects or Nuke for post finishing. Anyway, I feel like it should work but no luck yet.

    • @JakeGWater
      @JakeGWater  3 года назад +2

      ​@@cedarconnor I should have the rest of my workflow shared in the next two weeks. Basically Take Recorder -> Movie Render Queue -> Nuke. I wonder if any of that would work for you.

  • @foxy2348
    @foxy2348 2 года назад

    Dope,
    I had this weird situation, where in the Sequencer everything looked fine when I recorded the Camera, but When I rendered something completely weird came out, cause apperently the Livelink Controller AND Sequencer where interacting with the Camera that it tried to render.
    I Ended up, unplugging the Tracking Blueprint each time before render.
    Your method, should fix that!