In the end I decided to share project file (UE version is 5.1 !) with the camera and post process materials, as creating a video on how to make it will take more than 40 minutes and it's not my typical format for videos. I hope it will be useful for you: drive.google.com/drive/folders/16VS6apEiMa3vmDM82gJPdlHLQivITkCc And if you would like to support me and my channel, please consider using "Thanks" button on my videos! Cheers!
@@postprocessed I am using 5.1 do you mind telling me how I could make the two vectors? I am a bit confused as I don't think it migrated properly. Thank you very much for responding though. I subbed and keep up the good work!
As an Unreal Engine developer, I can say that although the animations are of excellent quality, what gives the demo the realism effect, it is mainly due to the lights. Specifically, in videos from Bodycam and other similar cameras, the auto exposure option is used, which overexposes highlights and underexposes shadows. This element is essential in the demo, combined with lens distortion and vignette effect. This can be clearly seen in their first prototype, where the animations, sounds and lights were substandard, but the use of the combination of lens distortion, vignette effect, overexposed lights and of underexposing the shadows gave an ultra-realistic result. I tried to reproduce this effect of overexposure / underexposure but impossible for me to achieve a result similar to that of the demo, I don't know how they did it but it's genius.
I tend to believe that they created custom exposure curve, as engine allows to do it. And this custom curve made clipping highlights and not clip shadows, what makes it so believable
@@postprocessed yes, it can be a possible. I believe that they use the HDRI backdrop of unreal engine, and increase the global illumination to a high level. So that makes the effect of overexposes highlights and underexposes shadows that mention @thequents63
Some stronger volumetric lights would greatly enhance the look, especially on the flashlight and outside ambient lights shining into the building. Maybe even a bit of subtle fog cards here and there.
However, fog is very much a cinematic trick, and very rarely appears in reality, unless there is something burning, an engine running or smoke from an explosive.
These videos are great and you are awesome! Also, you should not make any exuses across the videos about your experience in different field. What you do here is awesome and really impressive! As for how the animations can me improved, I believe there should be much more shake while running, the character steps should be syncronized with the vignette and the weapons to share simultaneously. The main question from me is: if the weapons are not locked to the center while you move the camera, does it mean that the crosshair or the place where you shoot at is not always at the center of the screen and instead is dynamic and locked to the point where the gun is pointed at? Or is it just a visual thing - and you shoot exactly to the center of the frame? This could be a topic for another video! Keep 'em coming! Cheers!
Thanks for feedback! I think in unrecord the gun shoots where it's pointed, not the center of the screen (except maybe during the aim). In my case it was attached to center of the screen. Also thanks for pointing out that I excuse too much. Got some Canadian vibe there :D
Great video! I'm quite sure the developers added some kind of noise in the arms movement (and in the camera), to give it some randomness and feel more reallistic (which was an argument that some developers used to say that it's fake). I argued a few times about this, and for me the secret is like you said: a combination of various techniques: a really good animation with various states for the same action, a variety in actions itself (reload, check ammo, weapon jammed) each one with at least one variation, the camera shake, the erratic movement in arms, the aim acting independently of head movment, the post processing filters (vignette, lens distortion, chromatic aberrations, and much more). All this combined give us this sense of realism, including the fact that the final result is actually flawed on purpouse to resemble a flawed bodycam. This project is going to be a game changer in many aspects (I hope), but still baffles me the amount of people that claims to be developers saying that these results are impossible to achieve.
This is very close..! nice work. We still dont know if the FP anims on the trailer are actually the player or just some keyframed anim stuff so this is very good result!
Great work! I too have been somewhat obsessed with figuring out how a lot of this was done. One thing I found that I believe gives a much more accurate fisheye effect is to use Panini Projection instead of a post process material.
yeah, panini projection also could be used for this, to keep vertical lines straight. But, we can see in trailer objects which are close to edges tend to bend a bit
Make videos regarding your professional projects on automotive and car animations. I'd love to hear a lot more about projects you've done and behind the scenes on them too!
I think they used a custom noise (perlin noise or alike) for the overall jitter. Also notice that they mimic "camera jumps" that happen in sync with footsteps, giving it a feel that the camera shakes due to vibrations from the body and clothes its attached to. This could be achieved by using the timings based on the same calculations used to play the sound steps. I.e. a continuous increment of number based on velocity, direction etc.
Yeah I made it shake based on random floats depending on character velocity, but syncing it with footstep is a really good direction, yet too hard for me.
Looks like the camera shake also gets feedback from the foot steps. So everytime the players legs are taking a new step the camera is shaking just a bit aswell
man! great video, now i'm working on post-processing setup to replicate Alberto Mielgos camera effects in Witness and Jibaro, it has some similarities, and another point that sells the illusion is an imitation of cheap camera with low dynamic range, blown out whites, slow auto-exposure and auto focus makes huge difference. also i need to mention that real fisheye camera effect not achievable with just post-processing, there are technique with 5 cameras with render targets projected to sphere from the inside.
I think my approach is a bit closer to the original - cause when you attach the cam to the head of an actual full-body character it feels more natural than just the camshake effect. The gun motion is quite nice though. I'll probably gonna have to dig through some mocap libs to get the proper animations for variety of guns. For a cheap solution i'd use some stuff like kinect or leapmotion to capture hands anims myself, although it would require some editing and it work for me cause i'm an animator. Using the hands IK would work well for some movement with guns, but the realistic reloads will be quite painful.
Subscribed hoping to see a lot more of your vídeos and realised you’re just starting. Keep the amazing content! Could You make a vídeo focused on the postprocess volume? Love the way You explain things 🤟🏼
Very close. The overcast and lumen sells it the most. Noise and twitter compression and you have your own body cam shooter. I think once npcs are in and people actually play it on their own machine, it will look like a game again lol, considering 80% of hardware will likely not support Lumen in first place
Luckily lumen is purely in software and doesn't rely on specialized RT cores. Most people should be able to run some level of Lumen but I would personally use RT on higher end machines as the reflections and lighting are superior.
Very very cool and interesting!! 🤔, got my sub last video 😉, this is very cool insight for a layman like myself great work looking forward to what you do next 🤙
Great work, I loved the video. Would you consider giving a crash course on getting the pistol in there with the basic animations you have? Thanks for all your effort.
I Will like that the player walks faster. Add a little delay to the arms following the camera looks around. The arms movement when walking animation looks repetitive try to add random between 2 anims.
Id like if you are able to show the whole process in more depth. I felt at times it was jumping around and not actually seeing what was moved around and pressed. Keep up the good work!
You came to be my best animator he start new channel .. so for th qustion Plz statr make small list of animation tutorial like car anmition you made in first video 🌸
Perhaps it would look more realistic to have the mouse move the weapon. And then a have the weapon or arms align the gun with the camera for aiming down the iron sights after like 0,6 seconds like it is stabalizing. But if you right click the mouse for "ADS" it would focus quicker to iron sight align, but still rotate the wrist/hand piviot just a bit before aligning again. Without "AIMING" the arms ang gun could move more without the iron sight aligning with the camera view, but as soon as you "Aim" it will try to align better so you can aim with the iron sight (ADS)
Not sure if you have already done this but I would love to see a breakdown on how you did the vignette effect and how to actually code it, I really want to add this type of effect on my game but have no idea how to even start.
Hey, thank you for all your contribution! What do you think about some others post-process materials that could be used too (like mp4 compression or film grain)?
Thanks! Well I wanted to learn deeper some post processing materials, but it's really complicated stuff. Like simulation of scan lines, mp4 compression, or MPEG damage that would be cool to do.
so it basically contains the first person character in files, copy that to content folder of the project. all post processing materials are assigned to camera which is inside the first person BP. You can apply those post process materials regardless of what character you are using, basically in camera go to "post processing materials" and assign these materials from downloaded files. Any camera or post processing volume will do
i think you should put this in the unreal engine store but take out the map part and just add the bodycam and gun just in case the unrecorded developer try's to sue you.
Hey there. Well done and thank you for sharing this. I've been looking for a Bodycam kit for my horror game. In the file you included, does it have any hand animations or do we need to combine this with the Lyra kit also? I'm looking to create the view from the game Deppart.
@postprocessed No worries. Cheers for the reply. So once I combine with Lyra and choose some realistic meshes for arms and weapon, then I may achieve something a little like Deppart or Unrecord etc?
Thank you for a very cool video! I would like to see a lesson on creating realistic animation of a car and creating a realistic natural environment, land, grass, water, etc.)
Obviously I haven't played the actual game, but I downloaded this project and it doesn't really replicate the feel. Particularly when you stop. The camera does this slow settling bob every time you move and stop that feels really unnatural.
Hi, I have a question for u, maybe it is stupid but i am not familiar with game development but anyways there it is: How long would it take you to create a full version of the game as shown in the trailer?? Btw excellent work on your videos!!
I think it will take me about 2 weeks and up to 2 months for ONE level. As I am not game developer too. Set design, proper player bounds, collision boxes, actors, optimization. And it is only for levels, not taking in cosideration game mechanics, ammo/resoursers balance and etc. This estimate is very subjective as I never worked in game dev industry, only in cinema post production
@@postprocessedDoesn’t this make you suspicious about unrecord though? Based on all the « Indentity » and such we got back in the days, this one smells imo, and if your saying you can make a level in two month, given that they had a couple of month before they showed the first demo… idk
@@haz226 well I am not aware what would it be in the end. You know for the demo, making couple of locations with a team is not such a big work. We will see how it will look like when it is released. Right now I am focused on other projects so will not be looking into Unrecord for a while. Let's wait it's release
Ooof it is kinda tied to timing or animation, I believe at this point I am kind of done with Unrecord and not planning to post more videos about it yet. But I think I saw some videos on RU-vid how to make it
Hey quick question. I recreated the post process material, however my view is now super low res-ish? like i guess its because of the ScreenPosition node? Any ideas how to fix this?
Hmmm… not sure. Could be screen position node, I didn’t have a look into this project for a long time. Could be that something changed in newer versions of Unreal. Maybe there are some other fisheye effect tutorials on RU-vid. I am sorry to disappoint you, but currently I don’t have ideas :(
Haven't looked into it myself. I saw some streams on Twitch, feels like it looks cool, but hard to play as game character body response feels like a rubber band and not following your reaction. I don't know if it is possible to make it comfortably playable and maintain that "bodycam" feeling. I believe there should be some compromise towards game experience and realism. Like some extractor shooters - Arena breakout and EFT. Looks cool tho... I think it is the most graphically realistic at the moment. And considering just two people made it. That's pretty solid
Hi, Thank you for the informative video. If I want to add footsteps to this, how should I go about it? Is there a way to ensure that the timing of the camera shake and the footsteps don't go out of sync?
I think it is definitely possible syncing with animation timing. I yet didn't go in depth of it, but I am sure it is possible. For example read animation curves and apply camera rotation offset.
You need to create material collection parameter for each player, so it won't work for everyone. Just rename parameter collection to P1, P2 and etc. Use it for each player separately
You can download my project in the link by description. All post process materials are attached inside first person BP camera. Copy them to third person camera which is inside thirdperson bp
you can try switching UE version. It may work. Right click on project file - switch UE version. Pick 5.1. I don't guarantee it will work, but sometimes it does
Yeah... It can be, but you need to search for animation packs for first person or third person, like where the person holds torchlight with one hand. Should be fine
Porque eu tento trocar para terceira pessoa e a vinheta nao funciona? mesmo colocando tudo lá. Queria colocar em terceira pessoa pois tem um melhor metodo de primeira pessoa!
anyone have an idea how to get this work in sequencer instead of play mode , I was trying but bodycam movements is not working in take recorder and sequencer
@@akaseven4295 sorry not at pc now, check out “Take recorder” tutorials. Basically it allows you to capture gameplay in sequencer and it should make it work
yeah, I agree. But well as I mentioned I do cinematics, not gameplay. What would you suggest as alternative for that? What can be better than spring? Other material parameter collection? Delay on aim?
@@postprocessed Ahh, when its just for the looks and for the video purpose its perfect. Idk about UE but in Unity, you can make animation curve, which you can then based on the movement of mouse or player change. That means you can easily restrict how far will the weapon sway, or make it more stiff while aiming. Also nesting more objects with this approach leads to almost no need for animations, you can make different states like aim, sprint... But thats more into the gameplay side :)
@@GR4MPI ah, yea. Either doing animation curves or state machine, yes this is also possible in UE, but I didn't dive deep into it. I mostly do automotive renders, but this particular case with Unrecord just caught my attention and I wanted to replicate the visuals of it. So the same feeling and visuals in real time
@@postprocessed ahh, ok. Btw in Unity, state machines are not exactly what i meant, i meant fully procedural controller using the curves and scripts, by this approach you can reach even better results than spring (free aim in certain angle only or as you wish)... but anyway you did good job on the visuals :), gave me motivation to look into unreal engine when i have time
Well, you actually got wrong how the camera system in the game works. Your approach is similar but not exactly the same. The only the thing the player controls in Unrecord is where the gun aims. The camera itself is simply a reactive system that is trying to keep the guns line of sight on screen. I have a video on my channel explaining this in more detail.
Checked out your video, good job! Actually I am using kind of the same approach, but without camera "toggle switch" between gun and camera view, otherwise camera lag is making same feeling of controlling the gun only and camera follows it. So yeah adding the toggle between camera \ gun control will make closer.