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Making a Procedural Follow Camera in Unreal Engine using Blueprints for Virtual Production 

Shaun Comly
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After talking with the Fortnite Cinematics team, one of the things we took away from that conversation was the team's heavy use of procedural cameras during a performance capture session. Even though they might have every intention of going back and recording virtual cameras or animating the cameras in the engine after the fact, they throw down a lot of procedural cameras in Unreal Engine to view the retargeted animation in context. Many times, they end up serendipitously stumbling upon a dynamic camera that the director really likes. So there’s potentially a lot of value there that you get virtually for free since the camera transforms are all automatically generated by the engine. In the following video, we’ll walk through how to make one of these procedural cameras step by step. You might even stumble upon greatness yourself.

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15 сен 2024

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Комментарии : 8   
@sergibro
@sergibro 3 месяца назад
@shauncomly would this method work for connecting a follow cam on mesh component actors? Or must the actors be a rig or have bones in order to constrain camera? Your vids are great, thanks for taking the time creating these types of videos.
@shauncomly
@shauncomly 3 месяца назад
No, it would work with anything that has active transforms. You would just have to change the BP to be able to get at the component you want.
@Pikameleon
@Pikameleon 11 месяцев назад
This is awesome! I'm trying to set this up for a live link session of my rokoko motion capture suit. Although when I set up my pawn as the target it's only getting the actor transform. I think I need some form of root motion or bone that I need to set the target for. Do you have any ideas on how I could set it up to follow a specfic bone on my character mesh so it follows the performance?
@shauncomly
@shauncomly 11 месяцев назад
You can constrain an empty actor or something to a bone or a socket and they derive the transforms from there. ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-33b1IFBhEBw.html
@Pikameleon
@Pikameleon 11 месяцев назад
thanks! Constraints are great. I believe this only works inside of sequencer. I was trying to set it up where it works in game, during a live link performance capture session. In the blueprint you made, you make a soft object reference as the target, I was wondering if that target could be a bone or a constraint? That's what has the transforms in my case. With this method, I think setting up a level sequence in the blueprint, where the sequence has the follow actor constrained to a bone on the live-link skeleton, maybe that would work? all the best @@shauncomly
@shauncomly
@shauncomly 11 месяцев назад
@@Pikameleonconstraints work outside of sequencer. They work in editor as well. I did a quick test and it should work for you.
@Pikameleon
@Pikameleon 11 месяцев назад
@@shauncomly wow I didn’t realize that! That worked!! I followed this tutorial as well as your 4UP tutorial and I just want to say thanks because this was exactly what I was looking for!
@shauncomly
@shauncomly 11 месяцев назад
@@Pikameleon Awesome! Glad we can help. If you haven't already check out the Vis Guide on Epic DevHub. Now that UE Fest is done we are working on the next installment. We'll periodically post things there that we think are helpful to people working with performance capture and vcam in Unreal Engine. dev.epicgames.com/community/learning/paths/XRe/unreal-engine-virtual-production-visualization-guide
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