HELLLL YESSS!!!!!! PLEASEEE. No basic shots (like panning left to right lol. That's what most 3d camera tutorials cover). Maybe include something like a tracking shot from an aircraft chase sequence, or like Iron man flying through the sky :D or maybe the Avengers 2 opening sequence (1 dynamic shot lasting ~3-4 minutes)
like where did he download the cars from because this isn't in the city? Do we need to just add city vehicles to our project or what? This is a good but very vague tutorial. Once I get the hang of this I'm going to open the floodgates....there seems to be nobody who really breaks everything down
cant make the destruction work g.g i tryed deflagging the "simulate physics" but doesnt work, spend like 2 days trying to figure it out but i m losing hope g.g
Fantastic video. I have it working pretty well but can u advise on the glass at all? Basically the entire windscreen pops out from the mesh once the impact happens but then sits outside without breaking. Does this not break and u need to just hide it on impact?
The next step of the Unreal Engine should be a next gen revolutionary level of destruction of environments, objects (like cars) and humans (like it simulates bullet impacts on a human body, a finger can come off, things like that.... but I bet they wont do it because ``its too violent``... we need a developper willing to do something like Soldier Of Fortune 2.... but with 2023 tech. The destruction algorithm next gen should be done without any loss of performance or very very little and maybe done on the GPU to save ressources. And it should have an effect on buildings and humans too...
@UnrealHan How do you fix the issue where you see the frame of the car when they collide, like at 4:33 ? When the cars collide in Simulation, it flashes to show just the frame of the car before showing the whole model again
For me, I was adding the wrong take to the subsequence track. Putting the right track in fixed it. But I still can’t figure out how to make the glass fracture or at the very least not pop off the car in an odd way.
I cant say this enough.....you leave out SOOOOOOO many details that it can be extremely frustrating trying to follow along. Why do u skip over everything? like the little details. I have been sitting here for 4 hours following and only because i have to troubleshoot each step that u don't explain how to do. Great results but horrible instructions.
So how are you adding the extra vehicles and causing the interaction. Its not a new take record. The sequencer isnt running.......im almost there but sheesh these steps are really open ended......
Tried animating, even with the physics turned off. At the time of rendering, the cars decide to dance at the starting point. Any tips on how to resolve this, please?
in real life i crashed my car head on to the barrier at 90 mph, i have no injuries, i have no concussion, but my car didn't go airborne. the weight of the car was 1300 kg or 2866 lbs. i am suggesting a car that driving at 50 mph will not go airborne, we have gravity in this earth.
can you record metahuman driving. having an issue where the character doesn't show what i recorded . i can see a path for my metahuman. but its all over the map. like he ran all over the map. even through building... never near the car
I hope you can figure out or they fix the caveats, like the particles not rendering or having to work within the Matrix demo. Small things like glass particles really add that realism icing. Really liked this tutorial, itwas exactly what i was looking for.
I for the life of me couldn’t migrate the destruction in UE 5.1. I would love a tutorial on how to get the destruction going on these vehicles. Please 🙏🏼
I did set up a similar scene with a PS5 controller and the take recorder. It works amazingly well BUT: no matter what I do I'm getting this weird micro - jitters on my car rig. I don't see any of that on your renders. Have you encountered something similar? If so, how did you solve it?
Awesome video! Among all the great tips, I didn't even know there was such a thing as an adjustment layer in the sequencer. Learn something new every time I watch your videos!
Great Tutorial but i'm having some issue with the destruction, i don't know if it's UE5 related version? the physics seem off, sometimes it record the first impact and after i get some wierd windshield offset, i disabled the physics at play time even in the BP, but nothing seems to work. Thanks
I want you to help me. I put a character in a car with City sample of Unreal Engine 5.1 and record it with takerecorder. When I started recording and was driving for a few seconds, the car suddenly got stuck in the road, making it impossible to drive and the take recorder stopped. (Every time, after a few seconds of driving, the car is buried in the road and the take recorder stops working.) In the same way, I recorded a character driving a car with a take recorder, but when I played it back with a sequencer after recording and confirmed it, the situation was different from the recorded situation. I'm having trouble repeating teleportation in various places.
i have an issue, wonder if you can help. I recorded a take but when I play it back it spawns multiple of my vehicle on top of each other causing cars to destruct, thus the sequence doesn't play.
I can get the transform track to work, but for some reason the animation track doesn't work... any ideas?... I'm pretty new at this. I'm looking at your BP vehicle with the red icon... don't know how to add that??
Thanks for this precious experience, its an amazing work! Do you have any advice to avoid the cars loosing there bodies sometime?? I've noticed that when the cars having a contact or a brutal motion to them self they are loosing the body for a couple of frames but it still seems to be quite random... I keep searching for the exact reason thats hapening. If anyone have some lights on this one I'ld ve gratefull for life!! 😅🙏🙏
holy light...u made it look so ez..wish i can download your skills tho...is there any extended full detailed version so beginners can deep dive follow each clicks? i dont mind if it gonna b a paid tuts frankly
Almost finished my short cinematic. I have attached chaos vehicles to camera rails to control the movement precisely (also a hero mustang i built a control rig for)- however, this does not allow wheels to spin or police lights to shine (altho I built my own control into the BP) or collisions/deformation to occur. I noticed that the CitySample "Sandbox" vehicles allow all these controls... Can you bring in some of these controls into Sequencer? Can I add wheel spin, body roll, deformation on a keyframe basis? Or do I HAVE to use take recorder and do it live?
Wheels can spin if you add them as an actor component. With lights, you can adjust their material to allow the sequencer to change material parameters. Have you found a solution to the car destruction + rail?
@@NikitaAlexandrovAnimations Hello, I saw your comment. I'm trying to do the same thing, a crash animation using the camera rail. Did you manage to get the deformation? Also, when I place my blueprint sandbox car on the rail, in editor it follows the rail but in play it doesn't move and the transformation coordinates go haywire. Any idea how to fix this? Thanks a lot!
@@LucaGry physics don't work at all with rails, so you can turn off physics for the object, or just place mesh. With the last one it's easier to animate wheels than in the blueprint version trying to snap to the ground
Hi Han. Awesome work! I was wondering if you could show how to film a person getting shot for action sequences in UE5. Is it a similar idea to the car crashes? That would be super helpful. Thanks for all your efforts!
Man, most of the time it’s unreal realistic to the point where it’s not even fun to watch John Wick in the most recent example is a perfect one, that whole scene where he’s getting hit by different classic muscle cars was all CGI. There isn’t enough particle effects, nor denting to look real. It just looks like some dude getting hit and obnoxiously comical amount of times. Honestly I’m not too impressed with the most recent VFX affects. Most of you guys are either being overworked so you’re creating subpar contacts or you’re just delivering poor graphics in general and people are signing off on it, saying it looks good both of which are obviously problems.
In my opinion, you guys all need to go back and remember how it starts cause and affect just because you want a bunch of affects doesn’t mean they can just happen. You have to give it a cause to otherwise, it’s eventually just gonna be a bunch of explosions on the screen and we’re gonna need subtitles to see what’s going on. Oh there was an explosion shot by this guy and then blah blah blah 90% of that isn’t being shown it’s just a quick cut of a CGI car hitting some dude and you’re supposed to be impressed. I’m not Jurassic Park looks anything but realistic so that franchise is dead Transformers is another good example the most recent looking one from the trailer looks horrible and it’s all in CGI. There’s no denting on the ground barely any sparks from the metal that is a transformer in the whole thing looks relatively overexposed or matte and it’s coloring. I’m not sure what that is exactly I just know it isn’t good and it’s what keeps me from seeing any of these movies. I was disappointed seeing the newest John Wick, and I have no desire to see anything else with absurd CGI then
I'm confused - you show the car destruction with glass breaking being recorded in sequencer and then say at the end that for particles to work, you can't record in sequencer and need to run the level. how did you do it in sequencer??
when you push the render, the physics starts, right? Thats what i understand, maybe if you record the motion properly with take recorder, and put to play, when it render, will render the broke glass, but i think that never will bem execly equal. I didnt test yet, but this is what i understand