Unreal Engine 5.4: Take Recoder Driven Cinematics

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  • čas přidán 21. 07. 2024
  • In this video we create a cinematic driven from data captured by take recorder during a gameplay session. We explore topics like the camera crane, motion blur and extracting take recorder data to a proxy blueprint actor for ease of use.
    =Timestamps=
    00:00 - Introduction
    00:22 - Project Recap / Setup
    00:41 - Recreating my drive path with rings
    01:03 - Setting up game mode for offroad vehicle
    01:30 - Using Take Recorder to capture gameplay
    02:36 - Adding CineCamera and Camera Crane
    03:48 - Animating The Crane and setting up sequence
    05:31 - Animating The Camera with Automatic Keyframing
    07:41 - Setting up VDB (Smoke) Animation In Sequencer
    08:43 - Example of problem (No Wheels / Suspension)
    09:01 - Creating Proxy Offroad Car Actor
    10:02 - Adding our Proxy Offroad Car to the sequence
    11:18 - High Quality Motion Blur For Wheels
    11:57 - Outro
    Link To Textfile for Ring Path:
    www.dropbox.com/scl/fi/bpz2uw...
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Komentáře • 20

  • @hyperlizard
    @hyperlizard Před 15 dny

    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

  • @vidayperfumes7514
    @vidayperfumes7514 Před 15 dny

    Awesome video , so much information , Thank you

  • @omegakenshin
    @omegakenshin Před 16 dny +2

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

    • @Rforge
      @Rforge  Před 16 dny

      Glad to hear that! Thank you :)

  • @srgmt
    @srgmt Před 15 dny

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

  • @HussinKhan
    @HussinKhan Před 15 dny

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

  • @PolyRidge
    @PolyRidge Před 16 dny +2

    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  Před 16 dny +1

      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
      czcams.com/video/SdJ9WgEuQ4k/video.htmlsi=0gcRSEG6cgdyVdED

    • @PolyRidge
      @PolyRidge Před 16 dny

      @@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!!!

  • @BlankerWahnsinn
    @BlankerWahnsinn Před 14 dny

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

    • @Rforge
      @Rforge  Před 13 dny

      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

  • @IamSH1VA
    @IamSH1VA Před 16 dny +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  Před 16 dny +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)

  • @FPChris
    @FPChris Před 14 dny

    How do I record a SpaceMouse dronelike movement?

  • @gamebushrd
    @gamebushrd Před 16 dny

    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  Před 16 dny

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

    • @gamebushrd
      @gamebushrd Před 16 dny

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

  • @user-ey2kx4jx7k
    @user-ey2kx4jx7k Před 16 dny

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