Join Craig Barr for an in-depth discussion in this video Creating a sequence with Sequencer, part of Unreal: Architectural & Industrial Visualization.
- [Narrator] Now that we have some cameras with some animation available within our Unreal edit visualization project. What we'd like to do now is assemble this into a usable sequence that we can actually generate a nice video from, directly out of unreal, using the sequencer. So if you have access to these exercise files, you'll see that I'm using chapter 09_03. And what we've done is we have the one that we're creating from scratch here, which we call Viz Sequence. And there you can see VizSequenceMaster in the world outliner. But I've also gone ahead and created one for you, so by all means, continue with yours to create more.
If you want to see what's happening in here, just simply click on that camera icon and we can simply scrub through the scene in there. But what I have here as well, I'm just going to kill that sequencer window. I'm going to go underneath Cinematics, and I have one here just called SequenceMaster. So we'll just click that, it's going to open up another one that I've created here. Oops, let's turn on that camera. If we scrub through this scene, you can see that we have several cameras, including some nice transitions using fade. And all that's happening here is we're actually key framing that one in there as well.
So what we want to do now is be able to actually work with this to be, you know, something that will allow us to have a little more control over how we want to produce our video. I have this locked, you can see it's in red, and that's so that I don't affect this inadvertently or create any issues by mistake by grabbing something or shifting it out of the way. So I just right click and unlock that. And now we can work with this here. Now I should point out that everything you see here is exactly the same as what you were working with previously but by creating a simple camera animation, with the exception of a couple of things.
I've created several more cameras doing the exact the same thing. So that same thing with that opening establishing shot and then one that kind of just pans through the living room here. One that goes along through the kitchen. And the idea here is we're just kind of picking areas to kind of showcase or highlight for the visualization in here. So by doing that, I can simply go ahead and actually scrub through, and we can see the overall effect of this. But you'll see there's a couple other tracks that I've added in here. Namely of course we have this fade track, and all that I'm doing there is keyframing in and out the fade, that's it, just where I want it, just in between the transition of those cuts.
And there we can actually see those cuts there. If we want to get in to zoom in on those, we can simply drag this little guy, make him a little bit smaller and we can see where the cut in between each of those is happening. Let's just zoom back out of this. So we can kind of see everything in there. And as well, aside from the cameras in that fade, I've added a post process volume. The post process volume allows me to actually edit things like depth of field, and what I'm actually doing there aside from editing the values, I'm actually dropping keyframes down on it.
So let's go down, open that up, and take a look at what's happening in here. You can see that I have several keyframes on this post process volume. I've even gone ahead and keyed some of the things dealing with contrast and indirect lighting intensity for example. But in here, I'm simply driving things like the depth of field. So each camera shot requires some depth of field because it may be different from what you want to do. So a bigger shot like this, I've keyed the depth of field to work for what I wanted it to do in that shot. In the next shot however, the depth of field was different, I didn't require the same settings, so I actually animated focal distance and focal region and I set that.
And as well for this kitchen, I wanted just a slight bit of blur near the end, on that back of that kitchen there. Here I wanted lots of blur, depth of field in the background. So I simply set that up to be that way. And then of course when we get to things like the bedroom and the bathroom here, I'm working with some balloon to give some nice soft effect, mixed with depth of field and it gives that soft, kind of lens effect on there as well. Now how is this all put together? Well the cameras we've seen how we can work with those by simply creating a camera animation. I've actually renamed these guys, and you can do that by simply right clicking and renaming them on there as well.
If you want to take that actually a step further, you can name the actual camera component something as well. So you can take the camera component in here, let's just drag this down. And where I have this bathroom cam selected here, the component underneath, you can see that we have this in the details BthrmCam, and I can simply just go on there, and by double clicking I can name that to whatever I want it to be. So you can do that or you don't have to, it just makes it easier to identify which camera is which, especially when you get to the process of creating a simple sequence here.
So speaking of which, when we create a camera, it's going to create a camera cut. Now what I had you do was simply drop down a camera and delete that camera cut, so that we're just purely working with the cameras. Now what the camera cut does here is actually allows us to assemble those cameras to cut in between. If using a shop-based system, you can actually take this further and have another layer or another level of assembling your cameras. I'm keeping this simple for the purpose of this course that we're just working with these cameras in here, notably these six cameras that I've put together to showcase some areas.
And I have the fades going in between them and I'm just stacking those cameras up back to back inside this camera cuts. So simply just take a camera cut and have that stacked up in there. Now if we go into our perspective view here, we can see that we have a viewport type default or cinematic viewport. If we turn on cinematic viewport, what this is actually going to do is let us preview of how we want to be able to do that in here. So if you don't have it reset right to the beginning there, just simply click this icon to bring you right into that setting.
And then I'd advise you actually hit g. Make sure you're clicking that viewport, hit g, hit escape. So nothing selected and all the icons are gone. And we can now get an effective preview of our edits. So simply hit To Front, so this brings you right back to the front and you can hit play. And this is going to play your visualization as it is, using that simple camera cut track that we're working with here. Now this is just simply playing back and edit in the viewport here as to how I've built this. With yours, this is what you'd want to do. You want to make sure you're in that cinematic viewport, up here underneath Perspective.
And that you've set your camera to be in view. I'd advise you use the g hotkey to get rid of the icons. Hit escape so nothing's selected, and simply start to work with this. This is the cool thing about sequencer, this isn't an image preview. If I just pause that, I'm in the viewport, right. This is all live 3D, and there's nothing going on here with any kind of rendering as an image. It's all live 3D so you're working with cameras almost in a real world sense. So that's how we can simply work with sequencer. We've looked at how to create a camera animation, how to stack things up here in the sequencer to be able to work with them together, and how we've added simply a fade.
And again, that's just simply coming over to add this add component on the top left. This is where you can add anything you'd want, folders to organize things, audio tracks, or a fade track on there. And that's all I've simply done on there. You can always add an additional camera cut track at anytime in there if you want. For the purpose of this, we just kept it simple with one camera cut track. Stacking upper cameras back to back, separating them with a nice fade in between. We've looked at how we can preview that in the viewport and how we can use a post process volume to edit things like depth of field on a shot-by-shot basis, or a camera-by-camera basis.
So a key thing to remember with each camera is I would strongly recommend when you have a camera highlighted in here that you go down to the focus method and turn it to none, if you are using a post process volume. So that way you're affecting everything globally rather than on a camera per camera basis, which can get very complicated. I have six cameras here, I have control of depth of field in one area, rather than six. So there's an overview of the sequencer, creating a nice visualization sequence for our Unreal Engine visualization project.
- Defining project goals
- Creating an Unreal Engine 4 (UE4) project
- Adjusting first-person project settings
- Creating effective assets
- Exporting assets for UE4
- Importing assets into UE4
- Placing assets in a scene
- Adding and editing collisions
- Working with textures
- Creating a basic material
- Adding a post-process volume