Join Craig Barr for an in-depth discussion in this video Simple camera animation, part of Unreal: Architectural & Industrial Visualization.
- [Instructor] The great thing about working with Unreal Engine to generate visualization projects is the opportunity to explore different ways of experiencing that visualization. Now, we've seen how we can interactively build our objects and work with lighting and things like that. Well, now we're at the stage where we want to build this out into something that's presentable. And the great thing again with Unreal Engine is we have several options here. We have the ability to have it as an interactive, playable game, which we'll get to later on. But we also have the ability to create imagery, whether it's still imagery or if it's an animated, edited video that we can output directly from Unreal.
Now you have a couple of options right now, and I want to point out that the classic one here is matinee. And with matinee, this is Unreal's legacy version of working with a realtime editor within unreal with cameras and things like that. I have to tell you, the sequencer that they're working with and they've added now is much more robust, and I would strongly recommend you spend some time to learn sequencer, because that is the roadmap forward. It is definitely more powerful, and it brings an overall film-quality editing suite to Unreal.
It's designed to work in more of a filmic since than it is a simple game type of cinematic sense. This is more of a film editing sense, working with cameras. Like more towards a true real-world camera editor. So let's take a look at how that works here. The overview I want to provide here for sequencer is just simply how we would go ahead and start into developing that. So what we'd want to do is go to add master sequence, so we can simply just add a brand new sequence. You would give it your name, define the number of shots you want to work with in here, any of the defaults in here.
We're just going to call this one VizSequence. Master is fine for that. Define where the base path is for this. This is within your project directory. This is fine where it's going to right now, cinematics and sequences. The number of shots, we're going to keep this small and light, so we'll leave it at that. And we'll go ahead and we'll use a create master sequence. Now what's going to happen is it's going to drop this into your world outliner. So if we go to our sequencer window, which it actually has created by default, because we've already created one, it's opened a tab for us.
If by chance, when you open your window here, it's in a different browser or if it's just simply floating, you can dock this anywhere you want. The way you want to do that, of course, is grab the tab and drag it to wherever you'd like it to be. So I'd like to have it down here, below my viewport, right beside the content browser there. And you'll see that we get something here called shots. We get the scene, and nothing's happening in there. Well, let's just do a quick overview of this. And we'll get into how we can actually define the actual animations within here down the road.
But what we want to look at right now is what the sequencer browser is. It's kept quite light and it's kept quite simple. For a couple reason: one is it's still in active development; this is something that's new and they're going to be adding more and tweaking more, but it has all the basics that you need to really create an effective camera animation and visualization project right now. And some of the default ones in here, of course there's the save icon that we're all familiar with. But you'll see in here a camera icon. This is where you can create a new camera within sequencer to use to create your visualization.
This is a render button. Simply this little clapboard here is to render out a video or image frame sequence, so you can output your entire project as a video. And these are into our key frame, this is where you get into basic key frame settings, where you have an auto key framer, or if you want to do it manually, you can simply disable that. Snapping is on here right now. You can turn that on or off, and this is going to snap to the frame number as well as to the front end or back end of clips. And you could define your frame rate. We're going to leave that at 30. And we're going to come to this icon when we dive into how to work with this, because this is simply the curve editor, where you can edit your animation keys.
That's a quick overview of what the sequencer is in Unreal Engine. Up next, we're going to dive in deep into how we can actually create cameras and create a visualization video.
- 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