Join Craig Barr for an in-depth discussion in this video Working with Sequencer, part of Unreal: Architectural & Industrial Visualization.
- [Narrator] In our project here, we're going to take a look at how we can create a simple camera animation to build towards a sequence, and we're actually using sequencer within Unreal Engine four here. Now we have our sequencer window open. If you don't, simply go up to the Cinematics tab and you can click the sequencer that we've already created. Now there's two here, because I've got one in there for you that I've already created. But for what we're doing right now, we're learning how to build one from scratch. I'll just show you here actually. You'd simply double click that and it's going to open that scene right up to where we are.
And by default it's going to put the shots in here. Now we defined five shots when we created that. And the way a shot works is that you could dive in and create a number of cameras working within that shot and then edit them together. Now we have a couple of different ways that we can work with sequencer. We're going to work in a very basic sense and this is just on a pure, camera cut type of sequence. So what I'm going to do here is, I'm actually going to jump out of this or just select the shots and delete that. And what I want to do now is just create a simple camera. So we'll just click that camera icon and we're going to work with cameras within sequencer to give us a simple animation of the camera, how we can work with the settings within that camera, and then, you know, at the risk of replicating myself, I'm not going to go into creating several other cameras.
We're going to focus on one camera so that you can apply that to many different cameras as you go to build your own sequence. So let's take a look at what has happened here. When we click this camera icon, it's created a new camera and it's also created something called a camera cut. And this is the Camera Cuts on here. I actually want you to select that and hit delete. We'll come back to that later. Right now we just want to work with a simple camera. So what we're going to do is we're going to make sure that we have that camera actor selected, and you can see this little icon here.
We want to make sure that we lock that. It'll be highlighted in white, and that is actually the camera we're viewing now in the viewport. We can drive this camera. Just simply take your mouse and with left clicking in pushing forward, you can essentially walk through the scene so that you can see what is going on in here. And what you can also do with this camera is if you use the middle mouse button, this is simply going to allow you to pan kind of back and forth, and of course the right click is going to allow you to essentially look around here so that you can kind of orbit around to see your space.
Now before we get, we really get deep into this, some of the things that I like to adjust right away, aside from the positioning of this. What I'd like to do is hit g to get rid of all those icons so they're out of the way, other cameras, things like that. You'll also notice that the scene right away is looking a little bit grainy. I want you to go into the camera component and if you take a look at what we have here, we have the camera actor, we have the camera component. And then if we go into our Details panel, you can just make sure that you're in the Details. I'm in World Settings right now, I'm actually going to close that out.
Go into Details, and we're going to see the current camera settings for this camera that I'm working with. And in here, you'll see that the Focus Settings, the Focus Method is set to manual. Now what I'm doing here, you can see what that does, the pop up balloon, disables depth of field entirely. I don't want that. We spent some time on our post process volume to build some depth of field, and we want to use it in our sequence. So I'm going to select none. And there we go, you can actually see what we've built in our post process volume now, is now being considered, or being rendered in that camera as we work with it.
So let's start to position this camera here. Just simply by looking through the camera is the easiest way. You certainly don't have to do it this way, you can do it just simply by using the w hot key and moving a camera around. But I find this is be the quickest, easiest way. Essentially like the first person perspective, to be able to adjust and align your camera how you may want it to be. I'm going to start by building a simple shot that looks kind of over towards the kitchen area in here. We don't want this wall coming in, so I'm just going to orbit it around a bit, I might lift this up a little bit.
There we go. Maybe just zoom in a bit, that's fine. And then what we'll do here, you'll see that with our key frames, this is important to note, that this is by default auto key all. So what's happening here is it's dropping a keyframe every time I move or do anything on a frame. If I adjust the focal length, it's going to drop a key on there as well, it's going to affect that too. So we're just going to leave that. I'm going to leave the focal length alone for right now, if I just want to work with the transformation of this. So we know we're working with 30 frames per second, so let's maybe make this sequence to be something like, you know, maybe it's around 20 seconds, we can put it, you know, maybe something like 600 in here, maybe around that area.
The nice thing is we can adjust this to whatever we want later. I'm going to leave this here and what I'm going to do is I'm going to position my camera to move and manipulate itself over to an area like this, so that maybe our shot, kind of comes along, sweeps along the artwork. I'm going to back us out a little bit here. And again, I'm just positioning that camera in view to get something that maybe works for the scene. And you can see the keyframe's dropped automatically. So if we actually go and scrub through this, we can see what's happening with our scene.
Now there's a basic camera animation that we've built. Let's jump into how we can edit that, because right now by default, what's going to happen is if we look at these curves, I'm just going to bring this up a little bit. Click on transform, that's going to show you all the curves that it has keyed. It's keyed everything in there. We've mainly worked with location, so we'll just get location, and if we take a look at these keyframes, just by scaling in a bit, you'll see that everything is actually set to be nice and smooth in the sense that it kind of does this nice ease in and a nice ease out.
Well that's fine, and that may be fine for what you want in your visualization, but if you ever want to make this linear, which is what I'm going to do, because when I build a sequence, I'd like to have the ability to actually fade between these so we have like more of a linear camera movement. And what I'm going to do there is I'm going to make these guys all linear. So I can either click up here on the icon on the top of the tool bar up here in this graph editor. Or I can simply right click on any of these tangents and actually go to linear. And that's going to set them all to linear.
And now the difference is we don't have that smooth start, smooth out. Everything is just more of a constant pace there. So if I just scrub through this now, everything is at the same pace essentially. So there's an overview of how to create a basic camera animation using the sequencer. What we're going to do next is look at how we can take several of these camera animations and build them into a usable sequence towards our 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