Keyframing is how you capture the state of an actor on the timeline and tell sequencer how to respond. In this video, learn how to add keyframes as well as how to use the recorder to capture more complex movement.
- [Instructor] Let's look at how we can use the Sequence Recorder in keyframes to animate objects within our scene. We'll start by heading up to the top menu here, finding the Window button, and then going down to the Sequence Recorder and bringing that in. Now this is a really handy tool that allows us to capture and record the movement of actors within our scene. In this case, well wanna use it to record this player controlled crane, and then build a sequence around it. So start by selecting the crane and just dragging it from the world outliner in to this top box here.
This gives the sequence recorder a list of each asset to essentially listen to, for any kind of movements. It will record those and then add them to the sequence and ignore everything else around it. Next we just hit record, and then it will give us a little bit of time to prepare. So we're gonna use that to click play and then click into the window so we can control the crane. Now all I'm doing here is using the controls that we programed earlier, to just slowly moves this crane into a new position.
And you can see down in the bottom left, there's that red dot indicating that it's recording this as a sequence. And once we have our sequence recorded, we can just hit escape. Gives us our little flag here to let us know that it's successfully recorded the sequence. We'll go ahead and just click on that to quickly navigate to the sequence that it's set up. And now we can close this. And just for your reference, it saved that sequence under the Cinematics, Sequences, Recorded Sequences.
And here's where you can just double click that to open up the Sequencer like we have here. Now by default it stores it into a folder called miscellaneous. And if you click that drop down you can see that we have the Container Crane and all of these mini keyframes that it's recording. So if I just click and scrub through this, you'll see that it's kind of fast forward and rewind. Now we have our perfectly captured recorded instance.
As you can see when we scrub through the sequence there's a duplicate of our crane. This is because the recording spawns a new crane into the scene. Let's use this opportunity to see how we can hide actors within individual sequences. Notice our crane actor again has that spawnable icon next to it. So we'll select the one just below that, and drag that into the sequence tracks space. And so now that we have a reference in tracks, let's click on this Add Track button, and under Properties, Actor Hidden In Game is available.
So when you add this, there's now a new track for visibility and all we have to do is click that check box to hide it. And now as we scroll through we just get the single crane. Our next step is to add in a camera, so let's go ahead and click on the create new camera, and drop in a spawnable camera. Now by default, we're being set to Pilot this camera. Which essentially means that the view port here is controlling the view of the camera.
Let's go ahead and move it into a nice angle, that we can use as a starting point. Once we get it set up there, if we just drag this keyframe scrubber, to frame zero, and then find the Transform button. I'm gonna go ahead and minimize this. Reordered Sequence and head down to our actual camera.
Now if we find this Transform, we can click on this to add a new keyframe. And that's essentially capturing the location of our current camera. Now if we drag this over to the end, there we go. And then move this camera, to another location, let's say, somewhere like here. Notice because we had this smart keyframe button activated it's gonna hidden dropped in a reference for a keyframe.
So we can leave that on and it will automatically update as we change. Or we can turn this off, and just click the keyframe button. And now as we drag you'll see that both the camera and the crane are moving. Now we've made a cinematic that combines recorded inputs and keyframed camera animations.
- Customizing the Unreal UI
- Creating a new project
- Creating landscapes
- Blocking out levels
- Working with materials and lights
- Adding post-processing effects
- Adding atmospherics, foliage, and fog
- Working with the Blueprint editor
- Creating cinematics
- Monitoring performance
- Packaging a game for distribution