#cinematics
1 messages · Page 21 of 1
Anybody around to help me with some sequencer problems?
How can I export a composure with a media element and have it advance through each frame of that media element one by one rather than trying to play it in realtime? It's creating a massive timing mismatch that's totally screwing up my comp.
i am having a same type of issue where i have a .4 sec delay between each frame render, but the wind and environment animation like trees are running normally so its effecting it heavily, trees / grass / clouds move like its a timelapse but the character animations in sequencer move normally.. 😦
maybe @vale arrow knows something about this?
have u added the camera in your sequencer? . i had a simillar issue where it was rendering a random spot and not my camera this was due to me changing depth or field settings in camera when i replaced the camera with a newer one it worked fine.
@crystal pecan I use Media track in Sequencer to make sure they're timing prefect.
The Media track requires Media Texture and Media Source. I use Media as preview only. I prefer composition in post.
Does anyone know the workflow to load sequences in the game when it uses a different level than the one currently loaded? Do I load the other level first? Stream it? There doesn't seem to be a way to find out what level those sequences were done in programmatically either, so is that the artists' job to associate each sequence with a level that it uses...
Hi everyone and Happy new year
I got a question regarding the PAth Track in sequencer, I have added one to my camera and it looks Like: https://i.gyazo.com/6c0c6c7c560b8d13476673bf6e726f47.png, but when I play the video within the game the Camera doesn't follow the Path, but when I play the cinematic within the editor, it does follow the path, any idea of what could be causing this?
this is what happens during the cinematic preview https://i.gyazo.com/0a88aa6e88631c1f62c6184cf18d9ba1.gif
and this happens when I PIE https://i.gyazo.com/d4e8c521b4aaffd11046a760971cdfe1.gif
Hey guys, not sure this is the best place for this, but I'm trying to create a death scene when the player gets caught, what's the best way of doing it so the scene will play wherever the player is?
@heavy lichen not specific to cinematics in unreal, just a comment about Bioware's approach, that may give you an idea 🙂 they introduced the concept of stage which was an abstraction for having any type of generic layout that was being spawned wherever the player was. The layout mostly focused on cinematic characters ( such as position/rotation for player, NPCs ), also all the camera actors required during the cut scene. This abstract layout did not consider any absolute transform, it just generated the layout when triggered relative to the current player location, if that makes sense...
It makes sense a bit, but more importantly it gives me something to research as it seems to be on the right track. Thank you!
hello
I got a 3d character from online and wanted to animate it but the limbs are not connected to the body and i cant seem to get them to join. How can i fix this?
weld the vertices in your 3D application
Hi !
As you can see the player have a 3d mesh (what other player see) and an arms (what player see)
The problem is that when I move (with basic deplacement) my character, he is not getting forward when I press Z
But it look likes he is going forward while doing a little curve
(like if he was colliding with something and try to escape from it you know)
any ideas ?
oh ! In fact after my unreal crashe it appears that Unreal had reset all the variable of my character ^^
So to everyone in 4.26, if you crash, make sure "use controller rotation yaw" is ticked
I'm having a really difficult time getting an image sequence to work in my media player. the output log tells me: LogWmfMedia: Error: Failed to resolve URL img://../../../../../Unreal Projects/Bunker/Content/Movies/sec_cam_overlay: The scheme of the given URL is unsupported.
Hey guys, how can I make a first person cinematic, but from the location of the player? for example, a player dying plays a cinematic of the enemy attacking the player, but at the players location?
You made it to 2021!
Initially was going for the usual arch viz type cinematic, but i wanted to have some fun, plus this song...… Happy new year everyone!
Behance: https://www.behance.net/gallery/110581487/Zain
Music in this video
Learn more
Song YEAH RIGHT
A...
Hey guys, tried a cenematic music vid
Would love to get some thoughts on my work. Thanks in advance yall
Hey guys, why does the tonemap pass act like it's an additive blend when used with chroma keying, specifically with the composure "over" node?
Hey guys, is there such thing as a job in games specifically to make cinematics? Maybe something that shares a similar position to a movie/film job? (cinematographer comes to mind)
Of course there is. It's a huge part of game development 🙂
I don't even know where to begin with learning where to apply for such positions. I've been tinkering with sequencer for my effects, but not sure how to apply that to actual jobs
How much experience do you have making full cinematics from start to finish?
I've done a few 30s pieces, but nothing super fancy.
Do they want a reel/portfolio? What's the expectation to put in one?
Always a reel. Make a reel of super legit clips, better than anything in any netflix movie. Or at least as close to that as you can get.
Do you have any examples of reels / people to follow in this area?
I'd just look them up on youtube, cinematics demo reel search should do you well
Hello everyone! help to solve the problem. output in PNG format with alpha enabled. But there's a problem. Glass is now transparent even where it shouldn't be
hey everyone. is it still impossible to blend/lerp multiple Sequences? I want to make a mood/timeofday system using a Sequence per mood
Hi, I want to record some complex game-play footage from a different camera, how can I do that?
Sequence recorder and take recorder are missing a lot of action
I'm trying to get my level sequence but is there a better way to GET it other than CreateLevelSequencePlayer?
I already "create" it in another bp, but I just want to get the existing one and use it
As in, is there a cleaner way to GET the level sequence player other than Create
Could I create the level sequence in the game instance?
Or does it have to be inside a level? I just want a cleaner way to ref it
Does anyone know why this weird artifact is happening is UE4? I am using ray tracing.
I had some confusion about TPS character camera. How can I use Player Camera Manager efficiently? Can I use Player Camera Manager with any camera attached with player?
Any tips on smoothing out the spline points on a camera rig rail
i know this is a long shot, but does anyone here have a deep understanding of how Sequencer calls what camera will be rendered?
i’ve got an issue where some renders turn out fine, while other renders show the default map camera that’s set up on my level
it is entirely random
my camera cut tracks are set up correctly as well, all bound to the cinematic cameras
Does anyone know why my Z-Depth pass looks like this out of movie render queue? Using UE 4.26
I'm using the explosion from the FX Variety pack. I have dropped it into my sequence. The explosion activates on frame #1.
How do I delay the activation a blueprint driven effect inside of the sequencer?
I'd like to change the frame when the explosion starts.
Is it possible to use blueprints and do stuff with blueprints, and record the whole scene through sequencer?
I want to make an action scene and record it through sequencer not my screen recorder.
Hello guys,
I have some spotlights on my danceflor and put an heightfog to make the light visible.
Video: https://youtu.be/vK_kF5JVBls The thing is, that the light is turning completely off in the keyframe animation, but still leaves a light trail back.
And this is what I try to achieve: https://youtu.be/8KMQUheQdT0?t=46
Like I want to have it more instant, but still have this light visible in the fog. How can I achieve that?
make sure using EXR file format and then use either R (scene-space) or G (world-space) channel from it. Beware that the value from world-space Z-Depth sometimes is very large, so you have to scale it down to fit your case.
WPO is not working with foliage and instanced-mesh in UE4 currently, but nvidia version of UE4 fixed this issue.
I guess what you need is Take Recorder
excuse the @ friend, but would you happen to be familiar with how Sequencer calls for which camera will be rendered? @vale arrow
there's a rendering issue i've been stuck on for several days
I'm not sure what's the issue. But in general, I've seen many people not setting up the camera cut correctly. So be sure each Camera Cut is setup correctly and the range is important as well.
If the camera cut range is not cover your camera motion, then your rendering will not know which camera should be using
this is the really strange part. everything is set up correctly.
to give a bit of backstory, so to speak, the level i'm working on has a map camera that sort of functions as a spawn screen.
all of my renders are a coin flip. sometimes, they'll come out fine and show the cinematic. sometimes, the render will show the map camera i'm talking about. i have no idea why it's doing this.
and again, my camera cuts track and everything else is set up correctly, i know this for a fact.
here's where it gets interesting: if i have 0 warm up on my render, there is a 100% chance that the map camera will be rendered. if i have some warm up, it's like a 50/50 chance on whether my cinematic will be shown or the map camera.
this makes me think that the issue goes deeper than Sequencer, and has more to do with the game's PIE or spawn logic instead.
to give a bit of context, here is what a "failed" render looks like with warm ups enabled: https://streamable.com/1i6snq
and this here is a failed render, with no warm up at all: https://streamable.com/w6dzet
so, in order to fix this issue, i think i need to figure out how exactly the process of rendering works with Sequencer
i'm totally bewildered by this
what is your map cam? If you delete it and do render, will everything work correctly?
i believe the last time i tried this, another map camera spawned in upon deletion to replace it.
interesting thing to note: it is possible for PIE to literally just show the map camera. if that's the case, that means the game didn't spawn me in.
failed to find a player, so to speak
and... that's where i think the issue lies
this whole situation makes me think that Sequencer goes into PIE in order to render a cinematic
but i'm not 100% certain
there is no reason for Sequencer itself to be pulling from the map camera
You're correct. The sequencer is literally PIE and inject the camera-cut camera into player index 0
aha! that's interesting to note
brings me a step closer
then if that's the case, it's gotta be something to do with the game's bloody spawn logic
there's nothing else it can be
i know this because everything in Sequencer is set up correctly
in general speaking, the sequencer camera would override the player camera, unless there's some kind of scripts override the camera again
i think this is an important thing to note too, what one of the modders of the game told me
the map camera is used when you dont have a player
if the map camera is being shown, then you aren't spawning
I guess your game (or project) has custom logic. At least if you create a new project from UE4, everything is working fine. I think is's project dependent issues
definitely
well, your confirmation that Sequencer is PIE was actually really helpful friend
gonna be useful for the modder who's trying to help me out
appreciate your time!
you're welcome. If you find out what cause the problem, be sure to post back! I'm curious
will do!
How can I create seamless cutscene like God of War PS4 cinematics
Guys,I'm using groom for the first time. Can anyone tell me why my hair do not collide to the character's head when simulation is enabled?
This is not a easy thing to do if you’re not familiar with scripting or blueprint. But the idea is quite simple, what you need is blending between cameras and luckily UE4 has a node called Set View Target with Blend.
In your case, you start with the character camera. Next, for example, you step in an area, and it triggers a blueprint function which calls the blend camera node and starts the corresponding sequence. After the sequence finish, you call the blend camera node to switch back the character camera.
Can I use Sequencer or Matinee for gameplay camera animations?
Other option can be putting rig on camera
I think no unless you’re not using the default player camera.
I use UE4 primarily for cinematic output. I’m not very familiar on the gameplay side.
From my knowledge, the benefits of using Sequencer are you can pre-compose everything, not only the camera but anims and vfx etc. And it’s much safer to not touch your character camera.
I'm trying to trigger a blueprint based explosion inside the sequencer. How do I specify the timing so it doesn't fire automatically?
There are two easy ways to do this:
- drag your particle directly into your sequencer, so it spawns at the specific time.
- given you have the particle in level, you can turn off the auto-activation and in the sequencer you can assign the activation key
Thanks for the suggestion, but that does not work for a blueprint. When I drag a blueprint into the sequencer it creates a track but you can't slide the track around to delay that triggering of it.
What appears to be happening is that the blueprint immediately fires, then removes itself from memory, preventing your second suggestion from working as well. Even if I key auto-activation or actor hidden in game, the results are the same, no triggering of the effect at the desired keyframe.
Quick question: When I create my level sequence, I can't see it scrub through when it's playing, when playing the game. Is there a way to do that?
Sorry if that doesn't work for you. Could you elaborate the blueprint you're using?
Hey all, just had a quick question regarding sequencer exports, I'm getting this odd banding in several places in the exported video. None of this is present in the editor so I'm wondering what it could possibly be?
@vale arrow Sure, it is one of the Exposions from the FX Variety pack. You can get it free on the marketplace. Specifically effect #8.
https://www.unrealengine.com/marketplace/en-US/product/a36bac8b05004e999dd4b1d332501f49?sessionInvalidated=true
Hello everyone! I'm working on a recreation of a scene from the Ghost Recon Breakpoint Cinematic but I have been struggling a bit with the lighting. If you have any tips or tricks I would greatly appreciate it!
Here is my reference.
Hi everyone, is there a way to disable collision using a Sequencer? When I try to use collisions it shows numbers that don't seem to make a difference no matter what I set them to.
hey man, You wana play with the sky light and ambiance, but check these links they will help you out.
https://www.linkedin.com/pulse/unreal-engine-high-quality-settings-cinematics-daniel-stubbington/
https://www.youtube.com/playlist?list=PL5uQePynMSiL1tYAfK8aHSaLR3A_9V9RJ
Hello all, with Unreal Fest Online 2020 coming soon (July 14th), I thought I'd share some great cinematic settings for Unreal I have acquired over the past few years. There is a lot you can tweak through Unreal Engine's post-process settings to get visuals looking their best.
Man this is awesome! Thank you so much
Hey there, is there a way to export a camera with camera shake to an FBX? It seems on export it ignores it
Hi All, I have a character that is Set has Spawnable inside of a sequence and I want it to not be destroyed after the sequence ends, I have set it's Spawned Object Owner to External has shown in this picture https://i.gyazo.com/1235055010731017c2e09ad697322c62.jpg, but it still gets destroyed after the sequence is finished, any Idea of what might be causing this issue?
and there is another issue that I'm having with the same character and it's that some of it's animations are not being played, any Idea of what might cause this?
When rendering a sequence is there any easy way to obtain the current frame/time in a Blueprint, or do I need to create a time variable on the BP and control it as a track? Trying to have a frame-accurate video playing inside a scene and know I can pause and seek the video but need to know the time to seek to.
Hi, I'm making a previz in Unreal for the first time. And now I'm putting in the camera's and setting up my shots. I wanted to see all the shots I already have now in one go, so I put them all in the master sequence. But when I play the master sequence when it changes shots the perspective also changes back to the standard perspective. So it doesn't follow the camera anymore. Is there anyway to solve this? Or am I doing something else wrong?
Thanks in advance!
hi, does the new movie render queue have the z depth render pass like the old one (scene depth), all I see is the world depth which look red pink and not black and white. Or are they the same
Tks
Does anyone know how to create anamorphic bokeh like this?
I'm having an issue with the sequence. I'm modifying the Animation Mode of existing Actor to play animation. But after the sequence is finished it seems not able to play Slotted animations/Animation layers. And the debug window shows two ABPs after sequence is finished. They seems linked but only one is getting events.
The debug shows proper event in the ABP that shows no time tracking or any other activity.
timers stays like this statically
I just take a glance on the blueprints from this package. Those blueprint have function that it activates them on Event BeginPlay and that's why you cannot control them.
You can try Bake Transform.
R channel is scene-space z depth and G channel is world-space z depth.
Thank you
If anyone aware of this behaviour please ping me. I'm thinking of filing a bug report. Cause i can't find explanation.
you mean more () shaped instead of O shaped?
yep
I love you so much
maybe u can fudge something with that
although ue4s bokeh looks damn good.
i was thinking it was aspect ratio driven but it still makes circular stuff.
oh shoot I just saw that it doesn't work in anything newer than 4.22
It's a point of great contention that Epic removed the bokeh stuff. No real idea why.
@vale arrow I am playing around with routing an event track from the sequencer into the level blueprint, which triggers an event play, however, I am getting inconsistent results. Some events, trigger, some don't.
Inconsistnt results in different particle systems or in the same particle system but different instances? Because they have different base blueprint which has a different behavior. I think the right way to do it is you really have to modify the blueprint, or, you can extract the particle system from the blueprint and adjust it to fit you case.
It's an very interesting topic given UE4 trying to be a physical-correct camera. I never see people doing this and I would love to hear more.
thanks
anamorphic bokeh is unfortunately no longer supported, which is absolutely criminal
the look of the anamorphic lens is so, so much more cinematic than whatever method UE4 uses
but i get it, accuracy etc etc
i just don't see that justifying its removal
add a vignette and blue colour correction
Hello guys - I want to get into virtual cameras in Ue4 with an Ipad - however I didnt found any documentation about which Ipad to / not to buy. Is there any list of Ipad ( Generations ) I can/t use. Was thinking about buying a Ipad Mini / Air due the Price but im not sure if it would work - some Info would be much appreciated
Hi all! What is the best way to render out different lights on separate passes ? For example a scene with 3 lights would want to export a render of each of those lights contribution, separated. For each only 1 light would be active and the others off. Any tips ? Would I have to have duplicated sequences with overrides ? Is there a way to do this without having to duplicate sequences ?
Are event tracks in actor sequencer components gone with 4.26? Open old sequences crash the editor though they work fine when playing in editor, standalone won't play. Creating new sequences don't provide the event track option.
are u adding their mesh and animations in sequencer ?
Anyone try the nvidia audio2face yet? https://www.nvidia.com/en-us/design-visualization/omniverse/audio2face/?fbclid=IwAR2abcZ1rSvMM8AcHsC4aJgsHVfmunzBLvbusP9BZ-djeSdSbzFrBzbIL9g
would anyone happen to know of any settings within Unreal that can be enabled/cranked up all the way for the best visual fidelity possible?
aside from setting the engine scalability settings to "cinematic" of course
and uhm, post processing
Heya, I refer to this article from time to time. Has some handy tips in there. 👍 https://www.linkedin.com/pulse/unreal-engine-high-quality-settings-cinematics-daniel-stubbington/
was actually already looking at this one, but i appreciate the reassurance that it’s indeed worth taking a look at!
i honestly can’t wait to see how my cinematics turn out with all those settings
hell yeah, good luck ✌️
Hi @high salmon yes I have the animations set in the sequencer and I had them before in the mesh, but that didn't actually change anything, here is a photo of how I have it setup https://i.gyazo.com/f98d1fad98af9faa8e1108ee737a0c44.png, the Run_forward animation works and the only difference is that it is also in the Animation BP of the character I'm gonna add the other two temporarily to see if it works with that
So I added the animation to the Animation BP of the character and still it won't reproduce (Ignore the rotating missile, it shouldn't be doing that)
the part where the player is still with the rocket rotating is where the kick should happen, and after that the jump out and the run, and alkso for some reason the run is supper glitchy
Hey all, I've got a motion bur question. I've got a shot here with a camera parented to a moving car. I'm trying to crank up the motion bur on the environment but my car seems to be affected by it as well. How can I exclude objects in the same frame of reference? Thanks!
Hi, i'm trying to render shot from meerkat demo but i need only scene depth and actually it's rendering only black screens and it's happening only when i using custom render pass. Thanks!
Using blueprints in unreal can animate wheels in ue4 based on the location of the vehicle, like the start position and current based on event tick from the video from the channel, and the sequencer can animate the current position of the vehicle on a rail, so the vehicle moves along the rail but the blueprint only runs and animates wheel rotation in PIE, so how can I get the wheels to procedurally animate inside the sequencer so I can render it in a scene, I don’t want hand feed the values or render animation data to an CSV when the blueprint is running in PIE and then import that as an animation?
Hello everyone, i really need your help on this one, i'm using the new movie render queue but i can't get ride of this error "Error: Too many temporal samples for the given shutter " anyone encounter this and how can i fix it ?
and my particle are going really fast
LogMovieRenderPipeline: Error: Too many temporal samples for the given shutter angle/tick rate combination. Temporal Samples: 8 Shutter Angle: 0.200000 TicksPerOutputFrame: Frame: 1 Subframe: 0.000000 TicksPerSample: Frame: 0 Subframe: 0.025000. Consider converting to Spatial Samples instead!
How can I get cinemascope in ue4
If you know cricket... I want to make cinematics mean cutscenes for game... For the toss I want 2 captain to come but how I make that before match every time the selected teams captain comes and toss
Any one😷😭??
Check out this tutorial, perhaps..?
https://www.youtube.com/watch?v=Ao6HjoJFDCE
Tutorial showing how to make events in sequencer trigger behavior in the level blueprint.
Software:
Unreal Engine 4.25
Camtasia 2019
Music from https://www.youtube.com/audiolibrary/music?nv=1
- Twilight Train by Dan Lebowitz
- Daily Beetle by Kevin MacLeod is licensed under a Creative Commons Attribution license (https://creativecommons.org/li...
.
.
Does anyone know how to get the final render to look like the thumbnails I have inside the sequencer?
It looks like all my particle based lighting is not rendered.
Hey everyone, new here. Ive been using Cinema 4D for about a year and want to learn unreal for filmmaking and motion graphics purposes, and create animated short films. I know Unreal has a learning page with their videos, but was womderi3ng if theres any of you here who benifited greatly from specific video tutorials that got you on the right track. If so please share. Thanks and Happy New Year!
the cinematic movie queue/pipeline how do you specify engine scalability?
anyone know why a widget component on a actor BP would disappear/not accept input after setting a new set view target with blend?
guys any1 knows how to make a camera follow two targets
How can I manage different levels in one master sequencer?
how did you get the sequence preview to be a separate window?
you learn by basically getting stuck and researching, but check out unreal engines youtube video.
well one way is to make an actor blue print of your model and place a camera in blueprint.
@ebon narwhal It just pops up that way when I render my sequence.
So I have a mobile game I am making, where do I access the hud that the movement stick is on that controls my player character? i can't seem to find it. I want to add a jump button to the character as well and I cant find where that hud is located
Any idea what could be causing an issue like this on a render from moviequeue?
Clearly Motion Blur?
Double check your camera/object key frames are steady (if you have any). Something could be popping slightly causing a blur artifact.
Or it could possibly be a some kind of screenspace reflection issue. Good luck!
Does anybody here know if you can get camera cuts out from the EDL or XML? I know it's usually the shots in a master sequence. Would be handy to not have to conform all cuts into shots.
Hello! How can I add player interaction like a dialogue while my sequencer is playing? And after he reads that dialogue my cinematic goes on. Thanks for your help!
Hiii 🙂 I have a question regarding the cinecam actor. So I want the camera to start tracking a certain item but only starting from a specific point in time . There is the option "actor to track (look at tracking settings ) " but I have no idea how it works. Could someone help me pls
@gusty heath You can add actor to track as a keyframe on your sequencer, to do that press the icon with the red square. Then on your sequence you can select the actor to track at any frame you want.
Hey guys, is there a proper way to delete a level sequence actor that get's spawned when using CreateLevelSequencePlayer ?
New question if anyone uses this chat...Is there a way to get a ref of the sequence camera in the sequence director?
once I port my rig from blender to Unreal how would I face pose
or even move the eyes
For eyes, you could use the old uvs trick
For poses, I guess blendshapes is what you are looking for
Hey guys, was hoping someone could help me fix my camera... i broke it
it aims at the side instead of the back
@royal lotus is that for a cinematic?
technically its the 3rd person camera, I was hoping that someone in cinematic would know how to change the camera angle.
Would it not be the same or similar?
also dont have a bright ass taskbar yo 😛
@royal lotus in the outliner, right-click your camera and choose Pilot. You should be able to fly around in the camera (hold right-click + WASD keys).
when you've found the angle you like, you can click this button (top left) to stop flying the camera
Personally I would add a fresh new camera for this, rather than use the third person camera. That's under Place Actors > Cinematic > Cine Camera
thats a big help, thanks
I SS and saved it, chances are ill mess it up again. Only way I found that could fix it is deleting the project and redoing
which is no problem because my laptop couldnt handle much on the X drive and I just bought a 14T external so I uninstalled and then reinstalled it on there.
I meant C drive... not the X drive
would anyone mind explaining to me why you would touch shutter speed at all when you can simply adjust motion blur?
what other difference is there between the two?
i find that to be very confusing
Any high quality tutorials that you guys would recommend to get started? I'd like to get started doing filmmaking in unreal
Hello guys! I'm trying to make a CineCamera IN-GAME-ScreenShot with MotionBlur.
The only place i found for setting the shutter speed is under "Post Process/Lens/Camera/" but this setting doesn’t effect screenshots, they are always sharp.
Is there a way for a "long expsoure" Screenshot? Thanks!
does multi-part rendering for ue4 exist? i read about it online in some comments but cant find anything official
or in other words, how do i stop this thing from crashing during render due to insufficient video memory every time? i know about r.D3D12.GPUTimeout=0 but it freezes my computer totally
i have rtx 3060 ti, so while its not the best it should keep up
@honest sorrel What is your r.Streaming.Poolsize set to? I have a 3070 and iirc still defaults to 3000mb despite having 8gb. try manually changing the value in console to however much vram you have and, provided it helps, switch it in your defaultengine.ini so it sticks between sessions
so apparently mine is 1000mb? 😄
oh, ue4... 😂
Hi guys, I made a blueprint actor which can "erase" an area when the box hit it. The problem is when I use it in the level sequencer, it seems like the blueprint actor does move but there is no update. Is there a reason or is it because the level sequence isn't playing in "real time" ?
Musik by https://www.youtube.com/channel/UCzWdpFOflXTOk5Gsi2aJ67g
Sounds by https://www.salamisound.de/
Animation done with Unreal Engine 4.25
Rendering in Unreal Engine 4.25
Characters by https://www.mixamo.com/
Characters created also with makehuman
@gleaming escarp Thank you for sharing your art with us. Overall, I think it is a nice watching experience. Let me break it down by the specific parameters.
Environment: Excellent asset. Seems all fine and coherent
Lighting: Great tone and mood. Looks realistic and cinematic
Animations: Look decent. Did you do it manually or did you use motion capture clips? I would always go with motion capture when possible. It saves you time and looks more convincing.
Cinematography: Overall good. Part 1 stands out a bit. It has many quick and abrupt cuts. I would use this to indicate that something dramatic happens. From what I see in part 1, however, it is mostly an introduction to the world and the character. So, it feels out of place to have dramatic cuts when there is no major plot twist. You might want to try less cuts and longer takes. Check out this channel for more input on that: https://www.youtube.com/user/thecreativesidetv
Score: The background score supports the mood. I admire how you tied the score to the editing. This is a good idea. You just need to check if the editing itself fits with the story and the narration. I would put in dramatic score if there are major plot twists.
Story: This is probably the hardest part for most people. In this movie, I was not sure what the story is. This is a whole topic in itself. A simple trick would be to add some background narration. However, this could become an exposition dump. You can check more about the basics of story writing here: https://www.youtube.com/channel/UCFnskmQu5NjjJ2rooCSF7tw
Overall, I think there are many good ingredients in the movie. I think you can make it even better by tinkering with the cinematography and narration. Thanks again for sharing!
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Struggling to actually FINISH your screenplays? Watch this video training here: https://www.practicalscreenwriting.com/pl/146051
Thank you for your feedback. We will continue to work on it during the semester break. The points you raised will help us to make an even better film. Unfortunately, there was only limited time available, but as I said, we will continue during the semester break.
Looking forward to the final result. Keep up the good work!
Hey everyone! I'm currently working on a cinematic, and was wondering what the "correct"/"most accurate" motion blur values are for my cinematic camera (assuming a 180 degree shutter speed)
Looks coolbut
Hi,
I'm having some trouble with the movie render queue.
I've enabled HDR display in my viewport using the console variables r.hdr.display.OutDevice 6 et ColorGammut 4 to use ACES.
Unfortunatly I don't know how to export an image with similar settings using the movie render queue.
Can somebody help me ? :/
Colors in my viewport
Colors in the render
Console Variables
Thanks in advance for your help ! 🙂
(btw I've tried to put enable hdr ouput to 1)
I worked it out by updating to 4.26 et using the ColorIo method
how do I import a custom skeleton into Unreal?
I'm working with the "A Boy And His Kite" project. The project has animated instanced foliage that displays moving trees in the editor. When I render my sequence, the trees no longer move. When I select the trees, there is no object in the World Outliner for me to drag into the sequencer.
Is there anyway to get the instanced moving trees into my render?
Is there an opportunity to see blueprint animation called with custom event in the sequencer while scrubbing it? I know I can see it when I play\simulate the game but I need to see the result realtime in the editor while scrubbing sequencer
I ran into that problem using blueprint explosions. You can't scrub and see them, only trigger them in the sequencer using 4.25.3. I still haven't had a chance to upgrade to 4.26. I know there are some sequencer improvements in that build.
I'm in 4.26. still cannot scrub(
Smb told me if I tick 'call in editor' it can help me to vizualize bp animation while scrubbing timeline sequencer but it isn't working. This guy is wrong?
Hey guys,
what's the best water/ocean for stormy scenes?
I was thinking of:
4.26 water update (new in 4.26)
Waterline Pro 4.4 (https://www.unrealengine.com/marketplace/en-US/product/waterline)
Environment Plugin (former Ocean Plugin)
Physical Water Surface (https://www.unrealengine.com/marketplace/en-US/product/physical-water-surface)
I want to place a dinghy on wild waves.
does changing screen percentage affect the renderings done in sequencer/render queue?
I believe it does.
Does anyone know if there's a keybind to hold and move mouse to scrub the level sequence timeline?
Hey, is anyone having a problem with the media player not saving the video. It only plays in the simulation I run if i double click it in the media player
otherwise everytime I open it I have to reselect
trying to create an animated billboard in game
hey all, does anyone know how to get media player to recognize virtual webcam, like OBS virtual webcam? i'm trying to do it for a project but I can't get it to recognize anything but my real webcam
not sure if this is the right channel to ask this, or if this is enough information; after playing a cutscene in UE4 my players camera moved, why is this?
like its now down between my characters legs and instead of being behind my character for a 3rd person view its zoomed in like a first person view
after cutscene
before cutscene
if you might know why this is happening, please @ me
yes, only if you set it in PPV
you have to tell the media player what video should it plays. you can do it by two ways:
- go to blueprint and reference the media player and call Open Source to load it: https://docs.unrealengine.com/en-US/WorkingWithMedia/MediaFramework/HowTo/FileMediaSource/index.html
- or create a sequencer and use media track to load it: https://docs.unrealengine.com/en-US/AnimatingObjects/Sequencer/HowTo/UsingMediaTracks/index.html
Illustrates how you can play a video file inside a level on a Static Mesh with the File Media Source asset.
Demonstrates how to use the Media Track in Sequencer to control play of movies inside a Level.
Hello! Does anyone have any solid recommendations for dealing with particle effects in Sequencer? I absolutely hate working with them and they kill my desire to continue working on my project.
The main issue I have with them is that they continue playing even after I've paused or restarted my cinematic
So I have to manually go through each one and tick a random box on/off in order for the particle effect to stop playing
Very, very frustrating
perhaps you'd be able to give some pointers lad? @vale arrow you seem quite knowledgeable
not quite, I'm only good at some areas
anyway, from my experience , sequencer cannot do timed particles, it can only triggers on and off
If you want to add particles in character animations, then you can achieve timed particles inside the animation.
damn, no worries lad. good tidbit regardless, will keep that in mind.
Nerf, you could put a blueprint into the level that contains the particle system. Include it in Sequencer, then use a sequencer event to trigger a custom event that disables 'Active' in the particle system.
Trying to get the the drop down from the filmback struct but I cant find it anywhere.
I can get it for the Lens settings but not filmback. Anyone know where it its and how to access it?
hello, I'm here to complain, the sequencer should automatically define padding based on number of frames. what situation would you ever not want that?
that is all
Hey everyone! I've got a minor issue I want to solve here: I've set up a custom animation and a scene for it, and now I'm going to add the camera in a sequencer. The thing I want to do, is have the focus of the camera track the character's eyes. I have set up sockets for the eyes with no issue, but I have no idea how to get a camera focus actor spawn in the scene where the socket of the character is located and follow it through the animation. Is there any way go about doing this? Yes, I could manually focus through the animation, but I'd like to know how to do this regardless.
Hi all, I need help with the Animation tracks not updating into sequencer. I downloaded the .fbx animations at 24fps from Mixamo, and some Free Marketplace Animations. I imported them, and are displaying correctly in the engine. Those Animation Sequences are not available in Sequencer, but they are in the content folder, and are SK_mannequins' export. How do I add the Animation Tracks to display in the +Animation Track drop down? Am I missing a step? Please assist, I researched in Docs, and failed to find a solution.
#RESOLVED
how
Anyone know what the new version of the "Render Movie" node is in 4.26. It would usually work off "construct Automated level sequence capture" but is no longer an option?
This is the new a siren;s call 2 intro to the game when you launch it. This video is subject to copyright.
hi everyone, how do i get rid of these lines from the decal (i only want the decal to project on 1 side of the surface?
Hi everyone! I'm currently working on cutscenes with the sequencer, and at times I'm using the camera blend to switch between two cameras (the thing on the screenshot). It is working perfectly fine in the editor, but when I build the game, the camera blend doesn't work properly at all. It can begin earlier, playing twice in a row... And each time I'm launching the build, the bug is different, so I have no idea how to fix it. Would someone know what cause this problem?
The only thing you can do is reduce the size of the decal so it doesn't project over those sides
hmm it looks like you didnt unwrap them accordingly. you can also try changing their uv cord.
not sure if this is the right channel to ask this, or if this is enough information; after playing a cutscene in UE4 my players camera moved, why is this?
like its now down between my characters legs and instead of being behind my character for a 3rd person view its zoomed in like a first person view
before cutscene:
after cutscene:
if you might know why this is happening, please @ me
can also provide more information if necessary
Anyone know if you can record sequences while in gameplay? For instance, if I wanted to manually fly a jet I've created past a camera and then have a sequence of it, instead of animating the jet? Thanks!
Hi there, guys!
I wonder if any one faced the same strange behaviour of the sequencer: it's play rate is NOT corresponding to sequence's FPS. For some reason, I have 2+ times slower playrate than 25fps.
well.. looks like it was a CPU overload of some sort... 🥴
Using my rendering settings from 4.25 Im now getting this message in output log while rendering in 4.26.1
Should I fix that it says or just ignore?..
@supple wasp Worth checking Focal Length on your sequence camera
will it affect my players camera afterward?
It looks like other image have higher zoom/ focal length value. Do you use same camera on character and sequencer?
different camera
try use same settings on both cameras, sequencer camera will override all other settings
mkay
For our project, the programmers coded a function that resets the player camera position and I call it with an event during the sequence, maybe you could do something like that. ;)
Does anyone here know what "delay every frame" in sequencer is good for? I tried using it today for my animation, hoping it might settle post processing a bit (everything in UE4 looks a bit jittery constantly, so I had the idea that maybe it would be more stable if it had more time to render every frame), but all it did was cancel out motion blur, cancel out animation trails, and run particles in real time, unaffected by the frame delay. Is this a new feature? Have got the wrong idea here?
EDIT: I also noticed that some geometry at the edge of the frame pops in if I leave delay every frame off (see left corner of the room at 0:02). I don't want to see that ever, but it's probably not strictly a cinematic problem.
How come the CineCamera Stopped working for me?
the error message is very clear, your shutter angle is too low. In generally speaking, you should set it to 180
most likely your cutscene(sequencer?) change your camera setting and you didn't change it back after finished the cutscene. For cinematic cutscene, it's much safety to use another camera than using the same in-game camera.
ic 🤔
We are trying to render a sequence in 16:9 but the cameras hade a letterbox at 2:35-1. Unchecking the setting "constrain aspect-ration" in the cameras properties doesn't help , it still renders whit letterbox. Has anyone encountered this problem?
it takes a while for the wind direction to effect the foliage on play is there any way i can have the wind already going when the scene starts
does anyone know how to select the degrees of freedom, and limit the bone rotation of bones? I need to know this to create a control rig and restrict some bones.
Hi guys
Can you please tell me, if it is possible to found my unreal movie if I'm doing a fan project with famous character but new story?
And how do I do that? Any advice would help!
Thanks!
Hey all, having an issue where my recorded vehicle animation isnt showing up in my Movie export. I recorded a quick take in take recorder and brought the shot into another sequence I had prepared. It played in editor exactly how it should, but when I export the film with Movie render, everything is there except the vehicle...
that's the vehicle from the take recorder shot
In editor it seems fine, just wont export with the rest of the scene
Is it possible to apply a texture or replace the texture of all objects using a post process material, using the UV of the individual objects?
Or somehow read objects UV coordinates with the post process material?
You can use a material parameter collection, here’s some info: https://docs.unrealengine.com/en-US/AnimatingObjects/Sequencer/HowTo/TracksMaterialParameter/index.html
Describes how you can update Material Parameter Collections within Sequencer.
When I render the sequence, everything except the vehicle shows...
stupid q. but are the vehicles dragged to the sequencer...?
i see, trhats all i've got
I just tried out 4.26.1 Rendering passes and every frame appears to be the same as frame #1. When I render to .jpg, it worked fine. Is that just a bug in the new release?
@inner junco well I’ve pulled the shot over from take recorder folder and dropped it into this level sequence. Then If I expand that take recorder shot (double click) and open it up, there is a static mesh inside it and on that there are the transforms
Two wills there, that was confusing.
Heres the level sequence, and you can see the "shot" from take recorder that I made in the Shots track
If I open that Shot, inside are tracks from the recording, the vehicle mesh, its transofrms, etc, all nested within
Are you saying I need to have another static mesh of the vehicle in the level sequence?
negative
i think that might be it broseph.
ahh, so it wouldnt take that from what is being stored within the Take Recorder shot
i just mean what ever made all the dead_brown_ elements. If the hummer isn't in there ( I dont know if the BP_hummer is your hummer + animation _
that would explain why its there in the editor
but not there in the sequencer.
lets give that a whirl....
okay I tried adding it to the level sequence, saved all, then render again, still not visible in the export.
Whats odd is that I can see it while I play the sequence in the Sequencer
open uip a dead bush for example
you have to add transform information / and whatever else is under there. I assume those were recorded w/your take yes?
i see they are keyframed.
right now theres nothing under the bp_humvee u brought in the sequencer
I see what youre saying
So, how is sequencer using the Take Recorder shot that I have in there?
It has all the car info, it's mesh, its transforms, etc
Because this is what im seeing in editor
In editor, the Sequencer is actually palying the recording of the animated Vehicle from that SHot
IMMM sorry
i get what you mean now
i thought it wasn't visible in the sequencer. but the other sequencer is referencing the anim from the other sequencer. I'm not sure how to solve that.
copy, thanks for responding, quick question, do you know how I could make the vehiclefrom possessable to spawnable? is it a matter of changing it in the details panel?
okay I think I figured out a way to do it. I opened up the mesh from the take recorder Shot, which has all the transforms from the recorded performance, and copy and pasted them into a BP_Humvee blueprint that I dropped into my level sequence
Nope, strike that, still doesnt appear lol
so i cant figure it out, so I just dropped a static mesh of the vehicle in the world, added it to the level sequence, added the BP_Humvee animation from the Take Recording, copy and pasted the transforms over to SM_version of itself in the level sequence and it will appear in the export at least, however it doesnt give me the wheels turning like it did in the Take Recorder saved shot. So stupid, UE4, just make it intuitive...
congrats for getting it going sir.
i had to make dinner for family.
That might be the way you have to do it
I just capture frames from the sequencer to comp later.
I think your shot will work
just give it a jarhead color correct.
i cant really see the wheels anyway.
cheers, Will, much appreciated
anyone knows how to get a media track (video texture) to playback correctly in sequencer using Render queue ?
i'm trying to export a HD render from render queue, but the video texture playback seems a lot faster that what it should normally be
the video texture is loaded into sequencer as a 'media' track'
Hey all, I'm using Sequencer to move a camera around and I wanted to keep the player pawn using this camera after its finished. I've replaced the pawns camera with a CineCameraComponent and I've tried animating both the Pawn->CineCameraComponent and the Pawn... as well as a placed cinecamera in the world. However When the sequence is done it doesn't seem to stay. Or if i get it to stay ,when the next sequencer runs it doesn't follow that one
any thoughts?
https://www.artstation.com/artwork/aYXag8 Got the Metahumans rendered with Movie Render Queue in detailed lighting mode... Looks like the collar of a metahuman female for a second disappears... Any ideas why that may happen?
I would suspect it’s something to do with how it’s rendered? This can happen with particle effects that are gpu generated instead of cpu generated. They won’t get drawn if ue thinks they aren’t visible, so they disappear suddenly.
Hello Peoples, anyone kind to Help me short
with cinematic sequencer and wind i add into my scene. when i start record the wind dosent affect the Flag. Only when i hit Play Character its moving and blowing. Thanks
Man I'm still having trouble rendering out my Take Recorded shots with Movie Render Queue.
Inside Take Recorder, I pilot a vehicle and record its movements. A shot/ level sequence is created (called Scene_1_18), and when I open it I can see all the vehicle's transforms, movements, animations (wheels turning) etc on the timeline.
I add a cinecamera to the scene and replace it as camera cuts designated camera. I add transforms to the cine camera to follow the pre-recorded vehicle from an angle I like better than the BP driving camera. I play the level sequence back. I can see it all working.
When I go to Movie Render to export, I see my shot, I see the elements I added all there, I dont see a vehicle. But its right there in my sequence.
Is anyone able to figure out where I'm going wrong please? Attaching a video as I walk through it quickly if that helps.
Hi!
How can I set the length of a shot?
Hi all, quick question, I'm working on a character and would like to do a sort of turnaround where the camera rotates around the guy (something like this but slower : https://www.instagram.com/p/CLJwgfBKxL4/?igshid=n52w0yj12sdd ) is there a way in unreal for the camera to always look at a specific point in space, kind of like a target, even though I will be moving the camera downwards, so I don't want it looking at the head all the time for example
can you add a hidden actor and set it to track it?
@onyx mountain FindLookAtRotation in KismetMathLibrary
Just circling back, can anyone pick out where I could be messing up that sequence to leave the vehicle out only when it exports to video?
Did you playback the sequence after hitting play in editor to check it works? Movie Render will play the level, and things can override the sequencer keyframes like motion inputs and blueprints.
yeah it plays back fine in editor in the Sequencer, check out the video link I posted. I can see everything perfectly. Only when I render does it disappear
Hi,
Has anyone ever managed to get The Memory Streamer to work to build a Killcam system?
https://docs.unrealengine.com/en-US/TestingAndOptimization/ReplaySystem/Streamers/index.html
Am I on the right channel for this?
Maybe it's more of a topic for the C ++ channel
Overview of the Replay system for recording and playback of gameplay
Try hitting Play (to start the game) before reviewing in sequencer. If you have blueprints or code listening to EventStart/EventTick that may affect your sequence, but it wouldn't show up if the game code isn't running.
It's a really nice looking shot btw!
Hey guys! I have a problem where I have a master sequence I want to render from with 3 different shots with the same camera. When I press render it renders a camera at 0.0.0 for some reason. Any ideas?
I tried adding camera cuts to every single one of the sequences
Some frames it renders correctly
and some end up like this
I figured it out! Camera converted to possesable - works perfectly
Hey, @lilac cliff I didnt try that, the game does play and the vehicle is there, I can possess it if I keep it set to Possessable in Details with Player 0, or not if I just set it to spawnable.
Something I did find during the render though as I let the export run, the vehicle shows up midway through in a stationary position. So in playback its actually moving across the ground with animation, but in rendering it's stationary while it reenacts its animations (see clip)
You cant tell because of motion blur, but during the export render I can see in the preview pane that the vehicle is animated.
So any idea how to solve this? The vehicle is already keyframed in the sequencer, it can with location transforms from Take Recorder. I dont understand why it would be leaving them out now...
(apologies for wide screenshot) 🙂 but you can see, the sequencer has all the transforms recorded from the Take Recording, it plays back normally...
So I think I figured out a small part of the problem, the vehicle was on a different level, which in and of itself I didnt think would be an issue since the level was set to always stream, but putting it back on persistent and now the vehicle does show up when the Movie Render starts. Small step.
However.
The vehicle wont move forward. The wheels turn, they move like theyre hitting the bumps on the ground during recording, and during playback, but not when the movie is rendered. The vehicle just sits there.
Any reason why the animation would ignore the location transforms?
Does somebody know why DOF is not working on my waterplane? It does not get blurry at all.
Guys, I was making a sequence cutscene yesterday, saved and closed everything. Today I open up my project and there is one Actor that shows with a grey name. And all the keys are gone.
What does it mean and how do I recover it?
Hi ppl! I am trying out Render queue and I am having some issues with my alphas. I dont know why this is render like this. Could anyone give me any advise?
This are my settings
Can you change this in Blueprints?
So the ongoing Movie Render/car BP saga, still looking for help if anyone can help identify the issue.
I did a test with the third person blueprint to confirm. See video, the first clip is with 3rd person blueprint recorded, and 2nd clip is with vehicle. As you can see the vehicle animates but never moves.
I used take recorder for both, each possessable in turn. I recorded the movements. I created a new level sequence each time, added a subscene track, added each take. Added each a camera cuts track, added the cinecam from each
I Disable "Auto Possess Player" before rendering out otherwise they dont appear in the Movie Render export at all. So I remember to do that.
The 3rd person, as you can see, renders exactly how it was recorded. Player jumps around. Perfect.
When I render out the sequence with the humvee driving, it doesnt move like it does in playback. The tires and hydraulics animate though as IF it were moving, but it never actually changes its position.
I've done both of these exactly the same, so should I assume the problem is just a vehicle blueprint issue? Bug? I followed the documentation exactly on building a vehicle, and it seems to operate fine otherwise.
Has anyone had success recordingh pilotable vehicles with Take Recorder and then Rendering out the footage?
Hi Ladies & Gentleman,
I'm quite new to Sequencer/animation, so I need some guidance in a situation, where I want/need to animate (for now simply show/hide) certain objects imported with Datasmith. Since there are a lot of objects(Child) (hundreds) I thought I simply "animate" the "Datasmith scene actor"("Parent"). Is this possible? If not, what's the best way to deal with this?
Hey guys, Im new to sequencer and I want to just reproduce an animation to make some tweaks in a VFX that Im working on. When adding the animation to the level sequencer, I can see the bones moving but the mesh isn't. Any idea of what's going on?
Never use that before, but it seems like you are getting the category instead of the actual var. It's just a guess, but try changing the var name to see if the name in the properties menu is still the same or if it changes
never mind I think I found it is a parameter but no idea why that one just spotted 🤔
A regular SK mesh just worked out, the others were Characters type that Im generating the mesh at runtime. Maybe is due to that..
So for characters, when you add the SM to the sequencer, you add an animation to it correct? And you select the shot from take recorder and it animates it, both in engine playback and at render time?
^^ @proper loom
Just wanting to share a clip and introduce myself -
I'm Matthew. Canuck living in the heart of New Zealand.
I've been diving into UE4 for the past couple years. Learning through much failure.
This test scene is focused on custom made grass assets using the pivotpaint max script. I'll provide a few images of some of the process. - Cheers
Here is a quick look at the assembly + the DIY textures assets.
Yup. For SK it works just fine. It works too with the default Character so it may be in the way Im generating the meshes, which is fine I guess
So I was watching a tutorial on Sequencer and another general question, or maybe more of a realization, popped into my head. Are you not actually using the player character (the one you control) for the sequence, or the NPC that's in the world, but rather an animation with the appropriate skeletal mesh attached? I've been trying to make a dialogue interaction happen between a PC and an NPC, but even though I have the "NPC" character tracked, neither the NPC or player character are not spawning when the sequence is triggered. They disappear from the world.
Can anyone recommend some good sequencer tutorials in relation to multiple characters or when spawning characters for dialogue sequences? I've been struggling with this for weeks now and I'm not entirely sure if it's just me or this template I've been using.
Depending on what youre trying to do, you can animate using take Recorder by recording a piloted character, running around etc, then put that recorded action into sequencer with a subscenes track. That's by adding a BP character to the world and then sequencer will play it all back for you.
I havent used Live Link to record character AR performance, but that works the same way. Here's the link to the doc for it... https://docs.unrealengine.com/en-US/AnimatingObjects/SkeletalMeshAnimation/FacialRecordingiPhone/index.html
Use the Live Link Face app, ARKit, and Live Link to capture facial animations and apply them to characters in Unreal Engine.
You would then overlap the performances if there are mulitple characters
@honest urchin I'm honestly just trying to have the character be in the space. They aren't showing up in the sequence when it's called so you don't see anything.
Hi everyone. During camera movement the leaves on this tree get blurred in what appears to be unwanted motion blur or some type of bug
Any ideas how to fix it?
so whe nyou go to render the movie youcant see it, or when you are in sequencer doing playback
Sequencer is so confusing in this regard. The answer is “it depends”. Sequencer can possess your PC but it by default captures a spawnable version of your character.
when I render he movie to a video file, they do show. But when it runs in game, it does not.
hmm, okay I was going to say if it was NOT showing in render, could be that the BP was still set to Player 0 under the pawn settings. I notice if I do NOT disable that, the sequencer wont render out that BP character. I'm not as familiar with in game use of cinematics unfortuantely.
Working in Sequencer in a linear workflow - how can I add a shot in the middle without having to manually move all the keyframes that come after that?
Feels like hell right now if I wanna make substantial changes
Hey guys, I have trouble rendering out a sequence - unreal simply opens a new window and records a new file live from the vitural camera vive rig in stead of rendering out the sequence... what to do? https://www.youtube.com/watch?v=YY-YnGzBnTU
This is a problem I've consistently run into, and here's my analysis so far. Rendering the video effectively "hits play" in the background, meaning all your input events are firing and overriding keyframe data. If you are using Take Recorder, try switching to spawnable actors. I am guessing you're using possessable. There's a few other options too, including unbinding your VIVE motion tracker before rendering out, then it will stop overriding the keyframes.
Hi! please help i am getting mad with this issue. Left is in movie render queue, Right is in sequencer render. Why leaves are disappearing??? is happenning in all shots. Only in movie render queue.
please i really need help i am trying to solve it all day
here is happening in just some of them
here is not happening to the bushes but yes at some trees near and at distance
Anybody experiment the same at some point?
how can i solve this??
Is it normal that movie render queue takes 12 minutes to warm up? im rendering cinematics. How to optimize render times?
does anyone know why the focus (DOF) effect results different in the Sequencer render (Media Queue) than what I see in the editor (with the viewport locked to camera cuts)? I'm trying to render a shot that has very shallow depth of field and playing in the editor from Sequencer looks perfect but then it results in out of focus in the render.
I have to keep adjusting it until it finally shows correct in the render.
Same problem as in this thread: https://forums.unrealengine.com/development-discussion/rendering/1575166-cinematic-depth-of-field-resolution-dependent
Is it intended?
The cinematic DoF looks completely different if you see a shot in window mode or fullscreen.
Window
My scalability is set to Cinematic, bust still DOF looks different in render
Same issue here, look like the amount is bigger in render
how do optimize render times i am doin cinematics trying achieve best qlity in render
my warm up of 60 frames is taking 12 minutes
Regarding render warm up, how many particle effects are you employing in your shot? A lot of dust? It’s a very wide shot so if you are then it would have a lot to do? Also how long does render time take after warm up? Same speed?
What are your anti alias settings?
no particles, just foliage
this is the shot, btw i had issue here with foliage
left movie render queue, right sequencer
after warm up it takes 2 minutes or more per frame
at 4k
antialiasoverride none 8 Temporal samples
so i ve seen the rebirth cinematic tutorial of quixel. Dude he render 240 frames at 5k in seconds...
just foliage (and landscape grass)
how that take so small time and my shot is rendering so slow?
and if i dont have any particles i dont need warm up?
about this issue with foliage after doing some testing is solved when deactivate Use LODZero in Game Overrides inside Movie render queue. But why this happens?
now because of deactivating this warm up and render is faster, 2-3 frames per minute. But still far from the quixel rebirth cinematic tutorial. He render 240 frames at 5K in seconds with megascans assets. How is possible to achieve this superfast render time?
The lighting in the viewport and is from a BP that has a EventBeginPlay node at the beginning
When I render out frames in sequencer (one frame on left of first image) the lighting is not on or animating, and thoughts on how to correct this so I get the light in the rendered frames?
Messing around with Unreal Engine, After Effects and the newly tested MetaHumans set to be released with unreal engine 5.
#AfterEffects #UnrealEngine #ArtificialIntelligence #Horror #SciFi #UE5 #MetaHumans
Check out what you can do with the MetaHumans: https://youtu.be/xFBqvRjbxxk
When it comes to baked lighting errors from intersecting meshes, is two sided lighting and materials a fix?
So im making a trailer with premier pro and i noticed that it lags alot and mess up the screen , im new to it im not even sure if its a professional app
Is it normally a lagging app
Hope DC doesn't try to sue that developer
I think "metahuman" might be a copyrighted term
Does anyone know why in take recorder, it always sets the start of the recording at like from 140000? I feel like it's setup incorrect for frame range somewhere but haven't been able to locate where it's set.
Does anyone use premier pro? If so Ping me please
Hi, iam rendering in movie render queue with game override cinematic settings and disable streaming textures. But i am getting blurry texture like is over streaming pool size. This happened from one day to another. Before it was rendering right. What could be the problem??
Too many temporal samples for the given shutter angle/tick rate combination. Temporal Samples: 8 Shutter Angle: 0.000000 TicksPerOutputFrame: Frame: 400 Subframe: 0.000000 TicksPerSample: Frame: 0 Subframe: 0.138889. Consider converting to Spatial Samples instead!
What does this wanna tell me?
I second this question
hey, in a cinematic (level sequence) can I make an actor only part of it for a duration? like editing the playback area but for a track (actor / mesh whatever)
Yes
Convert it to a spawnable and right click to set the behaviour after the end of the clip
@noble meadow
Or expose the spawn track and keyframe it
hey everyone, might be a noob question but I cant find whats wrong - when I render my sequence to frames unreal saves out 10 copies of each single frame. Anyone know what might cause it?
Hey guys why is my path tracer still very noisy on export even if I have ver high samples per pixel ?
Plz halppp
It only happens when I turn visibility of my su level on, even if there’s nothing in my sub level ?
Makes me think it’s not compatible with streaming levels
I found a great tutorial with this. HOLD..
Welcome back everyone! Today we'll be taking a look at how to fix the terrible Depth of Field that comes by default in UE4. With a simple console command we can improve the quality of our renders as well. Enjoy!
NEW INSTAGRAM: https://www.instagram.com/williamfaucher.vfx/
Render Comparisons: https://imgur.com/a/XHUPFVm
This vi...
the problem is, it is different in viewer than render. But this method lets you lock it in with the command line / other commands in the render queue.
Thanks! I've seen that video before but didn't connect the issue with it! It works! Indeed setting r.TemporalAA.Upsampling to 0 fixes the screen resolution mismatch in the DOF effect.
It makes sense now, since it's doing upsampling based on screen resolution then the effect looks different depending on this.
Hello! I'm sort of new to using the movie render que in UE4 and having an issue with my renders. So i've been working with OCIO more specifically using an ACES config for my final year uni project, it all works fine in viewport; but when rendering i'm getting weird colour issues and cant find anything on it online. Thought i would try my luck here :')
an example image of the crazy colourss
some renders its a bit more subtle but seems to happen alot in highlights of areas or higher exposed areas?
hey i'm trying to export with path trace using the movie render queue but i cannot seem to be able to override the sample per pixels .... i've tried in so many different ways but no luck sofar
anyone ?
Hi. Can anyone give me a mile high explanation of the difference between a 'shot' and a 'subscene?'
Actually, I think our team stumbled on the answer just now: 'Shot' is the legacy name for Matinee's version of 'Subscenes?' In the source code, 'shots' are of class 'subscene' now. Unless anyone has any further clarification, I'll run with that.
...or maybe... in Metinee shots seemed to be containers for cameras? I don't get it. How do I even Unreal???
Hey there, how can I play game and have it start in a cinematic without a character?
basically how can i convert my cine camera to a player
nvm got it
@formal tiger if you set your game mode to have 'none' for the default pawn, then the system won't spawn any pawn for the player.
@warm dune i just watched the video @inner junco posted and it looks like a really great solution to the "halo" DoF effect, however, it's not working on my end for some reason. would either of you know how to fix this? when i execute the console command, this is what i'm seeing: https://media.discordapp.net/attachments/131553429909798912/814331928223285248/unknown.png
i've also unticked Temporal Upsampling in the project settings, but i'm still getting the ugly halo effect
@barren lagoon i believe you don't need the ""'s
that guy also posted another video which pretty much does it as a post process in davinchi/nuke/whatever compositing software @barren lagoon
Here is the much-awaited Anamorphic Depth of Field tutorial that you have all been asking me about. I apologize in advance for the long introduction, but I really had to clarify a few things beforehand.
Hope this helps you out!
This video is NOT sponsored. Some product links are affiliate links which means if you buy something ...
once i have recorded a take with live link how do i then apply that to an overlapping series of animations ? any tutorials out there that show the next step after recording the face capture to making smooth cinematic character dialogues ? I would really like two people talking to each other while performing various animations, like walking down a street, in sequencer.
Are you capturing in take recorder? I think TR lets you layer new takes over previous ones.
First attempt on an idle pose for people interested in looking at hatchet jobs
I will give it a go and see if i can layer it onto movement! Thankyou. Ideally someone out there has a video tutorial for setting up the scenes, adjusting for camera locations, eye contact, etc and would be kind enough to link it here if they see this 🍻
so i am trying to attach a particle to characters and although when i scroll through the sequence it works, when i render the video, the particles fly away, i have them attached in the sequence And in the level.... what am I doing wrong?
@normal thistle Well, you don't have to use sequencer exclusively to make cut scenes in unreal. You can for example make your cut scenes in some other external software, and export it in some plain text format e.g. XML, and make a parser in unreal and create it either at runtime or at design time ( Design time is slightly more complex, but still doable 🙂 )
E.g., XML driven, random camera cuts between three cameras, no sequencer, at runtime
https://www.youtube.com/watch?v=d0sEb8PchDQ
Guys, I just want to record the game itself, nothing fancy, but all the tutorials out there are for making recordings to be used inside the game.
How can I use Unreal 4 just to record what's in my Preview window? I want to record my menus
What is the difference between the take recorder and the sequence recorder?
sooo... using sequencer. I want to keyframe the transform of an actor location and rotation but not the scale. I want to set the scale programatically when the sequence first starts with an event (playing back different SKM's which each might need some scale loving to make them all similar to start with). The issue is as the transform is keyed the scale is being set every frame and overriding my values. I cant figure out how to either say "ignore the scale on the transform each frame" or to go "hey transform on this item, set your scale to X on frame 0) so its the same value for the rest of they sequence
And it was a simple fix, when adding the transform track it adds all 3 values to the track but they are not connected lol, I didnt know I could just delete the scale track itself.
Is Motion Blur possible with ray tracing and rendering out of Sequencer (Movie Render Queue). I've tried all sort of settings (PostProcess, Antialias samples) and I can't get any motion blur in the rendered output.
This is with 4.26
Ah! never mind, it seems that when outputting to ProRes video some of the postprocessing settings are not being applied (including color correction)
Hi! I'm a little confused since I've setup a track & camera, and keyed it in my sequencer, but when I render out the animation it tried to use my character's game camera instead.
Questioooooon friends
We have cinematics (using sequencer), we pause the cinematic, to show the dialogue system, but this pauses the animations of the characters involved in the cinematic... I am curious if anyone has done this in the past? Because I would love to have the characters in a "loop" while the cinematic is paused, and then after we move the dialogue, for it to keep going
Loop the characters animation inside the sequence pause the key frame where you want the camera to happen drop the dialog onto the sequence so you know how long to loop @regal hare
@regal urchin what happens if it theorically forever that it could loop? For example there's no time out for the dialogues, so they only progress until the player presses a button, can I do that? loop forever inside the sequence? while it's paused?
hey guys, I need help. I might be doing something dumb so please let me know if you spot what the problem might be. Basically I'm trying to make a sequence with a vehicle actor moving in it so I tracked its position in the sequencer yet when I hit render its not moving
how to make camera follow a target in sequencer
hello ppl 🙂 does anyone have experience with rendering out Object IDs (cryptomattes) ? Is there any good way to make them work consistently? Every time I render out a sequence they keep randomly changing. If only the random colors changed, it wouldn't be so bad ... but I keep getting colors assigned to "sub objects" (sometimes it assigns by material instead of by object it seems), getting repeated colors on the same render, etc ... Is there any way to somehow control the ObjectID color assignment?
Will Faucher has several videos on the subject. He finds that using the Stencil settings works better than Cryptomatte.
Welcome to my channel! I've been working in the entertainment industry for the past 11 years. Some of my work includes VFX/CGI shots in Marvel's Black Panther, and HBO's Watchmen. I'm using this space to share as much information as I can about the industry and techniques to improve your art. Enjoy!
Unreal Engine, CGI, Photography, Digital Art.
Export animated visibility workarounds ?
Hi guys, i wonder if someone can point me to a working quick`n easy workaround of getting my animated Visibility channels from maya to UE sequencer.
What i am currently thinking of is to copy Visibility track curves into custom attribute, then export via FBX and import into UE.
Then, somehow, connect thouse custom tracks to material transparency.
Any thoughts on this?
Hi Guys, please help me! I'm trying to render out one single shot from MeerkatDemo and I can't. Here is Log Message:
btw, I want to use MovieRenderQueue for that
Hi, somebody knows the self shadow is disappearing at distance? No LODs
Hi, somebody knows why the self shadow is disappearing at distance? No LODs
My aerial shot look with no self shadow in foliage
Hello, I'm trying to make a looping camera shake and I set oscillation to -1, but it doesn't work. What can I do?
heeej im using unreal engine for the first time and very confused heh. i made three 3D objects in zbrush that i imported into ue4 as actors and i want to film/record them moving, but i dont understand how to make them move - one of them is a spiral ish that i want to move as a tornado around one of the other 3D objects, does anyone know how or have a tip for a good link? im really new. i have blender installed and dont know if i should add bones into it, but also dont have any experience yet and im just very confused about it all heh. hope it makes sense
Hey guys, I have some level sequences in my game, but when I play the game, they're appearing to be half way through, then jump to the beginning when I trigger the overlap to play them, anyone know how to default them to the start?
can you send a screenshot of the sequencer?
So the church here isn't on fire, but when I first load up the map, the church is on fire which happens halfway through
hmm yea I don't see what's the problem 😦
maybe it's in blueprints but I've never implemented a sequence into a game
Hm okay, is there a way to reset it back to frame 0 in blueprints? Maybe I can do that at begin play
I dont see the camera track, does it extend to the beginning? Ye idk much about triggering sequences from Blueprints sadly
like sometimes when you have a camera the problem is that the track does not extend to the frame you want it like here
Hi, i'm having a problem with my mobile game
Today I tried to use the mobile preview, everything is fine with the normal preview but on mobile preview (tested on pc and my phone) the camera speeds up with no reason
If someone knows why or maybe has an idea on what can it be, thanks
Hey everyone! I am new to UE4. I am looking for specific feature, bet there is one. I am creating composition in frame and I want to keep camera open but when I click on any object camera view dissapears. Is it possible to keep it open above viewport? Thanks in advance
yea that would be cool
maybe try this? https://docs.unrealengine.com/en-US/AnimatingObjects/Sequencer/HowTo/ViewportOptions/index.html
Describes how you can set your project up with Sequencer Viewports to preview your cinematics in real-time.
Anyone around to answer a sequencer question? I've got an object using rotatingmovement, and naturally it stops when I add the object to sequencer - but even when I specifically set the autoactivate in the timeline, it still doesn't rotate.
I presume there's something I'm missing there
I think I worked around it by setting up an event to fire from the sequencer, that seemed to work.
Light intensities from Unreal to Maya/Arnold:
https://ddankhazi.com/2021/03/07/light-intensities-from-unreal-to-maya/
how do I use the sequence recorder to record both the location of a pawn and the rotation of its controller? I'd like to play the sequence back from the pawn's POV - it's for an automated performance benchmark
never you mind
Hi! I want to make a drone shot and keep the camera position in order to bring it to unreal. I found a way to truck the video footage using after effect and then importing the .jsx to 3ds max. Now I have the camera movement in 3ds max but can't bring it to unreal. How can I link the camera animation from 3ds max to unreal any ideas ??
Another thing I tried was to make a cube and link it to the camera and then import that using alembic to unreal, but same couldn't link the cube with the unreal camera. plz help
Hey all, does anyone know of a good solution for setting up cameras to be accurately lined up to one another? I'm looking to render a scene that is spread across multiple cameras (see example)
Quick question. Is there a way to get Sequencer to "keep state" for a level visibility track? I can't figure it out.
Hey! Can someone help me with camera problems when transitioning to mobile preview?
Do you want to transition between cameras?
In sequence, you will probably need to animate the transition. In gameplay, you could use the 'Set View Target with Blend' blueprint node.
@snow hamlet No not looking to transition. I'm rendering for a large LED wall of media panels, so I was looking to render each of the cameras for the whole sequence. and as long as they were aligned correctly, they would piece together nicely on the screens. After more tests I realised my oversight using multiple cameras, even perfectly aligned will be give me a new perspective from each FOV and wont really line up anyway
Would work great for ortho cameras, but maybe not in this instance. So now I'm thinking I'm either going to have to do a large render and crop in post during video edits, Or possibly find a hacky way to render a level sequence using nDisplay 😅 🤷♂️
Would probably do the larger render and crop myself. Not very familiar with nDisplay.
Maybe someone in the virtual-production channel would have a better solution?
Yeah agreed, cheers siphonn
is there a way to smoothly transition from a sequence to ingame?
for third person*
basically i have it so when the sequence ends, it begins the game, and i want the end of the sequence and the start of the game to be the same, but i keep getting a snap when it transitions
Hey everyone!
I’m running into an issue in my Sequencer renders where it takes roughly half a second for my shadows to finally “settle in”. Aside from adding a buffer to the beginning of my cinematic, is there anything I can do to alleviate this? Even with a warm-up of 10 minutes and 1440 frames, I’m still getting this issue.
How do you get reference in blueprint from camera created in sequencer? (via create camera in sequencer) Thanks!
Same issue here, was anyone able to solve this? Camera shake doesn't play for values <0
Using 4.26
Hey everyone!
I’m having an issue with auto exposure in my renders. It takes roughly a second for the exposure to fully set in, and I’m not sure how to fix this. I’ve tried “clamping” the exposure value (it’s set to 1 currently), but changing the minimum results in my exposure being really dark for some reason. Is there anything else I can try?
It’s possible I did the clamping incorrectly, not sure. Open to hearing other possible solutions as well.
@barren lagoon i had a similar issue, in my case disabling auto exposure in the project settings worked
Hrm, is it okay to do this even if I am using auto exposure on my cine camera and not manual?
just try, you can always enable it again^^ 😅
^^^ Will do once I’m home!
Hey I have one question regarding sequencer
I have one Car which move around city on fixed path
I am thinking of using Sequencer to move around the city
but player on top of car should be able to move on top of the car
Is it possible with sequencer?
while sequencer is running can I handle the pawn? or all the inputs are blocked during sequence?
Has anyone in here run into issues with DOF being resolution dependent? Seems like the distance changes based on the resolution of the game?
How do I get closer to the best quality of Nvidia ansel with Movie render setups?
Nvidia ansel: https://we.tl/t-LaTqtg3TLb
movie render: https://we.tl/t-8sCH8ODKON
I tried to put almost similar camera setups. Why is the movie render not as good as ansel?
r.TemporalAA.Upsampling 0 seems to have fixed it yay
Hey all, having a massive issue concerning reflections lighting in my final render.
I have a small puddle that's out of focus. At exactly the same frames on both of my test renders, the puddle and some of the lights in the background gradually go from what you see in example A to example B. This doesn't happen in the default cinematic viewport. Anyone able to explain what's going on?
Other things to note: Using the Sequencer render doesn't produce this reflection lighting issue at all. I've also gone ahead and posted the console commands I'm using for MRQ as well. Perhaps the issue lies there.
A:
B:
Console commands:
Hi all, when trying to render a shot with the Movie Render Queue, I get the following message: "[18961] No shots detected to render. Either all outside playback range, or disabled via shot mask, bailing." That's strange, because the shot is neither outside playback range nor disabled via shot mask. It works fine using the old movie render function. Does anyone know why this is happening? Thank you!
I noticed this only happens when trying to render as EXR.
Hi, I created a niagara system that's trickerd in the sequencer. I get this error when trying to save the sequencer: Can't save E:/Unreal/Test_Project/Content/shots/shot0010/shot0010_01.uasset: Graph is linked to object(s) in external map.
External Object(s):
Letters2_2
Try to find the chain of references to that object (may take some time)? I searched online and found to solutions to a similar problem, but both don't work. Please advice.
hey guys i'm getting choppy renders from sequencer rendering pngs. any idea why?
its nice and smooth in editor
Hello all! I got my Vive tracker camera with (set up with LiveLinkXR per this guide https://docs.unrealengine.com/en-US/AnimatingObjects/SkeletalMeshAnimation/LiveLinkPlugin/Livelinkxr/index.html) in the meer kat demo
I am trying to rerecord the whole film with steadicam shots. I made a copy of the master sequencer and got my cameras running. However when I try to use take recorder it instead makes a new sequence, and does not record my camera movements in the same sequencer as the rest of my animations.
How would I go about this?
hey everyone, is there a way to access level sequence actor tracks through blueprint scripting? I would like to edit key frames programmaticaly for a given track
Hello UE4 community!
I’m looking to have a vehicle Blueprint in sequencer do you have an event trigger that turns on and off the brake lights any ideas how to set this up?
Hi! I can't read curve values from the morph targets of my mesh. The animation is playing on the sequencer. Reading the values on tick when the sequencer is rolling returns 0. Any leads?
How are the lights set up? If they're a material, you'll simply need to drive the material settings, if they're a spotlight or something you'll need to reference that
I referenced it through the BP. Yes I just needed to create new custom events to call to in sequencer as an event trigger key frame. Thanks.
by default the event track will reference whatever it's called on, so you can put an event track on the bp, or on the component itself, add a keyframe and that keyframe will be, by default, attached to a command, that will reference that bp or component
so if you've got a function on that bp that turns on the lights, you need to reference the object and call the function on the bp
Hi, does anyone have any advice regarding the rendering of graphics and written texts? Are there any settings that can greatly improve the rendering of widgets or flipbooks?
Another question. Is it possible that depth of field has no effect on a particular object in the map? I would like to prevent the UI and other graphics from being out of focus.
How do I set up a cinematic rotating around a point? I found some mattinee stuff but that seems to be outdated?
Hi all, is it possible to use 16K HDRI backdrops in UE4 or is the maximum resolution capped at 4K?
Is there an established workflow for controlling groups of lights through the sequencer? Or does everyone key all their lights one by one?
Has anyone had an issue when they render out a scene. Say in png for one frame. The entire scene just lags out afterwards? I rendered an 8k shot and now my entire scene just lags and I cannot do anything except restart
Never had this issue before
Same on 4k I had a lot of lag but on 8k It just froze and nothing would work not even the shutdown button so i had to Hard restart the system.
a monster in a rain scene, I am working on ( the background is from UE market place)
Hey guys, is it possible to add widget to a shot track? I wanna display a dialogue text how can I do that other than using the level np?
BP*
Is there a way to keyframe parenting/unparenting?
there is attach
I'll look into that, thanks!
it's not possible to show 2 different cameras in one view, or show 2 different streamed levels, level variations, or even just 2 different materials, in this slider style, is it?
You probably just take the same shot twice and blend the videos together in another software?
I'm having trouble finding the name of this effect, and some software to achieve this in an actual video, instead of an interactive html5 slider for a website
does anyone know how to make your character not rotate when using WASD keys for moving? I want him to just run backwards and sideways, not turn around. I have the camera parented to the character's head and I'm in Third Person Template doing an FPS.
You have to check something in the blueprint I believe. I don't have Unreal open right now, but there's a checkbox in the Character blueprint that's called something along the lines of "Use Actor Rotation" or something
I can get back to you once I open up the editor
Hey, does anyone know how to set a custom image as a film gate? or maybe a custom composition overlay in the editor viewport? I'm trying to frame a shot that has an irregular shape and cant seem to find a good way to overlay my mask
Hello
I have a question about rendering
Can i put a camera in the scene and render a still image of what the camera sees? If yes how can i do that?
Hi all, pretty new to the whole cinematics with Unreal Engine. Have a quick question, can entire cinematics be outputted as a video format straight from UE? Let's say I produced an entire 10 minute cinematic, how long would it take to export it as a video format and would it even be that straight forward?
You can do this in any NLE like Resolve, FCP or Premiere. It's called a "wipe." Of course, if you do it in an NLE, it's not interactive -- it just animates the transition. They use this effect all the time in VFX breakdowns. Most NLEs have a setting that lets you decide if you want a colored border on the edge of the wipe as well. You can do this in any compositor, as well (Nuke, Fusion, AE, Motion, etc.)
How to take high res screenshot in ue4 under 4 minutes.
If you want to create promo art for your game in unreal engine or just take quick screenshot to show your mum what you made, this 2020 unreal tutorial is just for you.
Patreon:
https://www.patreon.com/sir_fansi
Let's have a chat:
DISCORD: ...
Yes, you can output whole cinematics from UE4 using the Movie Render Queue. How long it takes depends on the output settings from the MRQ. You can make presets to it's easy to swap from rough fast renders to slow pretty ones. Most filmmakers do test renders that export in real time to start with. When they're sure it's exactly what they want, they do the high quality render which can take up to several minutes per frame, depending on resolution, AA and quality.
Recommend you sign up for the free unreal learning center and take this course:
https://www.unrealengine.com/en-US/onlinelearning-courses/independent-filmmaking-with-unreal-engine
Good luck!
Hi everyone, im trying to render a video with Movie Render Queue...but the rendered video is completely out of sync with audio and it's way too fast (with repeated ending frames). Anyone have to solution for this?
IIRC, there's a known bug with audio rendering and the MRQ. Hopefully they will fix it in UE5 or maybe a later build of UE4. In the meantime, some people have had good luck rendering in MRQ for image only, and rendering from the Sequencer with draft-quality image and final audio. Then strip the audio using an NLE and apply it to the render from the MRQ.
Alright, looks like that’s the only option right now. Thanks
Hi guys, is there a way to animate a Decal material parameter directly in the sequencer?
hello, I've got two level sequences, each one with a fade track. The first does a fade in (from black to normal screen) and the second does a fade out (normal screen to black). The first one is working no problem, but I can't get the second one to work at runtime. When I play the level sequence in the editor, it's okay, but in play in editor when I create a Level Sequence Player and then play the sequence, the fade track does nothing (I know the sequence is played as there are other tracks working on it)
what is even more strange, is if I play the fade out sequence first, it's working
it's like the first fade track of the first level sequence is preventing the second one to work
Is there a way to increase the delay on sequence recorder past 9 seconds?
@hot sun Thanks for the info and I will check out the links that you've provided.
A wipe! Thank you so much, I was having trouble finding the name of that effect. Yes I was looking on how I can animate the wipe effect, not be interactive, without the effect name I could only find html5 interactive options, no info on how to animate the effect and what software has it built in.
Is there any way I can lerp LookAt tracking?
Found it:
Now, is there any way to change easing curve? It's fairly abrupt, even on low speed.
ObjectIDs in Movie Render Queue does not work for me, is it broken in 4.26?
Hi all, when adding a new binding to an event track in Sequencer, I am presented with the following message in the Director Blueprint: "Blueprint was updated to fix issues detected on load. Please resave.'' Does anyone know what might cause this?
Have you looked at this video?
In this video we will be looking at how to render Cryptomatte (Matte ID, Object ID, etc), in Unreal Engine 4. This is a brand new feature which was released in UE4 version 4.26.
00:00 - Intro
00:46 - Plugin Setup
01:35 - Sequencer & Movie Render Queue
02:41 - Adding the Object ID Render Pass, and Rendering
04:01 - Opening Cryptomatte in Pho...
I don't know for sure, but I have seen this error pop up this week when replacing an event with a similar name. It might be doing housekeeping to avoid getting confused about the previous (deleted) custom event. It's just a guess, correlation is not causation, YMMV etc.
Thank you, Mike! I will investigate further...
@hot sun Okay, so I reinstalled Unreal Engine and started a new project. As soon as I add a binding to an event track I am presented with the same message. Only when I add a binding, not when I just open the Director Blueprint. The warning isn't causing any issues, but I still wonder why it's there.
Any help would be appreciated, thank you!
Apparently, this only happens when using a quick bind. It doesn't happen when creating a new endpoint.
I have only seen it when using a Quick Bind.
Okay, thank you.
hey guys, if i want to export my cinematic into a file, does the stuffs in the level blueprint get included too? Because in my cinematic i have words appear in animation using open level bp. I'm worried if i export my cinematic the words wont be copied as well. just need some comfirmation
Please be more specific -- to which kind of file are you exporting your cinematic?
Right...I'm going crazy here. I can't get the sequencer to save any files, or use the camera
I have the camera set in the Camera Cuts
I have an output directory set
I hit capture movie...and nothing
The camera isn't correct...and no frames
heyyyyy, im trying to keyframe the transform for a group but it doesn't move... anyone have any clues?
Hi all, is it possible to bake rigid body physics simulations in the Sequencer? I want to animate an object using a mix of typical keyframed animation and physics based animation. For example: a toy car driving towards the stairs (keyframed), falling off it (baked simulation) and then driving away (keyframed). Is something like this possible? Thank you!
I'm learning the sequencer tools, and using a camera rig rail to move my camera around. However, if I make keyframes for rotating the camera and other stuff, it's based on the current position on the rail, so if I make the rail longer or edit it at all, then it kind of breaks the timing and locations of all the keyframes I've made. How do I extend the rail without changing all that? Or is there maybe a better way to do all this?
Playing around with the Meerkat demo! I used a Vive Tracker to power a Virtual Steadicam and messed around with the materials to give it more of an alien feel.
https://www.linkedin.com/feed/update/urn:li:activity:6782090819617865728/
Clues: make sure all the static meshes are set to moveable, try resetting your keyframes.
That was the issue, didn't know what a cryptomatte was. Thanks 🙂
Can Unreal render out a render element of shadows only? Lighting only isn't the same unfortunately.
Vray's matte shadow for instance, looks like this
Detail lighting seems broken, its showing diffuse textures, instead of how it should look in the video below (after HDRI is deleted). I'm testing with RayTracing.
with hDRI
detail lighting is screwed up
without HDRI, looks normal
Hey, do somebody know how to set more render samples in variables in movie render queue? Internet is silenced about this 😄 Thank You in advance
Have you tried these videos?
We're going to take a dive into the latest and greatest Movie Render Queue, made production-ready in Unreal Engine 4.26. This is a must-know tool for VFX Artists and CG Artists alike.
Relevant links:
Cryptomatte/Object ID Tutorial: https://youtu.be/Ry4-Q8mBjdg
Render Comparison Images Download Links
Render Comparison A: https://imgur.com/a/He...
Welcome to Part 2 of the Movie Render Queue Tutorial!
In this video we will be taking a look at a few limitations the Movie Render Queue has, as well as a few nice features that can really save you a lot of time.
Relevant links:
Part 1 of this video: https://youtu.be/FxvF3zncClA
Cryptomatte/Object ID Tutorial: https://youtu.be/Ry4-Q8mBjdg...
HI
In my game i have a boss that circle around a location with a Ship. When he is defeated i would like a Sequence to move him to the center of the island , make some animations and then leave
How can i make that this actor moves to that point with sequencer, no matter where he was at the point he was defeated?
- Normal maps will not show up in Lighting Only mode.
- Here is the screenshot of me rendering detail lighting and how it looks for me in the viewport. I'm using a starter content material. All I have in my scene is a Sunlight and a HDRI Backdrop
I'm using detail lighting, raytracing, and only an HDRI here.
#cinematics message
Detail lighting isn't working properly.
Hey Mike, thank You for showing these up. i dont know thys guy. I'm going to check it out right now. 😄
You're welcome! Yeah, Will Faucher does great tutorials. Heck of an artist as well.
just watched it. cool tutorial but its not resolving my problem - noise in full raytraced studio shot 😄 it looks like this 😄 :
Anyone that can help me with my issue, I'll pay for the solution.
i tried to export my cinematic but there is no audio, how can i capture the audio as well?
How do I record spawned actors with Take Recorder?
Or the other one, the Sequence Recorder if it's possible
Does anyone know of any sort of game jam-type events, but for people leaning towards cinematics?
If you're using Movie Render Queue , there's a known bug with audio output. Until they fix it, best practice is to render from the sequencer to get the audio, and then render high quality video from MRQ, and combine the two in an NLE.
If you find one, please post here. In Jan-Feb, Epic hosted a 5-week class/cinematics challenge to which I was invited. I haven't heard of them doing another one, though.
Is there a link to that?
The closet thing I found was a four day animation fest held by 48hr fest
In late 2020 Epic Games launched its Unreal Fellowship initiative which offered an intensive blended learning experience for select industry professionals to get them up to speed on Unreal Engine. Fellows came from a variety of disciplines from lighting to character animation and post effects. Following the success of the Unreal Fellowship, Epic...
I'm having some issues with importing video camera tracking into Unreal. I did the tracking in Blender and there it looks tight, but importing the camera animation into Sequencer the video and motion swim around.
Did you make sure that the scale of your Blender scene matched the scale of your Unreal scene?
In this tutorial you will learn how to properly import your animated Blender camera to Unreal Engine 4. Differences between those two applications don't let to simple FBX import, you need to take some steps to achieve 1:1 result that is correct both in Blender and Unreal Engine viewports (if you don't want to use add-on). It's also good to know,...
@hot sun Thanks! I seem to have the scale matched properly but I'll take a look at that video.
The tracking is not completely wrong. An object placed at the same location as in Blender sticks to the same position. It's just that as the camera moves the object seems to be catching up and not tracking tightly
I was wondering if it was an interpolation issue with the camera animation in UE, but the keyframes are all linear.
I'm having an issue where the ambient occlusion in my viewport looks different than my final render. Anyone know what could be causing this?
Something else must be wrong. This is how the alignment looks in UE4 and in Blender. The sensor width and focal length of both are matched:
Blender:
Hi, I have a genereal question about Sequencer. How hard is it to learn if I am experienced with Adobe Premiere and After Effects?
I know Sequencer has its differences, but how good base my experience would give me?
Good day. My first cinematic in Unreal https://www.youtube.com/watch?v=ZmIljKvvnPE
Unreal Engine 4.26.1.
Все постройки (бесплатные) взяты с Epic Games Launcher.
Персонажи игры (бесплатные) взяты с mixamo.com
В процессе обучения Unreal Engine веду поэтапное создание игры.
Продолжаем увеличивать функционал будущей версии 1.0.10 которая будет размещена после серии дополнений...
Создаем первый пробный Cinematic, который проигры...
You'll do fine. There are a handful of video courses on the Unreal Learning Portal that give a good working knowledge of Sequencer. It will help you as an Adobe user to understand that the Sequencer is not a video playback system, it's a live animation system. Also, in addition to keyframes for parameters which you already understand, there are keyframes for events that talk to blueprints that can fire off audio and VFX like particles. That's a little different from Premiere.
Thanks! I am applying for a job which ask for a basic experience of sequencer that I do not have. But I thought I can learn it quickly. Also I am using Unreal for a while but I never needed to touch sequencer. Until now...
But I will definitely will check the courses to have some basic understanding if there will be any interview.
ur experience will help - there are really weird things they did that wont make much sense but once u understand them it makes it easier
Yeah, I'm just learning about firing Custom Events to trigger blueprints and it gets...complicated.
Hello everyone, i'm currently using a looping video as my MainMenu cinematic. It works perfectly fine on my computer! However, when I submit it to source control, others seem to receive the FileMediaSource related to the given video, but it doesn't run on their computer and doesn't function properly in the MainMenu.
Also, it seems that the FileMediaSource uses the absolute FilePath on my computer. Could that be the source of the problem? How can this be fixed? Thank you! 🙂
(We are using perforce as source control)
Hi there, I just wondered if anyone knows why the render preview screen is only showing a 1/4 of the frame? This never happened in previous versions so I'm curious why it is happening now.
it is mentioned here too
i need some help with my sequence i have a point light in my sequence and for some reason no light shows up when it plays the key frame i am also a noob at ue4 please help
Out of curiosity, what’s the job? I plan on getting into the industry making trailers etc. and my passion is Sequencer.
Hmm, try clicking the drop down next to where it says “Build” at the stop and click the option that says something along the lines of “build lighting only”.
Changing the light to “movable” in the details panel may work as well.
ok thanks
(Also I spot a Covenant Cruiser)
Nice.
Hi, it would be some "general graphics designer" position at a virtual production company.
Sometimes they are doing arch-viz, sometimes realtime backgrounds for movies/clips/ads. They are searching for a bit of jack-of-all-trade guy. A bit of level design, a bit of material/mesh artist. But sometimes has to use sequencer, etc. Kind of my profile, but I have yet to use sequencer so far.
I think you should try to find a company who are doing virtual production. I think someone who is really good with sequencer can be great there.
Are HDRI's broken with detail lighting?
#cinematics message
Still have not found a solution to this issue.
My sequences are not keeping the state, someone has some idea about what can be wrong? Both options are disabled to "restore the state"
Crossposting here, as you might know the subject! 😄 I want to record gameplay Footage (my camera up high, cool angle thingey). Problem is that I need my First person view to aim. So I thought I'd be able to open another viewport and record that one. But it does not seem to update after i press play (have the character move around, etc). Any way to do this? 😄
It's working now !
I was thinking that changing the properties of my cinematics and my "camera cuts" (inside sequence) it would keep the state for all the objects. But it looks like I have to change all the properties inside sequence to keep the state
(thanks God I'm not working with a ton of them 👀 )
try a new workflow rendering videos out from UE4 and do video editing in Blender which has more options to play with. I found out that the playback in UE4 is pretty buggy especially in the master sequencer.
Does anybody know how to input real world lens data for use with cameras? I saw there was a way to add your own vision lenses with their real world properties in the engine files, but I don't know where the guide is
Yeah, I spoke to a guy from Epic who works on cinematics in house. They don't playback from the Sequencer. Instead, they render each shot from the Movie Render Queue and then edit like a live-action film in daVinci Resolve. I've had good luck with this as well.
Use the Cine Camera Actor. You can set real-world lens characteristics, as well as image sensor dimensions.
https://docs.unrealengine.com/en-US/AnimatingObjects/Sequencer/HowTo/CineCameraActors/index.html
Illustrates how you can create cinematic looking shots with the Cine Camera Actor.
Thanks, I got it. I was actually looking for how to save presets, but I figured out the correct ini files
Some folks save presets in project ini files. I prefer to save it in-engine so I can specify my favorite bespoke camera and lens as the default for any project. Also good to save a backup for a quick reinstall after an engine update.
another test shot i am toying with. I am sculpting Godzilla in Zbrush atm. I will add him to the scene later.
Hi, do you know how to setup UE4 to render high quality scene, because I try to get cinematic quality as in Arnold, but can't get any similar result(e.g the grass from closer to camera looks better then grass a bit away from camera)
Or maybe there is some plugin to export UE4 scene with materials to Maya?
hey guys, i'm trying to render a very simple turntable animation. i've parented my cinematic camera to a camerarig crane and animated the crane to turn 360 degrees in about 6 seconds. hitting 'play' in the cinematic viewport, while looking through the turntable camera, works just fine.
when i render it out (in png's) the png's all show the same image, and they show a really out-of-the scene view. i've no idea where it's coming from, but I assume i'm missing a very basic setting? 😅 Any help would be greatly appreciated.
-> seems like adding a cut scene and assigning the camera fixes this!
tried using Ultra dynamic Sky( from Unreal market) for this project, the lighting looks weird when the sun completely sets.
I should try Movie render queue next
Is there a way to render a video of my scene while the scene is simulating? I want my render to basically capture everything that happens when I click the "simulate" button
sequencer recorder not capturing animation updates from animation blueprint when possessing a character. anyone know whats up?
Hey everyone! I'm really confused about how the stretch/shrink tool works in Sequencer, so to help explain my confusion, I've made a video that goes through my current through process and why I'm not understanding how it functions. Any help would be insanely appreciated!
https://www.youtube.com/watch?v=YA4af_yxXsU
Perhaps you'd have an idea of what's going on friend @hot sun? Apologies for the tag, I'm just really desperate here 😅
Hey guys, first time using cinematics tools, any idea why my camera in the tracking appears all-white? Everything else is fine.
you wana go into sequencer settings and there should be an autoplay option you wana check that box
ummm no idea can you share more information?
@high salmon Apologies for the ping mate, think you could provide insight into the issue I’m having here? I haven’t been able to get a solid answer anywhere 😅
what info do you need?
as an update, I finished the entire animation etc but had to do it with all the cameras "blown out" in the sequencer. Final output was not affected. Although a funny thing happened where one camera just on its own stopped being used when in the master sequence. It would go to this strange angle where the camera was not placed and no matter what I did, it wouldn't use the camera. But if I opened the sequencer assigned to that camera individually and played it, it would work lol. Makes no sense. I deleted it and made a new camera which was fine. Just a side-issue I thought I'd mentioned, but seems unrelated to this blown-out stuff. Every camera I make is blown out in the sequencer/reel but the output is correct.
in addition, I'm using the archviz template
Hey fellow artists,
I am working on a short film and try to overcome UE's performance optimizations for games. My issue is that foliage in the distance looks quite horrible. I have already turned off LODing but the foliage still looks bad. It seems as if the lighting is also subject to a type of distance LOD. Maybe the ambient occlusion has some LODing built in? All settings are set to cinematic in the editor and during sequencer rendering. Here the examples.
Do you have any idea what might cause the foliage to look terrible in the distance? Thank you!
not sure if it is part of LOD or not, but if it is indeed separate, check out the mipmapping? If there is no mipmapping for things far away then it will look terrible, which is counter intuitive until you think about it further (things in the distance are blurry so textures should be downscaled further away). This is from a video I watched where someone was making tile patterns and discussed how mipmapping helped make it look good when further away, otherwise it would make textures far away sharp and thus it would look strange.
Having said that, not sure it applies to foliage or if I'm messing things up.
Thank you Battou. I will try to check that!
How can you export a cinematic without black borders?
In Movie Render Queue, change the aspect ratio of your export to match the ratio of your cinematic camera.
That's great, thanks for that.
Is there any way to do it on the sequencer?
Hey everyone, having a bit of trouble understanding Sequencer's stretch/shrink tool. I'd greatly appreciate any and all help I could get in getting to grips with how it works.
Here's a video I made explaining my thought process: https://www.youtube.com/watch?v=YA4af_yxXsU
Has anybody seen issues with Auto Save seemingly saving the state of objects in the world based on their current sequencer setting?
When you're previewing the sequence that is
Hi everyone, i export my animation with datasmith from 3dsMax to UE4. When importing, Unreal create all the necessary assets and an Animation folder in which i find a sequencer with all the single components of my main object which i have animated, and of course all keys per frame. Till here, all good.
But i need to import more objects and i want to define when they can start play in the sequencer timeline by myself. So, the problem is that i don´t know how to put the animations imported from datasmith under one "main sequencer"
with FBX export you get the animation sequence, with datasmith i can only try to import the sequencer with the animation inside my main sequencer. but it will not play...
any help?
Hello guys, have anyone stumbled upon an issue with sequencer, whenever you enable on skeletal mesh animation mode as "use animation asset" to do proper animation for cutscene and then switch back to "use animation blueprint" - animation just freezes and not working?
Hey guys, I have a reference to the Level Sequence Actor in BP and I want to see how long the Sequence will be. I found a Get Duration function but only returns like structs and Data that I thinks is not the one I need. Anyone knows how to do this?
you can do this to get sequence duration in seconds
Thanks!
I found the solution. It is Fade Out Distance in the Ambient Occlusion setting of the Post Process Volume. Thank you for the help!
Have you tried using the datasmith sequence as your main level sequence? By that I mean, have you tried loading the datasmith sequence and then adding other objects to that sequence?
FWIW, you should get used to the Movie Render Queue because the sequencer renderer has been deprecated and will go away soon.
I could not seem to get the Movie Render Queue to show up as a plugin even after following Unreal tutorial
Are you running UE 4.2.6.1? It's enabled by default in the latest version.
Oh, I had forgotten that project was on 4.22 so that will be why
Hey guys, how do i add my own audio to sequencer? I tried adding an audio track, but my file doesnt show even though its an mp3 file media source in the project
thank you very much for your answer, often you don´t get any answer at all and is kinda frustrating, so i do appreciate you taking time. So, back to the question. I found out that the right way to do it is to add a "Subscenes Track" and select the sequncer i want to have in my "main-sequencer".
there might be something wrong with the audio source asset because you did it right, adding audio track is the way to do it. The audio files i have used till now where all .wav (not for a specific reason tough... just happend to be so 🙂 )
I tried with another mp3, no luck
Every "view option" is ticked but it isnt showing :/ I just dragged the sound into ue4 in my content and figured it would appear when adding it to an audio track but i guess not
hey this might belong more in blueprints and I'll ask there, but does anyone know how to get a reference to a cinecamera from a level sequence reference?
Anyone understand how to use the cine camera? I don't get how it works, can anyone show me? I'm trying to just show around my landscape and that's it
Is there any way to set Control Rig control rotation into quaternion? The rotation suffers from gimbal lock side effect (making the left hand always twist around no matter what) and I don't found the option to use quaternion in the right click menu since the rotator isn't combined as struct like normal objects.
🤔Did you know you can add your cameras in 3 ways?
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Are you trying to reference the camera in something like level blueprint?
You can select your cinecamera in the viewport or world outliner. You can then right-click in the blueprint and there should be an option to "Create a Reference to CineCameraActor".
If your adding a cinecamera to a sequence, you should be able to drag it from world outliner into the sequence tab.
Hi, I'm currently making a trailer for our game, and I was recording the player character movement with the Sequence recorder to later show the gameplay from a different camera angle. Everything seemed to be working nicely until I tried to export the final sequence as a video. At this point, the actual player controller seems to take over (just a guess, could be something else as well causing the problem) and some of the rotations and other stuff on the sequence track are not responding correctly. Any ideas about a) where to look into to try to potentially fix this, or b) as I have a capture card available, is there a way to play the sequence on full screen without playing the actual game? As this is a sequence that's not going to end up in the game, I'm fine with any trickery that leads to me getting the video out of Unreal. 🙂
@quaint ginkgo a lot of light in the ultra dynamic sky comes from the sky, not the sun. It's expensive to recalculate the lighting from the sky, so it doesn't do this every frame. That's why your light is bright when the sun sets and then pops to darkness. It's still doing daytime light and then later switches to night light. This would be less noticeable on a slower sun cycle of course. You can change the frequency of the recasts if you want.
Have you tried using the Movie Render Queue ?
If anyone is able to help with a suggestion. The studio I'm at our programmers have issues with movies being played. Such as crashing or the movie only playing once. Looking to make the intro scene for our game yet if we just run the sequence without it being rendered out performance will take a hit and chug. Would anyone have a good way to get the avi files to play properly or avoid crashing? Would to find out ways to get this to work.
Heyo, I've run into a problem when rendering particles with the Movie Render Queue, ~3s into rendering all particles just freeze and stay frozen throughout the rest of the render, it's fine when I render with Sequencer however. Anyone know a fix for this? 4.26.1 btw
Has anyone ever had issues with frames dropping from animated textures when rendering cinematics? This has plagued me for years this issue !!
Usually people say use image sequences, and I find that sometimes improves things, particularly compressed jpgs, but never gets rid of the stuttering FPS of the animated textures in the render 😭
Does it drop frames when rendering from Movie Render Queue ? Does the frame rate of the texture match the output frame rate?
I think so , I’ll give movie render queue a shot tomorrow when I’m back at my desk . Admittedly today I was rendering directly out the sequencer.
Yes frame rate is 30fps all round
Does movie render queue tend to be more reliable for you?
I get the sense that it’s something to do with unreal dropping frames from the animated sequences because it’s running out of memory? I say this because I never have issues rendering animated textures in default scene when I do tests . Just in my intense scenes
for some reason when i render a level sequence, it renders the wrong sequence
I already have camera cuts so im not sure what to do
Yes, though you still need to use the sequencer if you're using in-engine sound. The Sequencer Render is deprecated and going away. Movie Render Queue will soon be the only output system.
Are you sure the camera icon is activated on the camera cuts track?
I mean it shows what the camera looks at in the camera cuts, so I think so?
Hello guys, I have a problem with the automotive material, as you can see it's flickering and I think, after some research, it's because of the clear coat but I haven't find any solutions on internet. Maybe one of you has the solution ! Thank you in advance 🙂
If anyone else has this issue I've found the solution. You need to link up your media track in the sequencer, by adding a media track. If you link your media to media player in blueprint, it doesn't sync properly with sequencer! !!
I might be wrong being a beginner but maybe it's related to high precision normals ?
To the right of the Camera Cuts track, there's a little icon of a movie camera -- it is bright or dim?
My Gbuffer format is already in default and it changes nothing if I put High precision normal so I don't think so 😦
Hey guys I am looking to make a multi-planetary skybox... Anyone have suggestions how to best go about achieving this?
Like seeing saturn in the sky
that looks like noise / aliasing
use 100% sp or activate taau, downsample (supersampling) from 4k to 1080 if you're on 1080p, or use dlss
yeah it does look like antialiasing
if you're on 4k and it still does that it means you configured something wrong
never switch to fxaa in project settings
I already use 100% sp and taau activate, it's flickering on 1080p but in 4k it's better ! Thank you for your help
Hey, is it possible to set level sequence key values on blueprints? There are some variables that I cannot set in blueprints but they can be changed with level sequence. So as it's not possible to do it directly, I want to change them on sequencer with blueprints. So is it possible?
that's weird...
I don't know about the skybox, but have you looked at the course and project about making planets in space? IIRC, they had multiple planets visible in the sky and they were real geo you could travel to.
when I render to PNG from unreal, and import those to premiere pro, premiere thinks the FPS is ~30 instead of 60.
I've ensured in unreal the render output is set to 60fps, it's only 1 shot so it's not like the master is set to 60 and the shot is set to 30
I can set assume this framrate to 60 but I feel like I'm getting losing some frames due to some stuttering in the video from premiere. How can I properly export from unreal as 60 fps?
I've used the sequence recorder to record some gameplay.
During gameplay, my character spawns a grenade and throws it. This all shows up fine in the sequencer.
However when I render it to a video, the spawned grenade doesn't show up.
How can I resolve this?
Does anybody have any idea why cameras change their names on Movie render time, therefore throwing off camera references?
my movie renderer renders a camera at 0 0 0 (which I don't have in my scene) while there is clearly a single camera in the sequence that is also referenced in the Camera cuts track
Alao the editor keeps renaming my cine camera. It is supposed to be CineCameraActor2 like it is in the sequencer. However when you press render and then close the renderer, the name changes to something new every time. It was CineCameraActor374, then after pressing render and then cancelling it became CineCameraActor376
You might want to try renaming your cameras to something different from the default name like 16by9Camera_01. No guarantees, but it's possible the renaming is coming from some internal naming conflict. Changing to a unique name makes it less likely that it will conflict with another iteration of CineCameraActorXYZ.
kk, ima try that
ok, that seems to have solved the problem. Its hard to put into words how unintuitive that is for someone starting out with sequencer. Noone is expecting the software to instance their cameras and mess up references if you leave them with their default names
Thanks a lot Mike
now, how does one make the keyframes outside IN/OUT range still be evaluated?
There is animation that is not being played back at movie render time, because those keyframes are placed before the IN marker
and now the movie renderer crashes 5-10 frames into the render
That for some unknown reason happens when you render into the same folder several time in a row
cleared the folder and now its fine
and this happens when the renderer is rendering a paricular timeline range. In that case it simply does not take the keyframes outside that range into calculation. Which... I don't get how to use this tool if it doesn't do that even
FWIW, I heard a talk by some guys who make cinematics for Epic, and they said they don't edit in Sequencer because it's still unstable. They make a single shot in a level sequence, render it out using Movie Render Queue, and then do the editing and finishing in an NLE like Premiere or Resolve. I've followed their advice, and I find the experience much smoother.
Yeah, I see. Will do that for the next project. With this one going to have to torture myself a bit
Could anyone help me out: I'm trying to export a camera that I've animated in UE4 as an FBX and import it (along with the animations) into Blender. But Whenever I select the camera and use "Export selected" or choose to export it from the sequencer it doesn't export any of the animations
Hey everyone! I'm having trouble looping a muzzle flash particle effect for my cinematic. The first key triggers the particle effect, but none of the ones after do. Anyone know a fix for this?
Neither the "trigger" nor "activate" modes work.
There's probably a simpler way to solve the problem, but have you tried putting the particle effect into a blueprint and triggering it using a custom event in the Event Track on the Sequencer? I've seen that retrigger properly.
I really need to start looking into bloody event tracks and blueprints. Got any good tutorials covering that? I feel like the way I've been doing particle effects has been really "hacky".
I despise working with particle effects 😂
The only one I know of is about adding audio events, but the info about event tracks is pretty clear.
NOTE: you need to log into the Unreal Learning Portal first, then paste in the URL. Clicking through this link will give you an access error if you are not currently logged into the Learning Portal.
https://learn.unrealengine.com/course/3551793/module/7240850
Thanks a million mate, gonna take a look at this!
side note: if anyone knows how to get access to this course covering cinematic lighting, please let me know.
203.2 Lighting - Cinematic Fundamentals
I have access to this as part of a course I took last year from Epic through the VES. I'm not sure why it isn't freely available.
It's taught by Sean Spitzer, who is one of the better Unreal instructors. Try searching for his name in the Content Library; maybe that will get you in.
Hrm, nothing comes up unfortunately. Damn shame, cinematic lighting is one of the things I've been wanting to work on the most for my projects.
Hopefully it becomes publicly available soon at some point.
I have a sequencer workflow question.
When creating a short - not an in-game cinematic - what's the best workflow?
When looking at the sequencer tutorials, the nesting of sequences and the use of takes is interesting, but seems convoluted and heavy in the overhead.
Is it easier so simply produce each shot individually and then assemble them in premiere? Or final cut?
Or is there a an advantage that I'm missing from assembling the shots on the fly in Unreal?
Hi Mike, I'm a member of the VES.
Who would I contact about getting access to this?
Is this through a VES site?
Feel free to DM me if you'd prefer.
Alright. So I've tried a few way rendering / exporting a 9 second sequencer video... it ends up being a 16 gig video file. The other option is to export as an image , of like 700 pictures? What am I missing here- shouldn't unreal be able to export ultra high Quality vids a bit more easily?
I ran your 9 sec. at uncompressed HD and 16 gig does seem high
https://toolstud.io/video/filesize.php
That being said, 9 sec. uncompressed HD is 2.7 gb
Can you post what your settings are and what you've done to export your sequence? That would let people in the channel help you out. FWIW, image sequences (the 700 pictures) is a legitimate output depending on what you are trying to do. Inside a .mov file, there will be some form of 700 pictures anyway, just like on a roll of film.
https://phoboslab.org/content/assets/movieposter-2001-photo.jpg
I make short films in Unreal. here's the workflow I've adopted from folks in Epic who make shorts every day:
Make every camera setup a Level Sequence;
Render using Movie Render Queue (make presets for fast dailies and high-quality final renders)
Edit the raw footage in your NLE of choice. I prefer daVinci Resolve, which has the best color grading too.
Don't try to do your post in Unreal. Finish your film as though it were live action.
This is worth watching, too:
Cinematic. That look we all want. That look that is prized and hard to get. But is it really? I'll be showing you a few things that can really give your shots a more filmic feel. It's a lot easier than you might think!
Rendering with Movie Render Queue in Unreal Engine 4.26, color grading done in Davinci Resolve.
For the record, Davinci Resol...
HeyI Thanks @hot sun Coincidentally, I just watched that video from W.F. yesterday. I need to watch the rest of his channel now..>
Thanks for the workflow tip... That was what I was beginning to feel.
I've never cut in dVR, usually Premiere as it's "free" (part of the Creative Clown) but I've been attracted by the CC there.
The free version of Resolve is fine unless you're planning to output to a film printer.
The best bargain IMHO is buying the DaVinciResolve Speed Editor for about $300 and they give you a free seat of Resolve Studio.
https://www.blackmagicdesign.com/products/davinciresolve/keyboard
Professional video editing, color correction, visual effects and audio post production all in a single application. Free and paid versions for Mac, Windows and Linux.
That looks sweet.
It's amazingly slick. Footage to rough cut in no time flat.
@hot sun interesting vid thank you. Im new to sequencer. I was set at 60 fps and no compression so my vid would.jkt export blurry. I have all my settings on max, visually @compact schooner. Im not sure what my settings should be to reduce the size without losing quality, I would even be fine with 2.7 gb
What are your export settings?
You can either list them or have a high res screen shot - as long as we can read it.
hi can anyone help me with a sequencer function?
Is there any way to use quaternion mode rotation in Sequencer for Control Rig controls? The way it is right now is that each rotation axis is treated as separate float instead of usual Rotator struct.
The problem is control rigs don't treat rotators as actual rotator struct in sequencer and just 3 float, so the option that was available in static meshes aren't available here.
Is there any way to somehow use quaternion interpolation for control rig controls?
Yes
@torn lark In a chat forum such as this, simply post your question with a "thanks in advance" and if someone can, they will get back to you.
Hey @hot sun, would you happen to know of any good resources/tutorials that cover settings that should be enabled or cranked up to get the highest visual fidelity possible (lighting, shadows, skeletal meshes, etc.)? I've set the engine scalability to cinematic, played around with post processing, and max'd out the shadow values in my directional light, but I'm unsure if there are more things I could be doing.
how to render a shadow pass in ue4
Look at Will Faucher's YouTube channel. He has a two-parter about Movie Render Queue that has a lot of advanced high-quality settings.
Gotcha. I've definitely seen that video and it's really great! I was more-so referring to some other settings I should keep an eye on.
But, I guess lighting, shadows, and skeletal meshes are pretty much about it.
In terms of actors that should be tweaked.
How do I use RotatingMovement component in a sequencer?
I applied it correctly, so it rotates if I use play mode, but if I play it in the sequencer, it doesn't work
thanks in advance
Check Will's other videos. He has a number of videos where he talks about console commands, raytracing settings and other things you can do to improve your unreal output.
I found the solution for this.
https://forums.unrealengine.com/t/protip-use-euler-transform-in-your-control-rigs-ik-controls/225173
When you create animations in-engine using Control Rig (which is awesome and a bit overpowered IMO), you may, sooner or later, encounter the recurring problem of gimbal locking. This is a side effect of the Rotator struct where value of an axis that reached beyond 180° will snap to -180°. It’s apparent when you’re trying to animate IK controls i...
I'm having an issue where even though the motion blur on my cinematic camera is set to 0.2, I'm still getting tons of motion blur in my final Movie Render Queue render. Anyone know what could be causing this?
Could it be my AA settings?
(The scene I'm going for has a high shutter speed style which is why I'm going for a lower motion blur.)
So, I tried resetting the temporal sample count to 1, but the motion blur is still way higher in my render.
Getting a crash using the Sequence Recorder on some gameplay. When I try to open the level sequence it creates, I crash. Any Thoughts?
Here's the log before the crash.
[2021.04.19-21.52.35:655][128]LogAssetEditorSubsystem: Opening Asset editor for LevelSequence /Game/Cinematics/RecordedSequence/RecordedSequence.RecordedSequence
[2021.04.19-21.52.35:682][128]LogOutputDevice: Warning:
Script Stack (0 frames):
[2021.04.19-21.52.35:682][128]LogWindows: Windows GetLastError: The operation completed successfully. (0)
@barren lagoon Have you tried cranking up the sample? I'm not totally sure how motion blur works in this context but in normal 3D renders raising sampling reduces noise. I wonder if you would want a higher sample here
The only reason I've limited my sample count to 8 or lower is because anything higher than 8 has caused issues with reflections in my scene, unfortunately. I'm doing a render right now with motion blur in the project settings turned off, so maybe that'll help.
I've toyed around with every setting, motion blur is still so much higher in my renders.
Why is this happening?
Is there motion blur in the camera or world post process settings?
It's in the camera. I also tried having the motion blur set to .2 in my PPV alongside the camera but that didn't work either.
Interesting, even with my motion blur set to 0 I'm still getting motion blur in my renders...
@barren lagoon Are you using the cinematic camera? There might be a shutter speed option that's creating that "organically"
Sorry for all the guessing, Can't dig in today
I don't have my shutter speed enabled, and I have my exposure set to automatic instead of manual so shutter speed shouldn't have any effect.
I'm pretty much at a loss at this point, nothing I've played around with has fixed this issue.
Even completely deleting the AA node inside of the Movie Render Queue.
I'm pretty sure this all has something to do with AA.
Not sure if this is the "correct" solution, but I fixed my problem by enabling the "camera" node in MRQ then setting the shutter angle to 45.
That shutter angle, combined with a motion blur value of 0.5, created the look I've been trying to make.
Nice. Shutter angle was the secret answer to some recurring problem on my old mograph team. I wasn't an artist at the time and had no idea what was going on so never really knew what it was affecting. I'm gonna start looking these types of problems up in C4D/Maya/Blender circles from now on when UE documentation doens't have an answer
My hobby (UE4 cinematics) being as niche as it is can be so disadvantageous at times. When I have a very specific issue this channel is pretty much my only resort 😅
I've had the most success here.
Is it a common practice to render the same cinematic multiple times with different baked lighting?
And edit in post to have the different lighting setups to show up at needed times
I am wondering if there is a more elegant way that I am missing out on
Not really. But still viable if you want to try it.
For one thing, you'd bake the lighting for ambient stuff, and it took a while to build the lightmaps. I'd rather use dynamic light if the lighting condition will change throughout the scene.
The issue is that dynamic lighting doesn't provide the richness that can be achieved with baking emissive materials
Heyo! Would anyone happen to know what the default shutter speed is for cameras in Unreal?
Mostly 1/60, but you can adjust it to the framerate. It mostly affects the motion blur AFAIK
I doubt it affects manual exposure tho
Gotcha. For clarification, is the camera set to 1/60 even with the shutter speed setting ticked off?
Reason I ask is because I had an issue last night with MRQ renders having literally no motion blur at all even with my camera's PP having motion blur. I had to enable the "camera" node in the MRQ and set the shutter speed there in order to get any motion blur.
So, that makes me question if renders rely on the PP's motion blur value at all, or solely on the shutter speed you choose.
Such a weird quirk.
(I'm on 4.25 so that may have something to do with it.)
Does anyone know what causes this shadow to follow my moving camera?
There's no big object casting that shadow, just a CinemaCameraActor flying through a set from the Unreal Marketplace.
I've seen this before on a project I made from MegaScans.
Does anyone know how to get rid of that shadow?
https://cdn.discordapp.com/attachments/810039038614306857/834292837189025823/ShadowProbSample.gif
hello everyone. is there a way to get a camera component in a bp into sequencer to render?
oh nvm just had to add a camera cut track
Last time I had something like this happen to me it was because of DFAO, specifically the "Occlusion Max Distance" parameter. Maybe playing around with that will help?
Hello all! I have a cinematic sequence in which a log is pushed to bridge a chasm. Can i get the new location/rotation of the log into play mode in an easy way?
Is there a way to just render frame by frame, keep getting interpolation between frame 1, frame 2, etc.....
Interpolation? Could you elaborate on that?
I have a camera setup in a stop motion type way, it's adding a blur between frame 1 and 2
I just answered my own question....
Motion blur was on in the ppv
Ahaha, nice one! It's always those small but obvious things, isn't it 😉
For future reference, last I heard, adding a delay between frames removes motion blur even if you have it on in your camera or PPV.
Don't quote me on that though, I haven't tried it myself.
Actually, I'm not even certain there's an option for adding a delay between frames in the MRQ.
It's definitely there for Sequencer renders though.
I want to use this camera for the sequence
How do I?
ping me if anyone can help
ok, got the other issue fixed. Why do I get this while rendering?
hey guys i have an issue. when I make a blueprint go from A to B and then interact with it (it is a pushable object) it will go back to the location that other sequencers use, eventhough I haven't keyed it in any of the other sequencers. Maybe someone has any idea?
hi! I am making a cinematic using the swquencer. it is happening that inside the seqencer I can see the animation being played properly, but on the other hand when i play it in game my character bounces. any way to fix this?
Has anyone here experienced an issue where shadows/AO are different in the final MRQ render compared to the viewport preview?
Have a sequencer issue with a character. When looked at the animation all blendshapes work properly. When added to the character in the sequencer half the blendshapes don't work or they cut out half way through the animation. Any idea how to fix this?
how do i get my render output DOF to match what i'm seeing in engine?
When rendering out of MRQ the DOF is way stronger verses what i'm seeing in engine
nvm, found it was from my screen percentage
Welcome back everyone! Today we'll be taking a look at how to fix the terrible Depth of Field that comes by default in UE4. With a simple console command we can improve the quality of our renders as well. Enjoy!
NEW INSTAGRAM: https://www.instagram.com/williamfaucher.vfx/
Render Comparisons: https://imgur.com/a/XHUPFVm
Timestamps:
00:00 - U...
You can thank me later 😉
Howdy, i posted this in VIrutal Produciton but i think it was the wrong place (i didn't see this channel), as it's really more of a film-making question:
Howdy, i'm looking to use Unreal 4 for some real-time rendering filmmaking to learn film previz and cutscenes direction. Are there any important plugins/tools ya'll would recommend i grab/look into?
Stuff like this is just fascinating to me.
https://www.unrealengine.com/en-US/spotlights/cyclone-graphics-turns-comics-into-animation-with-real-time-rendering
i've made a cinematic, but i think there's something i'm missing. i cant just "preview" the cinematic without piloting the camera (not sure if thats supposed to be the case).
i've set the sequence to play on BeginPlay in the level blueprint - but it doesn't happen...
this is what i see (not the intended camera perspective)
can anyone point me in the right direction?
You dont have enough vram
When rendering recommend is 8gigs
The only solution is getting a new gpu
Or
Use nividia dlss
If u have a 20 or 30 series card
is it available on 4.25?
I'm screwed 🙂
I'll have to make the cutscene trigger in game, and record it from now on
What resolution are you rendering it in?
when rendering to PNG from sequencer, despite setting the level sequence to 60fps, adobe premiere pro always thinks it's 29.9700fps. Do I really have to manually interpret all footage I import at 60 fps one by one?
This is pretty much what I’ve always had to, unfortunately. I haven’t found a workaround.
Thanks for the reply. I've posted on the adobe forums and I'll post back if they have a solution to this. Also I'm seeing they have scripting in PP using extendscript which is similar to javascript. If there's no solution I'll write a script, or check out how difficult their plugin SDK is and post back
simplest way to stop AI from moving during a Cinematic/LevelSequence?
Get the biggest, baddest GPU with the most memory you can afford. A 3090 is good, so is an A6000 - you can get by with less, but if you like those big scenes with a lot of moving parts, your GPU will make a big difference.
well that's not gonna happen then