#cinematics

1 messages Β· Page 28 of 1

burnt valley
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maybe double check the alpha. maybe the render is not black, its just premuliplied with a black alpha

royal snow
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is literally nothing πŸ˜„

burnt valley
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thats your image. its 9mb. the alpha channel is black, so most viewers will premultiply it , because the think it shouldnt be visible

royal snow
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oh wow, how did you find out?

burnt valley
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i just used a proper image viewer. in my case RV, but djv should also work

royal snow
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wow learnt something new today!

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But the alpha channel shouldn't be black theoretically

burnt valley
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no, it should be white (solid)

royal snow
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I mean I can probably tell ffmpeg to ignore the alpha channel when doing the video

burnt valley
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exactly.
ue4 or 5 ? there is a flag to disable alpha for pngs

royal snow
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ue4.27

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@burnt valley From debugging, I found out that disabling a sharpen PP material we use will cause it to work

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The PP material doesn't have any opacity outputs though

burnt valley
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royal snow
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yea I've read that, even tried PropagateAlpha but it didn't do anything

tight stone
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@burnt valley @royal snow It's a bug where you have PP mateirals with "Output Alpha" set to FALSE that it defaults to fully transparent instead of fully opaque. You can enable "Outputs Alpha" and feed the scene alpha through (or 1 or 0 I don't remember which)

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The "Accumulator Includes Alpha" is only relevant if you have > 1 TS/SS, so it doesn't work in the 'base' case

burnt valley
tight stone
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Yeah it's been there for a while apparently

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(I thought it was new in UE5 but it's in 427 as you noted)

deep jetty
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Is there any way to modify an object's pivot point/origin in sequencer?

royal snow
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Another question, is there a reason the engine warm up frame count can be found under Anti-Aliasing?

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I don't need extra antialiasing in the export but I need warm up frames so can I just use the warm up count and turn off the AA there?

tight stone
tight stone
deep jetty
tight stone
# tight stone The default 1/1 for ts/ss won't do anything

The default settings when you add a new setting to the UI are what it uses internally, even if you didn't add the setting. So the AA setting is always applied but the default values (1 spatial, 1 temporal, no override AA checkbox etc) are applied if you don't add the setting, so adding it and not changing it means no difference than default

deep jetty
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Can sequences be configured to work on a local transform basis? And assign actors (the specific instance) through, say, a blueprint variable? I'm making a bit of gameplay animation using sequencer and trying to make it replicatable...

tight stone
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Yes, look up relative level sequence and actor rebinding

deep jetty
umbral harness
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hello ppl πŸ™‚ I've been using UE mostly for cinematics, so my usual process is getting animations, adding the character to sequencer, assigning animations, editing with control rig, etc ... so, never really used much of animBPs. But I have a specific situation where I'd like to do some stuff to a character (gun IK specifically). Is it possible to set it up on an animBP, in a way that it just takes whatever animation is in sequencer, does the gun IK, and outputs the modified pose? thank you

severe grail
# umbral harness hello ppl πŸ™‚ I've been using UE mostly for cinematics, so my usual process is ge...

Yes, in AnimBPs you have the notion of "Slots" where a slot is just a place you can feed an animation. There's a default slot in all anim bps and this is what sequencer will play animations on normally however you can define multiple slots and set your animations in sequencer to play on specific slots. Right clicking an animation track in sequencer lets you define the slot it plays on. For example you could set it up where you had two animation tracks on your character, one driving the face of your character and one driving the body. In your case it would just be Slot -> IK -> Output Pose

see the following docs page for more specific info: https://docs.unrealengine.com/5.0/en-US/animation-slots-in-unreal-engine/

Insert entry-points within your Anim Graph to play animation from using Slots.

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Oh and one little gotcha is you can only play on one slot per group at the same time, so if you wanted to drive two or more slots at the same time they need to be in different slot groups

umbral harness
severe grail
# umbral harness damn! thank you! since this is just a simple gun IK thing, I can basically just ...

Yep! In fact I seem to remember if you don't connect anything to your input it'll just get the default slot's value automatically, but I'd probably still recommend adding a default slot node to make it clear what's happening

It honestly wouldn't be that complicated to add variables if you did go that route. Just making a variable in your graph and ticking "expose to cinematics" in the variable properties will make it so you can add it as a track in sequencer and key it as needed. This can be really handy for IK as you can control how strong your IK is as you go or apply offsets when needed

umbral harness
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(btw, I normally do gun IK directly using the control rig ... but this is not for me, it's for someone who doesn't have a "standard" skeleton that has an existing control rig, etc)

viral copper
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Is there a way to warm up Movie Render Queue? Each time I start a render my cables jump around like crazy until they normalize after about 80 frames...

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and I just want one picture

umbral harness
viral copper
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I've turned on Render Warm Up Frames and Render Warm Up Count to 80

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but still

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The cables are really wiggly before they stabilize

umbral harness
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I think in your case you should ddo engine warm up, cos it's physics related πŸ™‚

viral copper
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ok, i'll try that

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What about the tick box?

umbral harness
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render warm up is more if you want the GI to stabilize

viral copper
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understand

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thanks

umbral harness
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(posting this from memory, not testing anything, so πŸ˜… )

viral copper
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i'll try

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oh yeah, engine warm up makes the frames render very quickly with cables stabilizing

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After 40 frames almost good already

umbral harness
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there ya go, give it a good chunk of engine warm up, and physics should stabilize πŸ˜‰

viral copper
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Thanks so much! πŸ˜„

umbral harness
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np πŸ‘

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cool cranes btw πŸ˜„

viral copper
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Thanks! πŸ™‚ project under NDA unfortunately

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Can't show more yet.. πŸ˜„

umbral harness
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sure, I understand πŸ™‚ the small sample already looks cool πŸ‘

viral copper
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First time rendering in unreal 5, was used to 4 and the whole Lumen stuff is new

umbral harness
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yep πŸ™‚ make sure to keep in mindd it's very distance restricted

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also if you have an rtx card, make sure to make lumen operate fully hardware

deep jetty
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Not really sure where I shoudl be asking this... Is there any way to clear or disable ALL messqges/tabs + + while in Play Standalone mode...? Trying to do 10 secs of screen capture WITHOUT anything else on the screen...

umbral harness
deep jetty
umbral harness
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there's a shortcut key for opening up the console ... you need to check it on your settings

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by default, I think it's that one

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deep jetty
umbral harness
deep jetty
umbral harness
edgy robin
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Hello, ticking the "hide hud" box in a level sequence doesn't work for me. Am I missing something?

subtle mural
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is it possible to render an image from a sub frame? In the shot the frame I want to render as an image lands on an actual frame but in the master sequence it's partway through a frame

little dirge
river elm
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I’m trying to render out something only one frame as a screenshot in preview everything looks fine, path tracing and in realtime

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But in render the glass material (its a transparent bowl with stuff inside it) becomes soo blurry that it ruins everything fully

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Any fix? I disabled blurbset camera shutter to open idk what else to do

tight stone
tight stone
subtle mural
vocal frost
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I have a level sequence which animates a skeletal mesh control rig. I'm playing the sequence on the server and clients (via a multicast event). The sequence players on all clients, but the skeletal mesh only animates on the server...any ideas?

umbral harness
vocal frost
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I guess i just like to be able to easily update the control rig if i want to (if i decide to change the animation)....but "create linked animation sequence" should work for that right?

umbral harness
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well, if that will create a new sequence with the control rig in it, and if the problem is on the control rig (which I don't know if it is) you'll only be shifting th eproblem around πŸ˜… but, this is all guesswork. My suggestion was just eliminating one variable (the control rig) from the equation

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I understand th eneed to update the rig afterwards, that's why I suggested you to mute it, not get rid of it. If you need to do any changes, just delete the baked animation, un mute th erig, do the changes, and bake again

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again, if the problem resides on the control rig

vocal frost
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Yeah it works ok when baking the animation; the trouble now is i already had an animation layer (eye blinks), so i've got to figure out how to blend the control rig animation with the existing animation (currently the eye blink animation is doing totally body override on top of the control rig animation)

umbral harness
lyric salmon
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Hello! I am new to the cinematics space and I was wondering what it would take to make a transition from one scene to another.

For example: you have a rain forest and a snowy biome on two different scenes. Whats the most optimal way to go from one of those scenes to another without any lag or major performance drawbacks AND how would you implement the transition? The style of transition isnt super important I just want to understand the mechanic

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if anyone has a solution pls tag me

solemn gull
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how do i make the DOF stronger

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also how do i take still image renders

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i use high reolution screenshot to do it

tight stone
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Looks like a rendering bug maybe with DoF? I'd use the ShowFlag.<foo> 0 system to turn off various things until it goes away to isolate what it is. When you say "screen size", you mean r.screenpercentage right? Can always just render out at twice the resolution and resize in post

tight stone
tight stone
solemn gull
solemn gull
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pixelated too

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this is the old workflow

tight stone
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Are you using MRQ or are you using the legacy sequence renderer

solemn gull
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this

tight stone
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The default settings should give you AA on the first frame. If you want "real" anti-aliasing you can add the "Anti Aliasing" setting to the config and override AA to none in the dialog and then use 9 spatial samples.

solemn gull
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what does spatial sample do

tight stone
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jitters the camera like TAA, except it renders the whole scene for each jitter instead of using a "history" like TAA does

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So you don't get the ghosting associated with TAA

solemn gull
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also why

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this doesnt mean the render right?

tight stone
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Because the accumulation of multiple temporal/spatial samples is done on the CPU and it's not worth the performance cost to re-upload the resulting image to the GPU for the preview window

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So it only shows you the latest sample rendered.

solemn gull
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oh ok

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idk it still looks weird

tight stone
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Doesn't really look like you're getting AA at all.

neat venture
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I'm not sure how to ask this question, but is there a way to have two world spaces? I want to have my game play happening in the foreground but a cinematic happening in the background. Where I'm lost is how to have the camera move while keeping the gameplay in front

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Tetris effect does this very well, but I for the life of me can't understand how they do it

tight stone
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Can you post a video of the example you're thinking about?

quick portal
short nexus
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Hi all, I'm rendering some sequences in UE5 and our hero level actor BP (a car) cannot have the "Run Construction Script In Sequencer" (in Class Settings) enabled, otherwise it completely breaks baked animation sequences from being run on the car.

However I have some quality-of-life features I've added to the construction script (bools that turn headlights on and off etc). Is there anyway to implement these features without doing them on the Construction Script? Does BeginPlay run when using Movie Render Queue?

quick portal
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Though I think it can be a double edged sword, especially if you use anything that goes through multiple in-game frames to render out a frame.

short nexus
neat venture
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Couldn't share the link that just jumps at the right time. My fault on that

tight stone
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Oops, Makoto already said that

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@neat venture Maybe parent the gameplay elements to the camera and move the camera around the world, or bring the gameplay closer/further? It's not great for performance (lots of parented objects) but might be okay as a prototype

neat venture
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I asked on here hoping there was a something I didn't understand that would make it as easy as checking a box lol πŸ˜…

tight stone
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@neat venture You could try getting creative with scene capture components and using two different cameras - one to render the background (to a render target) and the other to render the gameplay (to the same render target) and then showing that render target on the UI as a HUD element

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That'd at least let you control them separately, but scene capture components have their own struggles.

neat venture
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I swear working on games can humble you very quickly lol

quick portal
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There's no screen capture for second viewport going on

neat venture
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Really now?

quick portal
neat venture
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Yea you are right, I've seen that too

unreal moat
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Hi all. I have a question regarding the Take Recorder, which seems to be a very under-documented feature. I'm trying to record the perspective of a thirdperson camera during a gameplay take, but can't seem to capture the camera translation. The camera view is recorded in it's static position behind the character and doesn't take into account any translation due to player input. Anyone get what I'm saying?

tall steeple
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anyone here accepting animation commissions?

tight stone
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<@&213101288538374145> ^

open gyro
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@tall steeple Please read the #rules. Use the Job Board for soliciting paid help.

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You can find how to use the Job Board by reading the #instructions channel.

hexed gazelle
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Hello, can I use the sequencer shortcuts without hovering over the actual sequencer? 3 seconds for each time I'm having to change windows at 400 times a day at least, and I'm wasting 20 minutes just moving a mouse πŸ™ˆ

pseudo light
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hi guys, my sequencer is grayed out for some reason

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can someone please help!

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okay nevermind, i got there in the end. I had to add a LevelSequenceActor first

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okay nevermind, it doesnt work lol

pseudo light
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yep this aint working

tight stone
tight stone
# pseudo light

You need to open an a sequence asset, you can't open Sequencer without a specific level sequence ot show

hexed gazelle
vital pasture
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Hello, i have no camera selected in my level and the debug focus plane is visible, is this normal? will this affect my renders? what is going on?

vital pasture
kindred loom
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I have added a CineCameraActor and snapped object to view but when attempting to change my perspective view to "placed cameras", the option doesn't appear. Any suggestions? I've tried looking it up but I just can't figure it out!

tight stone
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Maybe just click the camera icon on the object once you add it to Sequencer?

outer bluff
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hey we just finished up a project with this workflow and it all worked great through the sequencer especially turning levels off and on thanks so much for your help and guidance and response on this. I'd buy you lunch if I could πŸ™‚

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hey we just finished up a project with this workflow and it all worked great through the sequencer especially turning levels off and on thanks so much for your help and guidance and response on this. I'd buy you lunch if I could πŸ™‚

ember pilot
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anyone knows why are the textures blurred out in some parts

unreal moat
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Looking for someone with a deep understanding of the Take Recorder and the way it records camera movements.

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I'm trying to record a third person take, but I can't get the recorder to capture player controller input on the spring arm, meaning if I rotate the camera around the character during a take the camera position doesn't get recorded. Is there a way to do this?

barren lagoon
deep jetty
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I've got a BP with rotating movement component in sequencer. How to get it to start/simulate during sequence playback?

kindred loom
tight stone
tight stone
tight stone
tight stone
deep jetty
lyric oak
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Hello everyone. Can someone tell me why I'm getting those ghost appearances of the model on the rendering? I'm doing a 360ΒΊ turnaround, and this is showing in pretty much all the frames

tight stone
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object is rotating too fast for pixel rejection heuristics to work well on them

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For temporal based rendering features

timid pawn
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Anyone know how I can let an NPC actor walk along a spline / pathway in the Sequencer only? I saw this in a tutorial, but person doesnt explain how to create this Path. Thanks! :D

umbral harness
# timid pawn Anyone know how I can let an NPC actor walk along a spline / pathway in the Sequ...

animating only its root (position and rotation) is easy; add a camera rail, add it to sequencer, attach your character to the camera rail (might need to attach it to the camera head mount component, don't remember exactly), define the path using the camera rail, and finally keyframe animate the position in path parameter. This will not deal witth the character walking animation of course. But it might be a start πŸ™‚

deep jetty
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trying to add boxing gloves...To a character BP that is strictly for cinematics, with control rig. Sockets set up in skeleton, meshes added in BP viewport...Why don\t they follow in Sequencer? Any thoughts?

frank sonnet
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are they parented to the body

deep jetty
# frank sonnet are they parented to the body

In the BP you mean? If so, yes. As variable components, they also have tick boxes for "Expose to Cinematics", which I was wopndering about. However these boxes cannot be ticked...

umbral harness
deep jetty
umbral harness
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in sequencer, select the right hand glove; add an attach track; select the character as parent; select the right hand bone ... done πŸ™‚ you'll then need to go and zero out the transforms on the glove (depending on the attach settings, by default zero will become the attach parent, so they probably be out in space πŸ˜… ) @deep jetty

deep jetty
main forge
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hi. how is it possible to control the aspect ratio on the cine camera, similarly to the default camera ?

polar sundial
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Hello team. I need to do a large number of automated hi res pretty promo screenshots. It is a static scene.

Is there any benefit of using Sequencer over doing it in blueprints via the TakeHiResScreenshot node with a CineCameraActor plugged into it?

glacial scarab
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Having a simple issue where a music sting isn't playing beyond the bounds of the sequence itself despite enabling Postroll and specifying the post roll frames. Am I missing something here?

manic patio
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Hello,is there a way to add a new track to a sequencer?
or do i have to make a sequencer for each animation?

main forge
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is it possible to run character animations in virwport without hitting play ?

gentle lichen
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Hi there! Can you you guys advise me some video\tutorial how i can make location transition in cinematic?

main forge
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what needs to go into sequencer to be able to scroll an animation file ?

vast mesa
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Hi. Does anyone know how to add text to a sequencer animation? Trying to do a credits animation but can't figure out how to add text.