#cinematics
1 messages Β· Page 28 of 1
thats a frame of it
is literally nothing π
thats your image. its 9mb. the alpha channel is black, so most viewers will premultiply it , because the think it shouldnt be visible
oh wow, how did you find out?
i just used a proper image viewer. in my case RV, but djv should also work
wow learnt something new today!
But the alpha channel shouldn't be black theoretically
no, it should be white (solid)
I mean I can probably tell ffmpeg to ignore the alpha channel when doing the video
exactly.
ue4 or 5 ? there is a flag to disable alpha for pngs
ue4.27
@burnt valley From debugging, I found out that disabling a sharpen PP material we use will cause it to work
The PP material doesn't have any opacity outputs though
ah, that makes sense.
also have a look here:
https://forums.unrealengine.com/t/movie-render-queue-png-export-always-transparent/512343
With Movie Render Queue and r.PostProcessing.PropogateAlpha enabled, Iβm successfully exporting PNG sequences with alpha. However, even when unchecking βAccumulator Includes Alphaβ, the Movie Render Queue still removes alpha from all PNG sequence exports. Seems like this check box doesnβt do anything. The workaround is to place an opaque black...
yea I've read that, even tried PropagateAlpha but it didn't do anything
@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)
The "Accumulator Includes Alpha" is only relevant if you have > 1 TS/SS, so it doesn't work in the 'base' case
awesome, thanks for the explanation. wasn't aware of this bug
Yeah it's been there for a while apparently
(I thought it was new in UE5 but it's in 427 as you noted)
Is there any way to modify an object's pivot point/origin in sequencer?
Thanks, that's exactly what I needed. Works like a charm now!
Another question, is there a reason the engine warm up frame count can be found under Anti-Aliasing?
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?
The default 1/1 for ts/ss won't do anything
No but you can parent it to a dummy cube that you set to invisible
Awesome lil workaround, thanks!
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
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...
Yes, look up relative level sequence and actor rebinding
Great! Thanks!
hello ppl π 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
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/
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
damn! thank you! since this is just a simple gun IK thing, I can basically just start the animgraph with default slot and it's done π of course I could complicate and get some vars in order to be able to position the left hand, but, it works well enough out of the bat! again, thank you so much! I know this is basic stuff, but ... to me, it's all new π
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
(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)
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...
and I just want one picture
try adding Anti-aliasing settings and defining render/engine warm up
I've turned on Render Warm Up Frames and Render Warm Up Count to 80
but still
The cables are really wiggly before they stabilize

I think in your case you should ddo engine warm up, cos it's physics related π
render warm up is more if you want the GI to stabilize
(posting this from memory, not testing anything, so π )
i'll try
oh yeah, engine warm up makes the frames render very quickly with cables stabilizing
After 40 frames almost good already
there ya go, give it a good chunk of engine warm up, and physics should stabilize π
Thanks so much! π
sure, I understand π the small sample already looks cool π
yep π make sure to keep in mindd it's very distance restricted
also if you have an rtx card, make sure to make lumen operate fully hardware
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...
have you tried DISABLEALLSCREENMESSAGES ?
Yup. But doesn't seem to affect Play Standalone when entered in editor... How do I open output log in standalon, do you know?
there's a shortcut key for opening up the console ... you need to check it on your settings
by default, I think it's that one
also @deep jetty https://forums.unrealengine.com/t/not-able-to-open-console-in-standalone-game/345416/2
Hello, The shortcut that youβve set in Editor Preferences only handles opening up the console while you are working in the editor. Once you begin playing, that hotkey will not work. What youβll need to do is go into Edit->Project Settings->Input and look under the Console tab. Youβll see there that you can add additional keys that will open up ...
Worked! Thanks a bunch, man! Quite the struggle for such a lottle thing. Would it be controversial to say this should be a bit easier to toggle?
heh glad it worked π well, lots of things "should" be easier, mostly dependent on everyone's priorities I guess π
True! Just thinking, with the amout of people using UE for architectural + visualizations etc, wanting mockups within minutes... But I'm not complaning! Thanks again!
I agree with you π
Hello, ticking the "hide hud" box in a level sequence doesn't work for me. Am I missing something?
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
Hello, Ghostbusters HQ, (Fan Boy Project) - https://www.youtube.com/watch?v=24_Mwl8axhc
Iβm trying to render out something only one frame as a screenshot in preview everything looks fine, path tracing and in realtime
But in render the glass material (its a transparent bowl with stuff inside it) becomes soo blurry that it ruins everything fully
Any fix? I disabled blurbset camera shutter to open idk what else to do
This only works if you use the old c++ based hud class on player controllers, not random widgets added via AddToViewport
No, mrq always rounds down to the nearest whole frame at master level
yeah, I just ended up making a new take and playing with the timings, thanks tho
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?
I have no idea of the reason that might be happening ... but an idea would be, bake the control rig animation into an animation sequence π then just mute the control rig and add the baked animation. Hopefully that will solve it (if the problem is using the CR on server/client anyways π )
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?
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 π but, this is all guesswork. My suggestion was just eliminating one variable (the control rig) from the equation
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
again, if the problem resides on the control rig
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)
yeah, I understand that problem, seen it being asked here and there, unfortunately I don't know the solution for it. I'll probably bump into it myself one of these days, but I haven't yet π
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
if anyone has a solution pls tag me
how do i make the DOF stronger
also how do i take still image renders
i use high reolution screenshot to do it
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
It follows the same model as physical cameras so you can look up how it works with real cameras.
Make a level sequence that's 1 frame long with your camera and a camera cut track
is this a bad way to do it?
it renders in low quality
pixelated too
this is the old workflow
Are you using MRQ or are you using the legacy sequence renderer
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.
what does spatial sample do
jitters the camera like TAA, except it renders the whole scene for each jitter instead of using a "history" like TAA does
So you don't get the ghosting associated with TAA
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
So it only shows you the latest sample rendered.
Doesn't really look like you're getting AA at all.
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
Tetris effect does this very well, but I for the life of me can't understand how they do it
Can you post a video of the example you're thinking about?
The most ideal anti aliasing would be to render it in higher resolution without AA, but scale it down to desired resolution.
Basically supersampling
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?
MRQ exporting is running Play in Editor, so runtime code will run.
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.
Thanks for that, wasn't sure. It's really just keying things on and off once at the beginning of the sequence (interiors need to have certain components turned on that can't be on in exterior shots etc)
https://youtu.be/gdHQdQY9css @ 9:25
a ps4 game appeared!
this different approach for tetris is a success, sometimes hurts your brain but it's a pleasant experience
figured it would be good to attempt speedrunning journey mode after playing it for the first time and getting SS on all effect modes. that's a good run for a first attempt!
Couldn't share the link that just jumps at the right time. My fault on that
MRQ is just PIE, so BeginPlay works as expected, as well as Tick
Oops, Makoto already said that
@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
So I was considering the parenting to the camera but like you said it seems like it can get a bit messy over time. I tried moving the gameplay further and closer as well but it felt like it was way too much effort, so if figured I was going about things the wrong way. But it is starting to sound like those are my only options
I asked on here hoping there was a something I didn't understand that would make it as easy as checking a box lol π
@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
That'd at least let you control them separately, but scene capture components have their own struggles.
Hmm that's interesting. I haven't looked into scene capture components at all.
I swear working on games can humble you very quickly lol
Tetris Effect actually have one viewport
There's no screen capture for second viewport going on
Really now?
Yes.
Just notice in some scenes the background element clips through the playing board
Yea you are right, I've seen that too
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?
anyone here accepting animation commissions?
<@&213101288538374145> ^
@tall steeple Please read the #rules. Use the Job Board for soliciting paid help.
You can find how to use the Job Board by reading the #instructions channel.
I see, thank you
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 π
hi guys, my sequencer is grayed out for some reason
can someone please help!
okay nevermind, i got there in the end. I had to add a LevelSequenceActor first
okay nevermind, it doesnt work lol
yep this aint working
Only a handful. The 's' key for keying works while the level viewport is focused.
You need to open an a sequence asset, you can't open Sequencer without a specific level sequence ot show
Ah, that's so frustrating. It's really not animator friendly and I guess it never was meant to be. Thanks for the reply
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?
apparently it was a visual bug, i restarted the project and it went away.
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!
Maybe just click the camera icon on the object once you add it to Sequencer?
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 π
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 π
Looking for someone with a deep understanding of the Take Recorder and the way it records camera movements.
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?
ha, reading this made my day mate, glad i could help someone out. cheers π»
I've got a BP with rotating movement component in sequencer. How to get it to start/simulate during sequence playback?
Thanks, I forgot there is also a hot key to pilot the cinecam!
Not sure if this was a question or not but in very recent versions of the engine Ctrl + L toggles looking through a camera I think?
Glad you got something that worked out well for you! π
Probably because the texture came from a photogrammetry scan and there's not actually anything on the source model mapped to those areas of the UV map, so the tool kind of just interpolates border colors (of UV shells) to cover the area, but it doesn't actually have any detail.
Either just animate it by hand w/o component, or it'll only work in PIE/Render Time (which is just a PIE session) and not preview in the editor
Aha, I get it. Pity! Thanks for the help, though!
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
object is rotating too fast for pixel rejection heuristics to work well on them
For temporal based rendering features
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
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 π
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?
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...
have you tried not adding them to the BP, but adding them to the level as separate actors, adding them to sequencer, and attaching to the character's hands in sequencer?
Yes, I tried that first, actually. But perhaps not in exactly the right way. Attach to hand sockets? I couldn't find any way to do that...
in sequencer, select the right hand glove; add an attach track; select the character as parent; select the right hand bone ... done π 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 π ) @deep jetty
Beautiful! Great, I'll try that! Gotta wrap up the previous anim, then I'll be testing it. Big thanks! I'll let you know how it worked out!
hi. how is it possible to control the aspect ratio on the cine camera, similarly to the default camera ?
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?
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?
Hello,is there a way to add a new track to a sequencer?
or do i have to make a sequencer for each animation?
is it possible to run character animations in virwport without hitting play ?
Hi there! Can you you guys advise me some video\tutorial how i can make location transition in cinematic?
what needs to go into sequencer to be able to scroll an animation file ?
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.
