HELLLL YESSS!!!!!! PLEASEEE. No basic shots (like panning left to right lol. That's what most 3d camera tutorials cover). Maybe include something like a tracking shot from an aircraft chase sequence, or like Iron man flying through the sky :D or maybe the Avengers 2 opening sequence (1 dynamic shot lasting ~3-4 minutes)
like where did he download the cars from because this isn't in the city? Do we need to just add city vehicles to our project or what? This is a good but very vague tutorial. Once I get the hang of this I'm going to open the floodgates....there seems to be nobody who really breaks everything down
I hope you can figure out or they fix the caveats, like the particles not rendering or having to work within the Matrix demo. Small things like glass particles really add that realism icing. Really liked this tutorial, itwas exactly what i was looking for.
Awesome video! Among all the great tips, I didn't even know there was such a thing as an adjustment layer in the sequencer. Learn something new every time I watch your videos!
@UnrealHan How do you fix the issue where you see the frame of the car when they collide, like at 4:33 ? When the cars collide in Simulation, it flashes to show just the frame of the car before showing the whole model again
For me, I was adding the wrong take to the subsequence track. Putting the right track in fixed it. But I still can’t figure out how to make the glass fracture or at the very least not pop off the car in an odd way.
Fantastic video. I have it working pretty well but can u advise on the glass at all? Basically the entire windscreen pops out from the mesh once the impact happens but then sits outside without breaking. Does this not break and u need to just hide it on impact?
Amazing! Please do more vehicle crash videos. How can you do it with cars other than from the matrix? How can you control the style of crash.. like different windshield damage
Hi, thanks for the tutorial, the damage on the already recorded car does not reflect in the final seqence when damaged on second take with the second car. Can you help?
Hi Han. Awesome work! I was wondering if you could show how to film a person getting shot for action sequences in UE5. Is it a similar idea to the car crashes? That would be super helpful. Thanks for all your efforts!
can you please provide a free project file with just the destructible cars? i don't wanna download city sample as its 99 gb🙄🙄 and no one has just the cars. thank you for reading
holy light...u made it look so ez..wish i can download your skills tho...is there any extended full detailed version so beginners can deep dive follow each clicks? i dont mind if it gonna b a paid tuts frankly
I for the life of me couldn’t migrate the destruction in UE 5.1. I would love a tutorial on how to get the destruction going on these vehicles. Please 🙏🏼
so if you make a recording in the car demo level - how do you get it in the City Sample map. I tried opening a test in the map and the cars clip the walls, I couldnt seem to make the cars move - even trying attaching and Null objects, they jus snap back into place... adding a adjustment layer isnt working cos its greyed out...
I think having TAA on for scenes like this is making the quality bad since it's best used for stationary scenes but if used for speedy scenes it leaves a lot of artifacts and ghost trails.
Really appreciate this tutorial. Something i've been trying to figure out for a long time. While i like that you've made this video short and info packed, I think would be great if you did a longer video showing step by step how you setup a shot/shots.
can you record metahuman driving. having an issue where the character doesn't show what i recorded . i can see a path for my metahuman. but its all over the map. like he ran all over the map. even through building... never near the car
Please help. I added the Level Sequence to my level and enabled 'Auto play', but when I render, my car still gets destroyed (it gets thrown around while the 1st frame samples count up). When I disable multisampled Anti-Aliasing in the Movie Render queue settings, it doesn't happen. The car is fine, but I want to use AA for my renders. 😢 Does anyone know how to fix this? I've tried everything.
1) When you enable “Use Camera Cut for Warm Up” (Movie Render Queue > Render Settings > Anti-aliasing), and make sure you have at least 30 frames or there about on the camera cut you’re rendering out at the beginning of the cut (to be precise, before the green line on the timeline that indicates where your cut starts - the red one indicating where it ends); AND convert your car to Possessable at the beginning of the cut (if you convert it when it’s at another position along your timeline, it’ll violently snap it back to the beginning of the cut when the render starts, so make sure it’s at the first frame when you convert it). These combinations of settings gave me success most of the time. It’s frustrating because it’s not sure-fire, and it’ll fail sometimes even though you do everything as described above. Sometimes just changing the number of frames in front of the beginning of the cut (increase them to about 50, or decreasing them to about 20) helps, but it’s always random honestly.
2) Because I don’t plan on destroying my police cars, I just disabled their collision, and that fixed all my problems. I don’t need to even do any of the above steps. Don’t even have to convert them to Possessable. They work fine as Spawnable. To disable their collisions, I went into the car animation track > VehicleMesh > Collisions (right side panel options) > Collision Presets > NoCollision. If I ever want to have the cars involved in crashes in the future, I only have 1) above so far, and it’s unfortunately unreliable asf. 🥲 Hope that helps.
cant make the destruction work g.g i tryed deflagging the "simulate physics" but doesnt work, spend like 2 days trying to figure it out but i m losing hope g.g
I did set up a similar scene with a PS5 controller and the take recorder. It works amazingly well BUT: no matter what I do I'm getting this weird micro - jitters on my car rig. I don't see any of that on your renders. Have you encountered something similar? If so, how did you solve it?
i have an issue, wonder if you can help. I recorded a take but when I play it back it spawns multiple of my vehicle on top of each other causing cars to destruct, thus the sequence doesn't play.
Great Tutorial but i'm having some issue with the destruction, i don't know if it's UE5 related version? the physics seem off, sometimes it record the first impact and after i get some wierd windshield offset, i disabled the physics at play time even in the BP, but nothing seems to work. Thanks
Thanks for this precious experience, its an amazing work! Do you have any advice to avoid the cars loosing there bodies sometime?? I've noticed that when the cars having a contact or a brutal motion to them self they are loosing the body for a couple of frames but it still seems to be quite random... I keep searching for the exact reason thats hapening. If anyone have some lights on this one I'ld ve gratefull for life!! 😅🙏🙏
Almost finished my short cinematic. I have attached chaos vehicles to camera rails to control the movement precisely (also a hero mustang i built a control rig for)- however, this does not allow wheels to spin or police lights to shine (altho I built my own control into the BP) or collisions/deformation to occur. I noticed that the CitySample "Sandbox" vehicles allow all these controls... Can you bring in some of these controls into Sequencer? Can I add wheel spin, body roll, deformation on a keyframe basis? Or do I HAVE to use take recorder and do it live?
Wheels can spin if you add them as an actor component. With lights, you can adjust their material to allow the sequencer to change material parameters. Have you found a solution to the car destruction + rail?
@@NikitaAlexandrovAnimations Hello, I saw your comment. I'm trying to do the same thing, a crash animation using the camera rail. Did you manage to get the deformation? Also, when I place my blueprint sandbox car on the rail, in editor it follows the rail but in play it doesn't move and the transformation coordinates go haywire. Any idea how to fix this? Thanks a lot!
@@LucaGry physics don't work at all with rails, so you can turn off physics for the object, or just place mesh. With the last one it's easier to animate wheels than in the blueprint version trying to snap to the ground
I can get the transform track to work, but for some reason the animation track doesn't work... any ideas?... I'm pretty new at this. I'm looking at your BP vehicle with the red icon... don't know how to add that??
I want you to help me. I put a character in a car with City sample of Unreal Engine 5.1 and record it with takerecorder. When I started recording and was driving for a few seconds, the car suddenly got stuck in the road, making it impossible to drive and the take recorder stopped. (Every time, after a few seconds of driving, the car is buried in the road and the take recorder stops working.) In the same way, I recorded a character driving a car with a take recorder, but when I played it back with a sequencer after recording and confirmed it, the situation was different from the recorded situation. I'm having trouble repeating teleportation in various places.
I'm confused - you show the car destruction with glass breaking being recorded in sequencer and then say at the end that for particles to work, you can't record in sequencer and need to run the level. how did you do it in sequencer??
when you push the render, the physics starts, right? Thats what i understand, maybe if you record the motion properly with take recorder, and put to play, when it render, will render the broke glass, but i think that never will bem execly equal. I didnt test yet, but this is what i understand
The next step of the Unreal Engine should be a next gen revolutionary level of destruction of environments, objects (like cars) and humans (like it simulates bullet impacts on a human body, a finger can come off, things like that.... but I bet they wont do it because ``its too violent``... we need a developper willing to do something like Soldier Of Fortune 2.... but with 2023 tech. The destruction algorithm next gen should be done without any loss of performance or very very little and maybe done on the GPU to save ressources. And it should have an effect on buildings and humans too...
Do you want a video about dynamic camera? Like the cinematography? Let me know!
YESSSS WE WANT A TUTORIAL ABOUT CINEMATOGRAPHY!!! CAMERA TRICKS AND TIPS -- ALL THAT !!!!!!!!
Yeahhh. Please !!!
HELLLL YESSS!!!!!! PLEASEEE. No basic shots (like panning left to right lol. That's what most 3d camera tutorials cover). Maybe include something like a tracking shot from an aircraft chase sequence, or like Iron man flying through the sky :D or maybe the Avengers 2 opening sequence (1 dynamic shot lasting ~3-4 minutes)
Hello. It would be great!!!
yeah
Definitely need a more indepth tutorial of how to get the cars working and how to record them moving and such.
like where did he download the cars from because this isn't in the city? Do we need to just add city vehicles to our project or what? This is a good but very vague tutorial. Once I get the hang of this I'm going to open the floodgates....there seems to be nobody who really breaks everything down
@@imvisuals215 Hey did you find any?
Fantastic video! Any chance you’d release an in-depth course for this? I would absolutely pay for an in depth crash course on this. Cheers
I spent hours... I mean hours 😢 trying to get this working. I might have another go. Great work.
Hopefully this time works for you!
@@Unrealhan I've started setting it up. 😬 If you get a minute please watch my latest short. UE5 and Iclone. Cheers.
@@Unrealhan I've just uploaded a new short after watching you tutorial. Thank soooooooo much for your help!!!!!!!
Beautiful cinematography as always. Thank you for sharing another gem!
Always a pleasure when your videos drop, great work!
Now this video is the true meaning of a crash course
One of the most amazing video i have come across in ue5
I hope you can figure out or they fix the caveats, like the particles not rendering or having to work within the Matrix demo. Small things like glass particles really add that realism icing. Really liked this tutorial, itwas exactly what i was looking for.
Han always Solo!! Good to see you sharing your knowledge and ideas with the world in 2023. ❤
Awesome video! Among all the great tips, I didn't even know there was such a thing as an adjustment layer in the sequencer. Learn something new every time I watch your videos!
amazing tut, i spent so much time trying to get this to work a year or two ago with no luck. Thanks!
Excellent tutorial my friend 🤙🏿
ur my fav unreal artist hands down its a joy anytime you upload
Thank you for the kind words! That keep me going for sure!
you didn't explain how to do it........
Great stuff! Very well explained. Thanks for making this. Looking forward to what's next.
Bro you made my day! This stuff is pure gold! Thx for sharing.
Awesome. I think you should make a course from A to Z.... I'm strugling what is the right pipeline to do filmaking in UE.
This is fantastic, thanks for sharing this technique and putting so much effort into this tutorial. THANK YOU!
Interesting!🔥🔥
I so much Love this guys level of details.
Amazing! Thank you for sharing!!
Holy smokes! This is AMAZING.
I was waiting for that one after your twitter videos! Great insights
Thank you for including limitations/bugs/workarounds!
@UnrealHan How do you fix the issue where you see the frame of the car when they collide, like at 4:33 ? When the cars collide in Simulation, it flashes to show just the frame of the car before showing the whole model again
For me, I was adding the wrong take to the subsequence track. Putting the right track in fixed it. But I still can’t figure out how to make the glass fracture or at the very least not pop off the car in an odd way.
Please i need a full tutorial of this for unreal beginners like me. i love car chase scenes. wud love to create mine
Absolutely incredible! Thanks for doing this :)
Looks and sounds Awesome.
Fantastic video. I have it working pretty well but can u advise on the glass at all? Basically the entire windscreen pops out from the mesh once the impact happens but then sits outside without breaking. Does this not break and u need to just hide it on impact?
Did you find a fix for this? I have the same issue
@@Griff_The_5th nope, hoping the author replies
I still can’t figure this out. I have everything else down but the glass.
Awesome work!
Amazing video, thanks! I'm going to study it for my next trailer!
Super cool. Definitely inspired me to have a look into - seems like someone could have hours of fun creating destruction shots ;)
Totally! So satisfying crashing cars!
thanx for the input bro GREAT JOB
amazing work ❤ thanks for sharing
Amazing 🎉
Would be nice if you showed us how to do the second take record with the first one running together......
top notch work
Amazing! Please do more vehicle crash videos. How can you do it with cars other than from the matrix? How can you control the style of crash.. like different windshield damage
So far only the Matrix cars have the full destruction setup. And it's hard to get down to the detail level destuction control unfrotunatly.
@@Unrealhan so how do they do it in movies that use UE? Or not.. you still see the car crashes
@@nemx4umovies that use UE have multi million dollar budgets
Wow amazing tutorial! The information is priceless and very well conveyed.
How are you getting the glass to break in sequencer?
Nice video, im really interested in the PC components you are using for all this stuff 👀
we need in-depth tutorial please...
I would really like to know how you recorded the motion of the vehicles within the engine itself.
Great tutorial
Hi, thanks for the tutorial, the damage on the already recorded car does not reflect in the final seqence when damaged on second take with the second car. Can you help?
Looks great but very hard to follow , wish you would create a step by step tutorial
WOW man! thank youuu!!!! 😍😍😍
Thats awesome! 😃
Hi Han. Awesome work! I was wondering if you could show how to film a person getting shot for action sequences in UE5. Is it a similar idea to the car crashes? That would be super helpful. Thanks for all your efforts!
can you please provide a free project file with just the destructible cars? i don't wanna download city sample as its 99 gb🙄🙄 and no one has just the cars. thank you for reading
So good, thank you ✌️
holy light...u made it look so ez..wish i can download your skills tho...is there any extended full detailed version so beginners can deep dive follow each clicks? i dont mind if it gonna b a paid tuts frankly
AMAZING!!!
Any way to avoid tires clipping on the ground as in the begining?
Thank you! Do you know how if it easy to add another custom car model from Blender to the UE5 Matrix demo?
I for the life of me couldn’t migrate the destruction in UE 5.1. I would love a tutorial on how to get the destruction going on these vehicles. Please 🙏🏼
00:8 crash animation are applied before crashing?
Excellent !!
so if you make a recording in the car demo level - how do you get it in the City Sample map. I tried opening a test in the map and the cars clip the walls, I couldnt seem to make the cars move - even trying attaching and Null objects, they jus snap back into place... adding a adjustment layer isnt working cos its greyed out...
Thank you so much for this tutorial! Do you have any tips on animating ghosts? Similar to the twins in the matrix reloaded?
I'm ready to pay you for a complete step-by-step tutorial on how to make the same scene! Write to me if you are interested!
I think having TAA on for scenes like this is making the quality bad since it's best used for stationary scenes but if used for speedy scenes it leaves a lot of artifacts and ghost trails.
Really appreciate this tutorial. Something i've been trying to figure out for a long time.
While i like that you've made this video short and info packed, I think would be great if you did a longer video showing step by step how you setup a shot/shots.
thanks for the feedback, will consider doing longer format. Maybe live stream even
@@Unrealhan that would be great!
Any idea how to solve the dissapearing car mesh?
Also wondering this
@Unrealhan I need an Unreal Engine tech for an upcoming film
amazing! Bro do you have a complete course of unreal engine?
Thank you for the great video
But when you run rendering, the wheels are in place. Do you know the solution?
can you record metahuman driving. having an issue where the character doesn't show what i recorded . i can see a path for my metahuman. but its all over the map. like he ran all over the map. even through building... never near the car
This is seriously cash money my man!
wow, genius, thank you
could you do a little more detail around sequencer set up and take recorder
Please help. I added the Level Sequence to my level and enabled 'Auto play', but when I render, my car still gets destroyed (it gets thrown around while the 1st frame samples count up). When I disable multisampled Anti-Aliasing in the Movie Render queue settings, it doesn't happen. The car is fine, but I want to use AA for my renders. 😢 Does anyone know how to fix this? I've tried everything.
Did you ever figure this out buddy? I'm having the same issue and its driving me insane
@ Hey man. I discovered two workarounds so far. Long text incoming lol:
@ I love you for it btw
1) When you enable “Use Camera Cut for Warm Up” (Movie Render Queue > Render Settings > Anti-aliasing), and make sure you have at least 30 frames or there about on the camera cut you’re rendering out at the beginning of the cut (to be precise, before the green line on the timeline that indicates where your cut starts - the red one indicating where it ends); AND convert your car to Possessable at the beginning of the cut (if you convert it when it’s at another position along your timeline, it’ll violently snap it back to the beginning of the cut when the render starts, so make sure it’s at the first frame when you convert it). These combinations of settings gave me success most of the time. It’s frustrating because it’s not sure-fire, and it’ll fail sometimes even though you do everything as described above. Sometimes just changing the number of frames in front of the beginning of the cut (increase them to about 50, or decreasing them to about 20) helps, but it’s always random honestly.
2) Because I don’t plan on destroying my police cars, I just disabled their collision, and that fixed all my problems. I don’t need to even do any of the above steps. Don’t even have to convert them to Possessable. They work fine as Spawnable. To disable their collisions, I went into the car animation track > VehicleMesh > Collisions (right side panel options) > Collision Presets > NoCollision.
If I ever want to have the cars involved in crashes in the future, I only have 1) above so far, and it’s unfortunately unreliable asf. 🥲
Hope that helps.
cant make the destruction work g.g i tryed deflagging the "simulate physics" but doesnt work, spend like 2 days trying to figure it out but i m losing hope g.g
I did set up a similar scene with a PS5 controller and the take recorder. It works amazingly well BUT: no matter what I do I'm getting this weird micro - jitters on my car rig. I don't see any of that on your renders. Have you encountered something similar? If so, how did you solve it?
im working on a similar scene too, did you resolve the bug?
@@filipefenner No, unfortunately not. I guess it has something to do with physics timestep and framerate.
@@ArthurBaum i was thinking in create a group about these, do you up for? maybe we can find others
i have an issue, wonder if you can help. I recorded a take but when I play it back it spawns multiple of my vehicle on top of each other causing cars to destruct, thus the sequence doesn't play.
Great Tutorial but i'm having some issue with the destruction, i don't know if it's UE5 related version? the physics seem off, sometimes it record the first impact and after i get some wierd windshield offset, i disabled the physics at play time even in the BP, but nothing seems to work. Thanks
Did you find a fix for this?
@@Griff_The_5th i think i disabled all the no simulated layers in the sequencer
@@totorobert1848 Didnt work for me
will try to post a tutorial
@@Griff_The_5th
Hi bro can you help me? My car its not working! Animation its reeady. When i start render car dont moving? I dont know what happened? Help pls
Thanks for this precious experience, its an amazing work! Do you have any advice to avoid the cars loosing there bodies sometime?? I've noticed that when the cars having a contact or a brutal motion to them self they are loosing the body for a couple of frames but it still seems to be quite random... I keep searching for the exact reason thats hapening. If anyone have some lights on this one I'ld ve gratefull for life!! 😅🙏🙏
Waoooo, I really wanna learn from you lot, are you doing any personal Training course
Almost finished my short cinematic. I have attached chaos vehicles to camera rails to control the movement precisely (also a hero mustang i built a control rig for)- however, this does not allow wheels to spin or police lights to shine (altho I built my own control into the BP) or collisions/deformation to occur.
I noticed that the CitySample "Sandbox" vehicles allow all these controls... Can you bring in some of these controls into Sequencer? Can I add wheel spin, body roll, deformation on a keyframe basis? Or do I HAVE to use take recorder and do it live?
Wheels can spin if you add them as an actor component. With lights, you can adjust their material to allow the sequencer to change material parameters.
Have you found a solution to the car destruction + rail?
@@NikitaAlexandrovAnimations Hello, I saw your comment. I'm trying to do the same thing, a crash animation using the camera rail. Did you manage to get the deformation?
Also, when I place my blueprint sandbox car on the rail, in editor it follows the rail but in play it doesn't move and the transformation coordinates go haywire. Any idea how to fix this?
Thanks a lot!
@@LucaGry physics don't work at all with rails, so you can turn off physics for the object, or just place mesh. With the last one it's easier to animate wheels than in the blueprint version trying to snap to the ground
I can get the transform track to work, but for some reason the animation track doesn't work... any ideas?... I'm pretty new at this. I'm looking at your BP vehicle with the red icon... don't know how to add that??
Hey mate, sorry if you mentioned it already but are you rendering with the legacy sequence renderer or movie render queue?
That was awesome. Little problem, how to hide that annoying ui while rendering
Should be gone by setting the level blueprint gamemode to none.
You are amazing 🔥
I want you to help me.
I put a character in a car with City sample of Unreal Engine 5.1 and record it with takerecorder.
When I started recording and was driving for a few seconds, the car suddenly got stuck in the road, making it impossible to drive and the take recorder stopped. (Every time, after a few seconds of driving, the car is buried in the road and the take recorder stops working.)
In the same way, I recorded a character driving a car with a take recorder, but when I played it back with a sequencer after recording and confirmed it, the situation was different from the recorded situation. I'm having trouble repeating teleportation in various places.
I'm dying to learn this
What gaming pad are you using ?
Please, can you inform me what workstation are you using to run Unreal without lag?
Is it possible to replace it with a custom car model?
not if you want the destructions. It's a full set up per car. you may need to reverse engineer the blueprint based on that Epic video
I dont know why the render queue always switch to the main camera of the car but not the cameras I'm using for the shots
How do you record the cars that you are controlling???
what controller do you use, any special config/setup?
Do you do gigs?
I LOVE YOU!!!!
Play after recording or does not trigger collision, do not know how to solve
good job
How to record the second car? What are the details?
I'm confused - you show the car destruction with glass breaking being recorded in sequencer and then say at the end that for particles to work, you can't record in sequencer and need to run the level. how did you do it in sequencer??
when you push the render, the physics starts, right? Thats what i understand, maybe if you record the motion properly with take recorder, and put to play, when it render, will render the broke glass, but i think that never will bem execly equal. I didnt test yet, but this is what i understand
I did not get the option to convert car to possesable. Am I doing something wrong?
Fantastic video, thanks for sharing the worflow
The next step of the Unreal Engine should be a next gen revolutionary level of destruction of environments, objects (like cars) and humans (like it simulates bullet impacts on a human body, a finger can come off, things like that.... but I bet they wont do it because ``its too violent``... we need a developper willing to do something like Soldier Of Fortune 2.... but with 2023 tech.
The destruction algorithm next gen should be done without any loss of performance or very very little and maybe done on the GPU to save ressources. And it should have an effect on buildings and humans too...