damn... I get it now... I have never understood why you are meant to use a crane rig in 3D software... because the camera can just go and be anywhere... But putting those real world/physical limits on the camera gives it that realistic feel, not to mention very smooth movements... Thanks for another fantasti tutorial!!!
You can sorta avoid the rig and just animate rotation but the rig has another amazing benefit, pre production When you use the rig you can tell teams on a real shoot how far the crane needs to be or angles etc, check out this video th-cam.com/video/SdJ9WgEuQ4k/w-d-xo.htmlsi=0gcRSEG6cgdyVdED
@@Rforge AH!!! That’s even smarter!!! I’ve never even thought about that… usually my thought is about how to take reality and pipe it into digital… but using digital to tell reality how to function is GENIUS!!! So cool, thank you for sharing!!!
This video was packed with lot of cool tricks and knowledge, with such a good practical example. Thanks... Just one question this Take Recorder works on third person character or any ingame mode actor, right? Then, this would so useful for creating quick simple Previs
Thank you for the feedback glad you liked the video ! Yeah it works on anything with live input even a phone that is driving a camera in virtual production (for example)
Hi ! These actually change depending on what's being rendered. In our case the motion blur was the only thing needed But I will say movie render cue with anti aliasing turned off and samples 2/8 is a great place to start with lumen
Why when I press render (local) the camera activation is the one that comes from the drivable pawn? but in she sequencer everything looks at it should?
damn... I get it now... I have never understood why you are meant to use a crane rig in 3D software... because the camera can just go and be anywhere...
But putting those real world/physical limits on the camera gives it that realistic feel, not to mention very smooth movements...
Thanks for another fantasti tutorial!!!
You can sorta avoid the rig and just animate rotation but the rig has another amazing benefit, pre production
When you use the rig you can tell teams on a real shoot how far the crane needs to be or angles etc, check out this video
th-cam.com/video/SdJ9WgEuQ4k/w-d-xo.htmlsi=0gcRSEG6cgdyVdED
@@Rforge AH!!! That’s even smarter!!! I’ve never even thought about that… usually my thought is about how to take reality and pipe it into digital… but using digital to tell reality how to function is GENIUS!!! So cool, thank you for sharing!!!
great tutorial, thank you for sharing this, I learned a lot!
Glad to hear that! Thank you :)
You always bring something new and fresh. So precise and on point with information. Love these UE vidz man. Always learn a lot. Thank you
This is really useful information, thank you very much for sharing
Awesome video , so much information , Thank you
There is always something I pickup from your videos Shaun. Thank you!
This video was packed with lot of cool tricks and knowledge, with such a good practical example.
Thanks...
Just one question this Take Recorder works on third person character or any ingame mode actor, right?
Then, this would so useful for creating quick simple Previs
Thank you for the feedback glad you liked the video !
Yeah it works on anything with live input even a phone that is driving a camera in virtual production (for example)
Nice tut, for the next video, a tutorial for best rendersettings including console variables would be great
Hi !
These actually change depending on what's being rendered. In our case the motion blur was the only thing needed
But I will say movie render cue with anti aliasing turned off and samples 2/8 is a great place to start with lumen
How do I record a SpaceMouse dronelike movement?
My camere is unataching fro. Camera tig not from tut jist a problem i have
Is it a child of the camera rig ?
No i just attach it
Why when I press render (local) the camera activation is the one that comes from the drivable pawn? but in she sequencer everything looks at it should?
Hi so I mention in the video about the camera cuts track have you bound the right camera during render ?
@@Rforge yes but still get the same result. I use a different Pawn, though.