Your Tutorials are always usefull and succinct! When we select directly Camera in the left panel of Sequencer, we can directly move camera like "Pilot".
summary: 1.pilot the cine camera to get easier control 2.set the focus method to track a specifc object to let the cine camera figure out itself 3.time dilation track to slow down or speed up the play speed of the track 4.cubic interplation to get the slowing effect and the lerp to get the linear effect 5.add post processing into the sequence 5.shift c to go back to camera
My live reactions to each step 1. Oh yeah knew that already 2. Oh that's neat I didn't know you could track 3. OHHHH makes sense 4.OHHHH!!!!!!!! Sweet lord 5. SO SMART 6. WhAaAtT
Thanks for the video! Please tell me how I can render every second frame in a sequencer? That is, I need to skip one or more frames. Then render and save one. Then skip again and so on.
hello. do you have a tutorial on how i can align several actors seperately imported in to unreal engine. they each have their own fbx animation along with them. i want to be able to see all these actors animations in a timeline and be able to move them easily to the correct time position. like say the clips similar to after effects. has one timeline and just have to manipulate the clips to the correct timings. say suppose there are two actors. one actor throws a punch. and the other actor receives the punch and falls to the floor. after importing both actors separately i just want their animation clips to be aligned to the exact position i want.
Perhaps you could answer a question regarding sequencer and level sequences. I have a level sequence where I have a character animating. I set up the camera the way I want it. I needed to add a second character and 2 animations of that second character to this sequence. I need to combine or blend the 2 animations together. I did this work in a separate level sequence. How do I get the blended animation from the second level sequence into the first level sequence I setup?
I believe I have found an answer. I created a subsequence with that animation. It sits on its own track in the original level sequence and the animation is working fine.
Yes! Great work. Also I wanted to point out this- perhaps helpful, perhaps not: forums.unrealengine.com/t/anyway-to-combine-seperate-level-sequences/118815 @@steinmov
Yes I found that link. However, not the best. The biggest problem with UE and working in it is not being able to find what I already know how to do. The menu system is what needs to be laid out so that an artist can more easily find what they need.@@NumenBrothers
Hello Sir, i would like to beg a help from you. Do you know little bit about Fracture Cache in Sequencer ? I created Fracture Effect with Blueprint. I just added Impulse Component after Eventbeginnplay in the Blueprint of Geomatry. And i also drag Fracture Cache into Sequencer and setted Timeline. But i get a issue, this way doesn't work for Render. When i wanna render this Sequence, it will be immediatly rendered. That means, the Fracture Cache Timeline doesn't move like what i have setted. May can i add something in Blueprint or in Sequencer? Thanks!
Your Tutorials are always usefull and succinct! When we select directly Camera in the left panel of Sequencer, we can directly move camera like "Pilot".
SUPER helpful tips.
Your concise, to the point delivery is a blast of fresh air on YT. Thank you!
Life changer video! Do you have a video where you show how to trigger a sequence in a specific timeline/situation?
summary:
1.pilot the cine camera to get easier control
2.set the focus method to track a specifc object to let the cine camera figure out itself
3.time dilation track to slow down or speed up the play speed of the track
4.cubic interplation to get the slowing effect and the lerp to get the linear effect
5.add post processing into the sequence
5.shift c to go back to camera
Awesome tips brother!! I'm subscribing
Great video it help a lot !
My live reactions to each step
1. Oh yeah knew that already
2. Oh that's neat I didn't know you could track
3. OHHHH makes sense
4.OHHHH!!!!!!!! Sweet lord
5. SO SMART
6. WhAaAtT
Great tips thank you!
Thanks for the video!
Please tell me how I can render every second frame in a sequencer?
That is, I need to skip one or more frames. Then render and save one. Then skip again and so on.
Very useful tips! Thanks a lot ^^
Great advice bro.
you're awesome, thanks!
Awesome! Thanks
hello. do you have a tutorial on how i can align several actors seperately imported in to unreal engine. they each have their own fbx animation along with them. i want to be able to see all these actors animations in a timeline and be able to move them easily to the correct time position. like say the clips similar to after effects. has one timeline and just have to manipulate the clips to the correct timings. say suppose there are two actors. one actor throws a punch. and the other actor receives the punch and falls to the floor. after importing both actors separately i just want their animation clips to be aligned to the exact position i want.
short and sweet 👍
Perhaps you could answer a question regarding sequencer and level sequences. I have a level sequence where I have a character animating. I set up the camera the way I want it. I needed to add a second character and 2 animations of that second character to this sequence. I need to combine or blend the 2 animations together. I did this work in a separate level sequence. How do I get the blended animation from the second level sequence into the first level sequence I setup?
I believe I have found an answer. I created a subsequence with that animation. It sits on its own track in the original level sequence and the animation is working fine.
Yes! Great work. Also I wanted to point out this- perhaps helpful, perhaps not: forums.unrealengine.com/t/anyway-to-combine-seperate-level-sequences/118815 @@steinmov
Yes I found that link. However, not the best. The biggest problem with UE and working in it is not being able to find what I already know how to do. The menu system is what needs to be laid out so that an artist can more easily find what they need.@@NumenBrothers
Amazing!
MORE OF THESE!!!!! :)
Thanks a lot
That was perfect
When time dilation is enabled and I render my shot it was not rendered properly the timing is not matched with the unreal viewport how to fix it
Same problem are you got solution
Just write {frame_number_rel} at file name format bar in MRQ. This will be fix it
Hello Sir, i would like to beg a help from you. Do you know little bit about Fracture Cache in Sequencer ? I created Fracture Effect with Blueprint. I just added Impulse Component after Eventbeginnplay in the Blueprint of Geomatry. And i also drag Fracture Cache into Sequencer and setted Timeline. But i get a issue, this way doesn't work for Render. When i wanna render this Sequence, it will be immediatly rendered. That means, the Fracture Cache Timeline doesn't move like what i have setted. May can i add something in Blueprint or in Sequencer? Thanks!
I'm sorry, I don't have enough experience with fracturing (chaos) to be helpful. My apologies.
Thanks for Reply, i have solved it myself! @@NumenBrothers
Get a Stream Deck XL and make an endless rack of hotkeys.
How you make the water wave in front of the character ???
Thank you handsome :)
Splendid
❤