Realistic in-depth Introduction of Unreal Cinematics and its Basics
Hello, this is the second lecture of Unreal Cinematic
Structure of Sequencer and Introduction of its Functions
First, I'll briefly explain about sequencer
Sequencer is a file in Unreal Engine
that includes the cinematic sequence and the interactive elements
For editing and managing sequences within the level
this file is used
This is how to create a sequencer
Like the screen, go to the content browser window
Right click on it, then go to Cinematics - Level Sequence
This is how to add the camera actor in the sequencer window
On the top part of the sequencer window, there's the camera icon
when you click this icon
Cine Camera Actor gets added
This is how to set the key frame
In the screen, next to the list
click the part that I emphasized
And a key gets created on that part of play
When two or more key frames are created on the timeline
animation forms, and just like on the screen
when you select the actor that has the animation
you can see the animation line
And when you move the play bar in the sequencer
the animation works along the line
In the sequencer, when the camera is created
you can see in the icon of Cine Camera Actor
there's a lightning symbol
This only appears when the sequencer is opened
and it's called Spawnable Actor
When the sequencer is closed, the corresponding actor
doesn't show on the level
And if you want to change this mode
Right click on the Actor, then select Convert to Possessable
Then the lightning symbol will disappear
Until here, I've briefly introduced
the basic setting methods of the cinematic sequencer
I'll now explain Cine Camera Actor
to show you how to produce cinematics using the sequencer
First, in the content browser
right click and go to Cinematics
Here, create Level Sequence
Now in order to create sequencer animation
you can create Sequencers in Unreal
I'll name it Animation_test for now
Make it like this
Double-click to open the sequencer window
And you can see the sequencer animation window like this
When you click on the camera icon here
The viewport changed too, right?
You can create the Cine Camera Actor right away
You can see that the actor is created like this
Then, in Cine Camera Actor
select the Transform layer
Grab a keyframe at the current starting point
Like this, you can see that the keyframe was created
Let's create another one
If it moved like this
then we create another keyframe
And then when we select the Cine Camera Actor
as you can see, you can see the animation path
You can see this
And I'll show you the difference between
Possessable and Spawnable
Currently, if there's a lightning symbol here
this guy is in the Spawnable form
Only when the sequencer is opened
this actor is formed
Even when the sequencer is turned off
you want the actor to stay
then right-click on it and click Convert to Possessable
Then even when the sequencer window is closed
like this, the Cine Camera Actor is
still there, as you can see
Function of Cine Camera and Introducing Ways to Use
Cine Camera Actor possesses the functions
of a camera that's used in the actual filming
You can set the filmback, lens mm, and the focus
There's a function to automatically track the designated actor in the scene
and the automatic focus function
So you can easily film the shot
When you arrange the Cine Camera Actor
the first thing you need to fix is the sensor value
In Unreal, just like the camera used in actual movies
you can input the sensor size
Based on the sensor value, the image is viewed differently on the camera
Take a look at the following screen
and observe the difference in the images based on the sensor value
For the sensor size of the left picture
it's set as width 36.7, height 15.31, and lens 50 mm
For the right picture
it's set as width 18.35, height 7.65, and lens 25 mm
With the same angle, you can see that
the image effect is clearly different
The Cine Camera Actor provided by Unreal
can be set up just like the actual filming camera
It's an actor that has all the functions
If you see here, you can input the sensor size
on this parameter value called Filmback
With the frames of the same angle
I'm going to show you the change in depth based on the sensor size
Currently, the sensor size is 18.35 mm by 7.65 mm
with the camera lens of 25 mm
With the 25 mm camera
you can see that it appears like this image
And this time, when it's 36.7 by 15.31 with the lens of 50 mm
then it looks like this screen
As you can see, the blurring of the photo frame for the 50 mm
is much more out of focus
When it's at 25 mm, it's less than the 50 mm
It's less out-of-focus
This difference is called being shallower in depth
This expression is a very important part of cinematics
so you should know about this function
The bigger the sensor size is, the shallower the depth
The proportion used widely in movies is 2.39:1
and the sensor size value is shown on the screen
There's a website for learning about these camera sensor values
and I've written it on the screen
In this website, you can know
the camera sensor sizes used in movies
This time, I'll show you the differences in subjects based on the camera lens value
The first one is 24 mm, second is 50 mm, and the third if 85 mm
As you can see, when the subject is filmed
with camera of the same angle
the greater the lens value, the shallower the depth
The ears of the subject look parallel
and the face overall looks flat
These differences
are important in cinematic storytelling
Based on how you make the subject look
the audience of the video
receives different emotions
This time, it's the fog differences based on the camera lens
As you can see, in the same angle
the amount of fog that you can see varies based on the mm value
The reason is because the distance of the camera is different
The amount of fog differs because
the further the camera is from the subject, within the same angle
as the lens reaches the subject
it has to pass by a relatively more amount of fog
Therefore, when there's a decent value of fog
rather than using a lens with large mm
lens with a small mm
may be more suitable for filming
It will be helpful to consider this
This time, an appropriate amount of fog is captured
in this example of camera angle
As you can see, when it's filmed with 24 mm
there's an expression of depth
and just the right amount of fog due to distance
And you can see that the fog doesn't affect the subject
First, let's view an example level through the screen
and see the corresponding value ourselves
This time, the difference in subjects based on the camera lens
and the changes in fog amount will be shown
First, I'll show you the lens mm value
24 mm, 50 mm, then 85 mm
As you can see, the greater the mm value
the bigger the subject's face looks
Therefore, based on how you want to express the subject
it will be good to set the camera lens mm value appropriately
And for fog, in order to capture the same angle
the greater the mm value
the further the distance between the subject and the camera
So as much as the distance increases
the amount of fog will increase as well
The subject is located here
and when it's in 24 mm, it's right in front of the subject
And when it's in 50 mm, it's further than that
And for 85 mm, it's even further than 50 mm
Based on the distance between the subject and the camera actor
you can see that there's a difference in the fog amount, like this
This time, I'll explain the camera aperture
In the real camera, the aperture basically
becomes brighter and shallower when it's more opened
The more it's closed, the darker and deeper it gets
In Unreal's Cine Camera Actor
we can make the brightness remain the same
and only adjust the depth, like a trick
In Unreal camera, for the aperture value
just like on the screen
in the detail panel window of Cine Camera Actor
go to Crop Settings -> Current Aperture
And this is the parameter that adjusts the value of the aperture
Now, in order to express the trick using the aperture
I'll tell you the steps
First, setting the camera sensor size
Second, in the post process of camera
set the exposure value to Auto exposure histogram
Third, adjust the exposure value
so that it will look the same as the environment set in the existing viewport
Fourth, go to Crop Settings and change the Current Aperture value
Fifth, check the changes in depth as the values are changed
With the camera set with these steps
when the aperture is changed
I'll show you the changes in images
These are when the aperture is at 1.4, 2.8, and 5.6 respectively
As you can see, the smaller the aperture number
the shallower the depth
And when the value increases, the depth becomes deeper
Through the computer screen
the changes in depth based on changes in aperture value
will be reviewed
I'll show you how to express depth using aperture value
This function is impossible in real life
In Unreal, the exposure value can be fixed
so we can make changes in depth through changes in aperture
First, in PostProcessVolume, go to Exposure
set an appropriate exposure amount
Then select the Cine Camera Actor
and in this actor, go to Lens -> Exposure
and expand the exposure parameter
Here, you can also set the exposure function
Here, you must set it as auto
The value here is probably 0 at first
As you can see, the viewport
and the camera will have different exposure levels
So match this first
Then go up to Current Aperture
This is the aperture function
When you increase the value like this
you can see that the depth changes
Next is camera focus
Rather than explaining the camera focus
I'll explain how to do it conveniently
at the functional level
Go to the detail panel window of Cine Camera Actor
Then in Focus method, change the mode to Tracking
Then you can track a particular actor
Search on the list or select it with a pipette
to select the actor you wish in the viewport
Let's watch the computer screen
to review Focus Setting
I'll show you how to select the tracking actor
As you can see, in the Cine Camera Actor
there's the Focus Setting
Here, in Focus Method
select the Tracking mode
Then under here, a window appears
where you can select the actor you want to track
Or, the parameter value appears
Here, when you select the actor to be tracked
Then the focus tracking ends
Like this, even when the camera moves
the focus is on that particular actor
So there's no changes in focus
Functions of Camera Rig Rail and Introducing the Usage Method
This time, I'll explain about
the Camera Rig that Unreal provides
Rather than setting the camera movement yourself
this tool can make it easier
It's used often at the pre-vis level
The types I'll explain are the Camera Rig Crane
and Camera Rig Rail
For Camera Rig Rail, search Rig on the Place actor window
and select the camera rig rail option
Since it's a Spline form
you can freely express it
For Camera Rig Crane
search Rig on the Place actor window
and select the Camera Rig Crane
You can use the Jimmy-Jib function of a real camera
with this tool
Take a look at the computer screen
and we'll do hands-on learning about
Camera Rig and Crane
This is explanation of Camera Rig and Rig Crane
As you can see, arrange the Rig Rail
and in Outliner, on the descendants
map the Cine Camera Actor
Then here, for the value of Current Position on Rail
change it like this
Then you can set the camera movement
And in the case of Camera Crane
as you can see, it's arranged like this
Since we can't see it well, let's set it to Unlit mode
Just like the Camera Rig Rail
map the Cine Camera Actor as the descendant
Pitch is the vertical direction
and Yaw is the horizontal direction
And for Crane Arm Length
it functions to send the camera further
Through these three values, set the key
then create animation
Just like the Camera Rig Rail
you can create the camera movement
Introducing Ways to Express Cinematic Effects
This time, just like the actual camera
it's a camera shake function that adds reality
Camera shake is
adding shaking motions as if an actual person filmed it
In Unreal, this function is produced in blueprint
and in the Cine Camera Actor arranged in the level sequencer
we can add it
This is how to create camera shake
Right-click on content browser, then select new blueprint class
Under the window, expand ALL CLASSES, then search shake
Select Legacy camera shake
The function of camera shake blueprint
is shown on the following screen
The widely used functions are Oscillation and Los Oscillation
Those are the two
This is how to apply the camera shake
Like the screen, in the level sequencer
Select the + icon of the camera actor
In Camera Shake, select the file
produced with blueprint
Then on the Camera Actor layer, the shake animation
will be applied
In addition, when the section is expanded by dragging
the applied section will be changed
The camera shake file
can be arranged in multiples on one camera
The important point is that, for cinematic expression
the camera shake function is a must
In the computer screen, let's review
how to create and apply the shake file
This is how to add the camera shake function
In Camera, select the + icon
and select Camera Shake
Then you can see the camera shake file made previously
Select one of them
and a layer forms like this
Drag it like this to make it work on the entire section
Then play it
Like this, even if it's at the same position
there's the camera shake function
Next is intentional flaw for cinematics
Like the screen, in the actual movie filming
they apply a filter to intentionally
lower the quality of the image when filming
In Unreal, these effects
can be expressed in a different way
This time, Post Volume will be arranged here
and I'll show you how to use it
Utilizing Bloom and Lens Flares
Activate Bloom and Lens Flares
Go to Lens Flares -> adjust Bokeh Size
In the screen, the Lens Flares is not bright
but rather appears subtly
This is how to utilize Exponential height fog
The Volumetric fog function of the fog actor
needs to be activated
For this function, at the part where the light shines
the ray of light can be expressed
This is a second way to utilize Exponential height fog
If you want to reduce the overall fog amount
and only express the ray of the light
Go to the detail panel window of Light
and adjust the Volumetric Scattering Intensity value
Let's review ways to utilize Post Volume
and applications of the Height fog
Bloom and Lens Flares
and adjusting Volumetric fog of the lighting actor
are the functions that I'll explain
First, in the case of Bloom
Like this, a glowy feeling on the screen
can be created through this function
Values greater than 1 are rarely used
So I usually put it at this value
Then if you go down, there's Lens Flares
for this guys, the basic value is 1
Lens Flares that appear on the camera
can be created with this
Here, put it at the value of 1
then increase the Bokeh Size under that
Then the Bokeh image where the Lens Flare is at
becomes expanded like this
You can use cinematic effects with these as well
And now for the light
I'll explain the function of adjusting the fog amount
As you can see, I selected SpotLight of StandingLamp
scroll down on the list, and there's this guy
There's Volumetric Scattering Intensity
When this guy is adjusted, as you can see
the amount of light ray can be adjusted
Up to here, is the end of this lecture
We'll review what we learned and wrap up this lecture
And that was all for the second lecture of cinematics Thank you
Structure of Sequencer and Introducing its Functions
Level Sequencer A file in Unreal Engine that includes the cinematic sequence and the interactive elements
The file that's used for editing and managing the sequence within the level
Difference between Possessable and Spawnable
The Cine Camera Actor of the Sequencer is a Spawnable form, where it gets placed on the level when the corresponding level sequencer is opened
To change this setting, right-click and select Convert to Possessable
Function of Cine Camera and Ways to Utilize it Cine Camera Actor
Possesses the functions used in the actual filming camera Can set the filmback, lens mm, and focus
There are functions to automatically track the designated actor in the scene and automatically set the focus, so easy filming is possible
Sensor size The first part that has to be fixed when the Cine Camera Actor is arranged
Can input the sensor size, just like the real camera for movies The greater the sensor size, the shallower the depth
Camera lens Expression of subject differs based on the camera lens value
- The greater the lens value, the shallower the depth. Ears of the subject looks more parallel and the face looks flatter
Camera Aperture & Depth of Field In Unreal, expressions of depth can be done with just the aperture value
In Unreal Cine Camera Actor, there's the trick of only adjusting the depth and leaving the brightness as-is
Camera Focus & Camera Rig In Unreal, there's the function where the focus can be tracked on a particular object
Camera Rig is a tool that makes camera movement easier than doing it manually
Types of Camera Rig: Camera Rig Crane, Camera Rig Rail
Camera Shake Adding a shake as if a real human filmed it
In Unreal, this function is produced in blueprint and can be added in the Cine Camera Actor arranged in the Level Sequencer
Introducing Ways to Express Cinematic Effects In Post Volume, utilize Bloom and Lens Flares
Using Volumetric Scattering Intensity by utilizing Volumetric fog