WEBVTT 1 00:00:04.425 --> 00:00:08.925 Realistic in-depth Introduction of Unreal Cinematics and its Basics 2 00:00:24.225 --> 00:00:27.825 Hello, this is the second lecture of Unreal Cinematic 3 00:00:27.825 --> 00:00:31.825 Structure of Sequencer and Introduction of its Functions 4 00:00:32.575 --> 00:00:36.575 First, I'll briefly explain about sequencer 5 00:00:36.575 --> 00:00:40.475 Sequencer is a file in Unreal Engine 6 00:00:40.475 --> 00:00:44.025 that includes the cinematic sequence and the interactive elements 7 00:00:44.025 --> 00:00:47.275 For editing and managing sequences within the level 8 00:00:47.275 --> 00:00:49.725 this file is used 9 00:00:49.725 --> 00:00:51.575 This is how to create a sequencer 10 00:00:51.575 --> 00:00:53.825 Like the screen, go to the content browser window 11 00:00:53.825 --> 00:00:58.075 Right click on it, then go to Cinematics - Level Sequence 12 00:00:58.475 --> 00:01:02.275 This is how to add the camera actor in the sequencer window 13 00:01:02.275 --> 00:01:05.725 On the top part of the sequencer window, there's the camera icon 14 00:01:05.725 --> 00:01:07.525 when you click this icon 15 00:01:07.525 --> 00:01:09.975 Cine Camera Actor gets added 16 00:01:09.975 --> 00:01:12.225 This is how to set the key frame 17 00:01:12.225 --> 00:01:14.375 In the screen, next to the list 18 00:01:14.375 --> 00:01:16.276 click the part that I emphasized 19 00:01:16.276 --> 00:01:18.776 And a key gets created on that part of play 20 00:01:18.776 --> 00:01:22.076 When two or more key frames are created on the timeline 21 00:01:22.076 --> 00:01:24.826 animation forms, and just like on the screen 22 00:01:24.826 --> 00:01:27.876 when you select the actor that has the animation 23 00:01:27.876 --> 00:01:29.976 you can see the animation line 24 00:01:29.976 --> 00:01:32.426 And when you move the play bar in the sequencer 25 00:01:32.426 --> 00:01:35.876 the animation works along the line 26 00:01:36.276 --> 00:01:39.376 In the sequencer, when the camera is created 27 00:01:39.376 --> 00:01:41.976 you can see in the icon of Cine Camera Actor 28 00:01:41.976 --> 00:01:43.826 there's a lightning symbol 29 00:01:43.826 --> 00:01:46.276 This only appears when the sequencer is opened 30 00:01:46.276 --> 00:01:48.326 and it's called Spawnable Actor 31 00:01:48.326 --> 00:01:50.626 When the sequencer is closed, the corresponding actor 32 00:01:50.626 --> 00:01:53.076 doesn't show on the level 33 00:01:53.076 --> 00:01:54.976 And if you want to change this mode 34 00:01:54.976 --> 00:01:59.326 Right click on the Actor, then select Convert to Possessable 35 00:01:59.326 --> 00:02:01.426 Then the lightning symbol will disappear 36 00:02:01.426 --> 00:02:03.376 Until here, I've briefly introduced 37 00:02:03.376 --> 00:02:06.176 the basic setting methods of the cinematic sequencer 38 00:02:06.176 --> 00:02:09.476 I'll now explain Cine Camera Actor 39 00:02:09.476 --> 00:02:12.526 to show you how to produce cinematics using the sequencer 40 00:02:12.526 --> 00:02:17.276 First, in the content browser 41 00:02:17.276 --> 00:02:19.926 right click and go to Cinematics 42 00:02:19.926 --> 00:02:22.076 Here, create Level Sequence 43 00:02:22.076 --> 00:02:25.226 Now in order to create sequencer animation 44 00:02:25.226 --> 00:02:28.576 you can create Sequencers in Unreal 45 00:02:28.576 --> 00:02:34.876 I'll name it Animation_test for now 46 00:02:36.226 --> 00:02:39.876 Make it like this 47 00:02:39.876 --> 00:02:42.426 Double-click to open the sequencer window 48 00:02:42.426 --> 00:02:47.226 And you can see the sequencer animation window like this 49 00:02:47.226 --> 00:02:53.226 When you click on the camera icon here 50 00:02:53.226 --> 00:02:56.826 The viewport changed too, right? 51 00:02:56.826 --> 00:02:59.476 You can create the Cine Camera Actor right away 52 00:03:02.226 --> 00:03:07.126 You can see that the actor is created like this 53 00:03:07.126 --> 00:03:10.226 Then, in Cine Camera Actor 54 00:03:10.226 --> 00:03:14.726 select the Transform layer 55 00:03:14.726 --> 00:03:21.026 Grab a keyframe at the current starting point 56 00:03:21.026 --> 00:03:25.276 Like this, you can see that the keyframe was created 57 00:03:25.276 --> 00:03:26.826 Let's create another one 58 00:03:28.376 --> 00:03:31.476 If it moved like this 59 00:03:32.526 --> 00:03:37.559 then we create another keyframe 60 00:03:40.376 --> 00:03:43.076 And then when we select the Cine Camera Actor 61 00:03:43.076 --> 00:03:48.377 as you can see, you can see the animation path 62 00:03:48.827 --> 00:03:51.777 You can see this 63 00:03:53.327 --> 00:03:57.177 And I'll show you the difference between 64 00:03:57.177 --> 00:03:59.077 Possessable and Spawnable 65 00:03:59.077 --> 00:04:06.477 Currently, if there's a lightning symbol here 66 00:04:06.477 --> 00:04:09.777 this guy is in the Spawnable form 67 00:04:10.727 --> 00:04:13.777 Only when the sequencer is opened 68 00:04:13.777 --> 00:04:16.927 this actor is formed 69 00:04:16.927 --> 00:04:19.327 Even when the sequencer is turned off 70 00:04:19.327 --> 00:04:21.677 you want the actor to stay 71 00:04:21.677 --> 00:04:25.427 then right-click on it and click Convert to Possessable 72 00:04:25.427 --> 00:04:30.427 Then even when the sequencer window is closed 73 00:04:30.427 --> 00:04:32.977 like this, the Cine Camera Actor is 74 00:04:32.977 --> 00:04:35.477 still there, as you can see 75 00:04:35.477 --> 00:04:39.477 Function of Cine Camera and Introducing Ways to Use 76 00:04:39.977 --> 00:04:42.577 Cine Camera Actor possesses the functions 77 00:04:42.577 --> 00:04:44.827 of a camera that's used in the actual filming 78 00:04:44.827 --> 00:04:49.077 You can set the filmback, lens mm, and the focus 79 00:04:49.077 --> 00:04:52.377 There's a function to automatically track the designated actor in the scene 80 00:04:52.377 --> 00:04:54.327 and the automatic focus function 81 00:04:54.327 --> 00:04:56.577 So you can easily film the shot 82 00:04:56.577 --> 00:04:58.377 When you arrange the Cine Camera Actor 83 00:04:58.377 --> 00:05:01.477 the first thing you need to fix is the sensor value 84 00:05:01.477 --> 00:05:05.227 In Unreal, just like the camera used in actual movies 85 00:05:05.227 --> 00:05:07.377 you can input the sensor size 86 00:05:07.377 --> 00:05:11.627 Based on the sensor value, the image is viewed differently on the camera 87 00:05:11.627 --> 00:05:12.977 Take a look at the following screen 88 00:05:12.977 --> 00:05:16.177 and observe the difference in the images based on the sensor value 89 00:05:16.177 --> 00:05:18.127 For the sensor size of the left picture 90 00:05:18.127 --> 00:05:23.877 it's set as width 36.7, height 15.31, and lens 50 mm 91 00:05:23.877 --> 00:05:26.077 For the right picture 92 00:05:26.077 --> 00:05:31.877 it's set as width 18.35, height 7.65, and lens 25 mm 93 00:05:31.877 --> 00:05:34.527 With the same angle, you can see that 94 00:05:34.527 --> 00:05:36.727 the image effect is clearly different 95 00:05:36.727 --> 00:05:39.527 The Cine Camera Actor provided by Unreal 96 00:05:39.527 --> 00:05:42.377 can be set up just like the actual filming camera 97 00:05:42.377 --> 00:05:45.477 It's an actor that has all the functions 98 00:05:45.477 --> 00:05:51.927 If you see here, you can input the sensor size 99 00:05:51.927 --> 00:05:55.127 on this parameter value called Filmback 100 00:05:55.127 --> 00:06:00.877 With the frames of the same angle 101 00:06:00.877 --> 00:06:05.527 I'm going to show you the change in depth based on the sensor size 102 00:06:05.527 --> 00:06:12.627 Currently, the sensor size is 18.35 mm by 7.65 mm 103 00:06:14.727 --> 00:06:17.527 with the camera lens of 25 mm 104 00:06:17.527 --> 00:06:21.078 With the 25 mm camera 105 00:06:21.078 --> 00:06:26.378 you can see that it appears like this image 106 00:06:26.378 --> 00:06:42.628 And this time, when it's 36.7 by 15.31 with the lens of 50 mm 107 00:06:42.628 --> 00:06:45.378 then it looks like this screen 108 00:06:45.378 --> 00:06:51.278 As you can see, the blurring of the photo frame for the 50 mm 109 00:06:51.278 --> 00:06:54.928 is much more out of focus 110 00:06:54.928 --> 00:06:59.578 When it's at 25 mm, it's less than the 50 mm 111 00:06:59.578 --> 00:07:01.828 It's less out-of-focus 112 00:07:01.828 --> 00:07:09.378 This difference is called being shallower in depth 113 00:07:09.378 --> 00:07:13.878 This expression is a very important part of cinematics 114 00:07:13.878 --> 00:07:17.778 so you should know about this function 115 00:07:17.778 --> 00:07:20.778 The bigger the sensor size is, the shallower the depth 116 00:07:20.778 --> 00:07:25.728 The proportion used widely in movies is 2.39:1 117 00:07:25.728 --> 00:07:29.528 and the sensor size value is shown on the screen 118 00:07:29.528 --> 00:07:32.978 There's a website for learning about these camera sensor values 119 00:07:32.978 --> 00:07:35.428 and I've written it on the screen 120 00:07:35.428 --> 00:07:37.828 In this website, you can know 121 00:07:37.828 --> 00:07:40.278 the camera sensor sizes used in movies 122 00:07:40.628 --> 00:07:44.178 This time, I'll show you the differences in subjects based on the camera lens value 123 00:07:44.178 --> 00:07:50.628 The first one is 24 mm, second is 50 mm, and the third if 85 mm 124 00:07:50.628 --> 00:07:52.878 As you can see, when the subject is filmed 125 00:07:52.878 --> 00:07:54.628 with camera of the same angle 126 00:07:54.628 --> 00:07:57.478 the greater the lens value, the shallower the depth 127 00:07:57.478 --> 00:07:59.928 The ears of the subject look parallel 128 00:07:59.928 --> 00:08:02.778 and the face overall looks flat 129 00:08:03.128 --> 00:08:04.128 These differences 130 00:08:04.128 --> 00:08:06.878 are important in cinematic storytelling 131 00:08:06.878 --> 00:08:09.528 Based on how you make the subject look 132 00:08:09.528 --> 00:08:11.028 the audience of the video 133 00:08:11.028 --> 00:08:13.378 receives different emotions 134 00:08:13.378 --> 00:08:16.828 This time, it's the fog differences based on the camera lens 135 00:08:16.828 --> 00:08:19.128 As you can see, in the same angle 136 00:08:19.128 --> 00:08:21.978 the amount of fog that you can see varies based on the mm value 137 00:08:21.978 --> 00:08:25.478 The reason is because the distance of the camera is different 138 00:08:25.478 --> 00:08:27.228 The amount of fog differs because 139 00:08:27.228 --> 00:08:30.978 the further the camera is from the subject, within the same angle 140 00:08:30.978 --> 00:08:34.178 as the lens reaches the subject 141 00:08:34.178 --> 00:08:36.928 it has to pass by a relatively more amount of fog 142 00:08:36.928 --> 00:08:39.928 Therefore, when there's a decent value of fog 143 00:08:39.928 --> 00:08:41.328 rather than using a lens with large mm 144 00:08:41.328 --> 00:08:42.828 lens with a small mm 145 00:08:42.828 --> 00:08:44.928 may be more suitable for filming 146 00:08:44.928 --> 00:08:47.328 It will be helpful to consider this 147 00:08:47.328 --> 00:08:49.628 This time, an appropriate amount of fog is captured 148 00:08:49.628 --> 00:08:51.578 in this example of camera angle 149 00:08:51.578 --> 00:08:54.229 As you can see, when it's filmed with 24 mm 150 00:08:54.229 --> 00:08:55.629 there's an expression of depth 151 00:08:55.629 --> 00:08:58.629 and just the right amount of fog due to distance 152 00:08:58.629 --> 00:09:02.029 And you can see that the fog doesn't affect the subject 153 00:09:02.029 --> 00:09:05.229 First, let's view an example level through the screen 154 00:09:05.229 --> 00:09:08.269 and see the corresponding value ourselves 155 00:09:08.829 --> 00:09:11.779 This time, the difference in subjects based on the camera lens 156 00:09:11.779 --> 00:09:15.029 and the changes in fog amount will be shown 157 00:09:15.029 --> 00:09:19.179 First, I'll show you the lens mm value 158 00:09:19.179 --> 00:09:27.579 24 mm, 50 mm, then 85 mm 159 00:09:30.179 --> 00:09:33.679 As you can see, the greater the mm value 160 00:09:33.679 --> 00:09:36.279 the bigger the subject's face looks 161 00:09:36.279 --> 00:09:40.979 Therefore, based on how you want to express the subject 162 00:09:40.979 --> 00:09:44.529 it will be good to set the camera lens mm value appropriately 163 00:09:45.579 --> 00:09:50.779 And for fog, in order to capture the same angle 164 00:09:50.779 --> 00:09:52.829 the greater the mm value 165 00:09:52.829 --> 00:09:56.729 the further the distance between the subject and the camera 166 00:09:58.729 --> 00:10:00.579 So as much as the distance increases 167 00:10:00.579 --> 00:10:03.179 the amount of fog will increase as well 168 00:10:04.029 --> 00:10:05.879 The subject is located here 169 00:10:05.879 --> 00:10:09.579 and when it's in 24 mm, it's right in front of the subject 170 00:10:09.579 --> 00:10:12.929 And when it's in 50 mm, it's further than that 171 00:10:12.929 --> 00:10:18.060 And for 85 mm, it's even further than 50 mm 172 00:10:19.129 --> 00:10:22.329 Based on the distance between the subject and the camera actor 173 00:10:22.329 --> 00:10:26.779 you can see that there's a difference in the fog amount, like this 174 00:10:26.779 --> 00:10:30.279 This time, I'll explain the camera aperture 175 00:10:30.279 --> 00:10:33.679 In the real camera, the aperture basically 176 00:10:33.679 --> 00:10:36.979 becomes brighter and shallower when it's more opened 177 00:10:36.979 --> 00:10:40.879 The more it's closed, the darker and deeper it gets 178 00:10:40.879 --> 00:10:42.979 In Unreal's Cine Camera Actor 179 00:10:42.979 --> 00:10:45.429 we can make the brightness remain the same 180 00:10:45.429 --> 00:10:48.329 and only adjust the depth, like a trick 181 00:10:48.879 --> 00:10:51.279 In Unreal camera, for the aperture value 182 00:10:51.279 --> 00:10:53.129 just like on the screen 183 00:10:53.129 --> 00:10:56.179 in the detail panel window of Cine Camera Actor 184 00:10:56.179 --> 00:10:59.329 go to Crop Settings -> Current Aperture 185 00:10:59.329 --> 00:11:02.529 And this is the parameter that adjusts the value of the aperture 186 00:11:02.529 --> 00:11:04.879 Now, in order to express the trick using the aperture 187 00:11:04.879 --> 00:11:06.879 I'll tell you the steps 188 00:11:06.879 --> 00:11:09.779 First, setting the camera sensor size 189 00:11:09.779 --> 00:11:13.329 Second, in the post process of camera 190 00:11:13.329 --> 00:11:16.979 set the exposure value to Auto exposure histogram 191 00:11:16.979 --> 00:11:19.729 Third, adjust the exposure value 192 00:11:19.729 --> 00:11:22.729 so that it will look the same as the environment set in the existing viewport 193 00:11:22.729 --> 00:11:27.830 Fourth, go to Crop Settings and change the Current Aperture value 194 00:11:27.830 --> 00:11:31.580 Fifth, check the changes in depth as the values are changed 195 00:11:31.580 --> 00:11:33.330 With the camera set with these steps 196 00:11:33.330 --> 00:11:35.230 when the aperture is changed 197 00:11:35.230 --> 00:11:37.080 I'll show you the changes in images 198 00:11:37.080 --> 00:11:42.930 These are when the aperture is at 1.4, 2.8, and 5.6 respectively 199 00:11:42.930 --> 00:11:45.780 As you can see, the smaller the aperture number 200 00:11:45.780 --> 00:11:47.630 the shallower the depth 201 00:11:47.630 --> 00:11:51.230 And when the value increases, the depth becomes deeper 202 00:11:51.230 --> 00:11:52.480 Through the computer screen 203 00:11:52.480 --> 00:11:55.780 the changes in depth based on changes in aperture value 204 00:11:55.780 --> 00:11:57.380 will be reviewed 205 00:11:57.880 --> 00:12:01.780 I'll show you how to express depth using aperture value 206 00:12:01.780 --> 00:12:05.380 This function is impossible in real life 207 00:12:05.380 --> 00:12:08.730 In Unreal, the exposure value can be fixed 208 00:12:08.730 --> 00:12:11.880 so we can make changes in depth through changes in aperture 209 00:12:12.980 --> 00:12:19.830 First, in PostProcessVolume, go to Exposure 210 00:12:19.830 --> 00:12:23.280 set an appropriate exposure amount 211 00:12:23.280 --> 00:12:26.630 Then select the Cine Camera Actor 212 00:12:26.630 --> 00:12:31.980 and in this actor, go to Lens -> Exposure 213 00:12:31.980 --> 00:12:33.930 and expand the exposure parameter 214 00:12:33.930 --> 00:12:37.330 Here, you can also set the exposure function 215 00:12:37.330 --> 00:12:41.180 Here, you must set it as auto 216 00:12:41.180 --> 00:12:43.480 The value here is probably 0 at first 217 00:12:43.480 --> 00:12:45.280 As you can see, the viewport 218 00:12:45.280 --> 00:12:48.030 and the camera will have different exposure levels 219 00:12:48.030 --> 00:12:53.530 So match this first 220 00:12:54.680 --> 00:13:01.580 Then go up to Current Aperture 221 00:13:01.580 --> 00:13:06.030 This is the aperture function 222 00:13:06.030 --> 00:13:11.330 When you increase the value like this 223 00:13:11.330 --> 00:13:14.530 you can see that the depth changes 224 00:13:16.130 --> 00:13:18.330 Next is camera focus 225 00:13:18.330 --> 00:13:20.380 Rather than explaining the camera focus 226 00:13:20.380 --> 00:13:22.480 I'll explain how to do it conveniently 227 00:13:22.480 --> 00:13:24.380 at the functional level 228 00:13:24.380 --> 00:13:26.980 Go to the detail panel window of Cine Camera Actor 229 00:13:26.980 --> 00:13:30.330 Then in Focus method, change the mode to Tracking 230 00:13:30.330 --> 00:13:32.580 Then you can track a particular actor 231 00:13:32.580 --> 00:13:35.830 Search on the list or select it with a pipette 232 00:13:35.830 --> 00:13:38.780 to select the actor you wish in the viewport 233 00:13:38.780 --> 00:13:40.180 Let's watch the computer screen 234 00:13:40.180 --> 00:13:43.030 to review Focus Setting 235 00:13:43.030 --> 00:13:46.080 I'll show you how to select the tracking actor 236 00:13:46.080 --> 00:13:50.230 As you can see, in the Cine Camera Actor 237 00:13:50.230 --> 00:13:52.530 there's the Focus Setting 238 00:13:52.530 --> 00:13:55.840 Here, in Focus Method 239 00:13:55.840 --> 00:13:58.081 select the Tracking mode 240 00:13:58.081 --> 00:14:02.031 Then under here, a window appears 241 00:14:02.031 --> 00:14:03.831 where you can select the actor you want to track 242 00:14:03.831 --> 00:14:05.481 Or, the parameter value appears 243 00:14:05.481 --> 00:14:13.081 Here, when you select the actor to be tracked 244 00:14:18.181 --> 00:14:21.631 Then the focus tracking ends 245 00:14:21.631 --> 00:14:29.981 Like this, even when the camera moves 246 00:14:29.981 --> 00:14:32.781 the focus is on that particular actor 247 00:14:32.781 --> 00:14:35.881 So there's no changes in focus 248 00:14:35.881 --> 00:14:39.881 Functions of Camera Rig Rail and Introducing the Usage Method 249 00:14:39.881 --> 00:14:42.181 This time, I'll explain about 250 00:14:42.181 --> 00:14:44.831 the Camera Rig that Unreal provides 251 00:14:44.831 --> 00:14:47.681 Rather than setting the camera movement yourself 252 00:14:47.681 --> 00:14:49.881 this tool can make it easier 253 00:14:49.881 --> 00:14:52.731 It's used often at the pre-vis level 254 00:14:52.731 --> 00:14:56.081 The types I'll explain are the Camera Rig Crane 255 00:14:56.081 --> 00:14:57.531 and Camera Rig Rail 256 00:14:57.531 --> 00:15:01.881 For Camera Rig Rail, search Rig on the Place actor window 257 00:15:01.881 --> 00:15:05.081 and select the camera rig rail option 258 00:15:05.081 --> 00:15:06.531 Since it's a Spline form 259 00:15:06.531 --> 00:15:08.781 you can freely express it 260 00:15:08.781 --> 00:15:10.431 For Camera Rig Crane 261 00:15:10.431 --> 00:15:14.731 search Rig on the Place actor window 262 00:15:14.731 --> 00:15:17.631 and select the Camera Rig Crane 263 00:15:17.631 --> 00:15:20.331 You can use the Jimmy-Jib function of a real camera 264 00:15:20.331 --> 00:15:22.231 with this tool 265 00:15:22.231 --> 00:15:23.581 Take a look at the computer screen 266 00:15:23.581 --> 00:15:25.231 and we'll do hands-on learning about 267 00:15:25.231 --> 00:15:27.090 Camera Rig and Crane 268 00:15:27.931 --> 00:15:31.431 This is explanation of Camera Rig and Rig Crane 269 00:15:31.431 --> 00:15:34.631 As you can see, arrange the Rig Rail 270 00:15:34.631 --> 00:15:37.031 and in Outliner, on the descendants 271 00:15:37.031 --> 00:15:41.581 map the Cine Camera Actor 272 00:15:43.481 --> 00:15:47.481 Then here, for the value of Current Position on Rail 273 00:15:47.481 --> 00:15:53.231 change it like this 274 00:15:53.231 --> 00:15:58.031 Then you can set the camera movement 275 00:15:58.031 --> 00:16:02.831 And in the case of Camera Crane 276 00:16:02.831 --> 00:16:08.031 as you can see, it's arranged like this 277 00:16:08.031 --> 00:16:11.281 Since we can't see it well, let's set it to Unlit mode 278 00:16:12.481 --> 00:16:17.931 Just like the Camera Rig Rail 279 00:16:17.931 --> 00:16:22.531 map the Cine Camera Actor as the descendant 280 00:16:22.531 --> 00:16:26.531 Pitch is the vertical direction 281 00:16:28.231 --> 00:16:32.131 and Yaw is the horizontal direction 282 00:16:36.232 --> 00:16:40.432 And for Crane Arm Length 283 00:16:40.432 --> 00:16:43.682 it functions to send the camera further 284 00:16:43.682 --> 00:16:46.582 Through these three values, set the key 285 00:16:46.582 --> 00:16:49.032 then create animation 286 00:16:50.432 --> 00:16:52.282 Just like the Camera Rig Rail 287 00:16:52.282 --> 00:16:54.882 you can create the camera movement 288 00:16:55.682 --> 00:16:59.682 Introducing Ways to Express Cinematic Effects 289 00:17:00.332 --> 00:17:02.632 This time, just like the actual camera 290 00:17:02.632 --> 00:17:05.782 it's a camera shake function that adds reality 291 00:17:05.782 --> 00:17:08.232 Camera shake is 292 00:17:08.232 --> 00:17:11.182 adding shaking motions as if an actual person filmed it 293 00:17:11.182 --> 00:17:14.732 In Unreal, this function is produced in blueprint 294 00:17:14.732 --> 00:17:17.332 and in the Cine Camera Actor arranged in the level sequencer 295 00:17:17.332 --> 00:17:18.482 we can add it 296 00:17:18.482 --> 00:17:20.832 This is how to create camera shake 297 00:17:20.832 --> 00:17:24.632 Right-click on content browser, then select new blueprint class 298 00:17:24.632 --> 00:17:28.632 Under the window, expand ALL CLASSES, then search shake 299 00:17:28.632 --> 00:17:30.582 Select Legacy camera shake 300 00:17:30.582 --> 00:17:33.332 The function of camera shake blueprint 301 00:17:33.332 --> 00:17:35.232 is shown on the following screen 302 00:17:35.232 --> 00:17:39.582 The widely used functions are Oscillation and Los Oscillation 303 00:17:39.582 --> 00:17:41.132 Those are the two 304 00:17:41.132 --> 00:17:43.732 This is how to apply the camera shake 305 00:17:43.732 --> 00:17:46.082 Like the screen, in the level sequencer 306 00:17:46.082 --> 00:17:48.582 Select the + icon of the camera actor 307 00:17:48.582 --> 00:17:51.082 In Camera Shake, select the file 308 00:17:51.082 --> 00:17:52.832 produced with blueprint 309 00:17:52.832 --> 00:17:55.482 Then on the Camera Actor layer, the shake animation 310 00:17:55.482 --> 00:17:57.582 will be applied 311 00:17:57.582 --> 00:18:00.332 In addition, when the section is expanded by dragging 312 00:18:00.332 --> 00:18:02.182 the applied section will be changed 313 00:18:02.182 --> 00:18:03.432 The camera shake file 314 00:18:03.432 --> 00:18:06.432 can be arranged in multiples on one camera 315 00:18:06.432 --> 00:18:09.632 The important point is that, for cinematic expression 316 00:18:09.632 --> 00:18:12.632 the camera shake function is a must 317 00:18:12.632 --> 00:18:15.432 In the computer screen, let's review 318 00:18:15.432 --> 00:18:18.232 how to create and apply the shake file 319 00:18:18.932 --> 00:18:22.332 This is how to add the camera shake function 320 00:18:22.332 --> 00:18:26.932 In Camera, select the + icon 321 00:18:26.932 --> 00:18:33.682 and select Camera Shake 322 00:18:33.682 --> 00:18:37.582 Then you can see the camera shake file made previously 323 00:18:37.582 --> 00:18:40.682 Select one of them 324 00:18:40.682 --> 00:18:47.532 and a layer forms like this 325 00:18:47.532 --> 00:18:53.682 Drag it like this to make it work on the entire section 326 00:18:55.632 --> 00:18:57.732 Then play it 327 00:19:00.532 --> 00:19:05.083 Like this, even if it's at the same position 328 00:19:05.083 --> 00:19:09.283 there's the camera shake function 329 00:19:09.583 --> 00:19:12.883 Next is intentional flaw for cinematics 330 00:19:12.883 --> 00:19:15.083 Like the screen, in the actual movie filming 331 00:19:15.083 --> 00:19:16.833 they apply a filter to intentionally 332 00:19:16.833 --> 00:19:19.783 lower the quality of the image when filming 333 00:19:19.783 --> 00:19:21.583 In Unreal, these effects 334 00:19:21.583 --> 00:19:23.283 can be expressed in a different way 335 00:19:23.583 --> 00:19:26.033 This time, Post Volume will be arranged here 336 00:19:26.033 --> 00:19:28.083 and I'll show you how to use it 337 00:19:28.433 --> 00:19:30.533 Utilizing Bloom and Lens Flares 338 00:19:30.533 --> 00:19:33.983 Activate Bloom and Lens Flares 339 00:19:33.983 --> 00:19:37.483 Go to Lens Flares -> adjust Bokeh Size 340 00:19:37.483 --> 00:19:39.983 In the screen, the Lens Flares is not bright 341 00:19:39.983 --> 00:19:42.283 but rather appears subtly 342 00:19:42.683 --> 00:19:45.733 This is how to utilize Exponential height fog 343 00:19:45.733 --> 00:19:47.883 The Volumetric fog function of the fog actor 344 00:19:47.883 --> 00:19:49.333 needs to be activated 345 00:19:49.333 --> 00:19:51.583 For this function, at the part where the light shines 346 00:19:51.583 --> 00:19:53.583 the ray of light can be expressed 347 00:19:53.583 --> 00:19:56.933 This is a second way to utilize Exponential height fog 348 00:19:56.933 --> 00:19:59.183 If you want to reduce the overall fog amount 349 00:19:59.183 --> 00:20:01.933 and only express the ray of the light 350 00:20:01.933 --> 00:20:03.383 Go to the detail panel window of Light 351 00:20:03.383 --> 00:20:06.783 and adjust the Volumetric Scattering Intensity value 352 00:20:06.783 --> 00:20:10.083 Let's review ways to utilize Post Volume 353 00:20:10.083 --> 00:20:11.933 and applications of the Height fog 354 00:20:11.933 --> 00:20:14.783 Bloom and Lens Flares 355 00:20:14.783 --> 00:20:17.433 and adjusting Volumetric fog of the lighting actor 356 00:20:17.433 --> 00:20:19.483 are the functions that I'll explain 357 00:20:19.483 --> 00:20:23.183 First, in the case of Bloom 358 00:20:23.183 --> 00:20:28.833 Like this, a glowy feeling on the screen 359 00:20:28.833 --> 00:20:32.133 can be created through this function 360 00:20:32.133 --> 00:20:36.783 Values greater than 1 are rarely used 361 00:20:36.783 --> 00:20:41.783 So I usually put it at this value 362 00:20:41.783 --> 00:20:44.133 Then if you go down, there's Lens Flares 363 00:20:44.133 --> 00:20:49.733 for this guys, the basic value is 1 364 00:20:53.633 --> 00:20:57.333 Lens Flares that appear on the camera 365 00:20:57.333 --> 00:21:00.383 can be created with this 366 00:21:00.383 --> 00:21:02.533 Here, put it at the value of 1 367 00:21:02.533 --> 00:21:06.433 then increase the Bokeh Size under that 368 00:21:06.433 --> 00:21:10.383 Then the Bokeh image where the Lens Flare is at 369 00:21:10.383 --> 00:21:12.533 becomes expanded like this 370 00:21:13.883 --> 00:21:18.333 You can use cinematic effects with these as well 371 00:21:18.333 --> 00:21:25.283 And now for the light 372 00:21:25.283 --> 00:21:28.633 I'll explain the function of adjusting the fog amount 373 00:21:28.633 --> 00:21:33.684 As you can see, I selected SpotLight of StandingLamp 374 00:21:35.084 --> 00:21:38.234 scroll down on the list, and there's this guy 375 00:21:38.234 --> 00:21:41.334 There's Volumetric Scattering Intensity 376 00:21:41.334 --> 00:21:45.184 When this guy is adjusted, as you can see 377 00:21:45.184 --> 00:21:52.984 the amount of light ray can be adjusted 378 00:21:53.334 --> 00:21:56.084 Up to here, is the end of this lecture 379 00:21:56.084 --> 00:21:59.484 We'll review what we learned and wrap up this lecture 380 00:21:59.484 --> 00:22:03.634 And that was all for the second lecture of cinematics Thank you 381 00:22:03.634 --> 00:22:04.184 Structure of Sequencer and Introducing its Functions 382 00:22:04.184 --> 00:22:04.834 Level Sequencer A file in Unreal Engine that includes the cinematic sequence and the interactive elements 383 00:22:04.834 --> 00:22:05.434 The file that's used for editing and managing the sequence within the level 384 00:22:05.434 --> 00:22:06.034 Difference between Possessable and Spawnable 385 00:22:06.034 --> 00:22:06.684 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 386 00:22:06.684 --> 00:22:07.334 To change this setting, right-click and select Convert to Possessable 387 00:22:07.334 --> 00:22:07.884 Function of Cine Camera and Ways to Utilize it Cine Camera Actor 388 00:22:07.884 --> 00:22:08.434 Possesses the functions used in the actual filming camera Can set the filmback, lens mm, and focus 389 00:22:08.434 --> 00:22:08.984 There are functions to automatically track the designated actor in the scene and automatically set the focus, so easy filming is possible 390 00:22:08.984 --> 00:22:09.534 Sensor size The first part that has to be fixed when the Cine Camera Actor is arranged 391 00:22:09.534 --> 00:22:10.034 Can input the sensor size, just like the real camera for movies The greater the sensor size, the shallower the depth 392 00:22:10.034 --> 00:22:10.534 Camera lens Expression of subject differs based on the camera lens value 393 00:22:10.534 --> 00:22:11.084 - The greater the lens value, the shallower the depth. Ears of the subject looks more parallel and the face looks flatter 394 00:22:11.084 --> 00:22:11.584 Camera Aperture & Depth of Field In Unreal, expressions of depth can be done with just the aperture value 395 00:22:11.584 --> 00:22:12.084 In Unreal Cine Camera Actor, there's the trick of only adjusting the depth and leaving the brightness as-is 396 00:22:12.084 --> 00:22:12.584 Camera Focus & Camera Rig In Unreal, there's the function where the focus can be tracked on a particular object 397 00:22:12.584 --> 00:22:13.084 Camera Rig is a tool that makes camera movement easier than doing it manually 398 00:22:13.084 --> 00:22:13.584 Types of Camera Rig: Camera Rig Crane, Camera Rig Rail 399 00:22:13.584 --> 00:22:14.084 Camera Shake Adding a shake as if a real human filmed it 400 00:22:14.084 --> 00:22:14.634 In Unreal, this function is produced in blueprint and can be added in the Cine Camera Actor arranged in the Level Sequencer 401 00:22:14.634 --> 00:22:16.184 Introducing Ways to Express Cinematic Effects In Post Volume, utilize Bloom and Lens Flares 402 00:22:16.184 --> 00:22:18.534 Using Volumetric Scattering Intensity by utilizing Volumetric fog