WEBVTT 1 00:00:02.300 --> 00:00:02.964 Realistic 2 00:00:04.608 --> 00:00:08.948 Realistic Commons VFX2 3 00:00:08.949 --> 00:00:11.667 GCC Academy 4 00:00:23.520 --> 00:00:24.800 Hello 5 00:00:24.800 --> 00:00:28.999 I am Tak Kwangwook, and I will be teaching the Unreal Graphics course 6 00:00:28.999 --> 00:00:31.840 In movies, we don't just film the background with the camera 7 00:00:31.840 --> 00:00:34.460 We also capture the actors' performances 8 00:00:35.340 --> 00:00:39.960 In this session, we will learn how to use skeletal mesh assets 9 00:00:39.960 --> 00:00:43.240 and animation sequences 10 00:00:43.240 --> 00:00:47.320 and explore how to work with these assets in the Sequencer 11 00:00:47.320 --> 00:00:48.683 which we've learned about earlier 12 00:00:48.683 --> 00:00:52.443 Skeletal Mesh and Asset Setup 13 00:00:53.279 --> 00:00:57.560 In the second shot, we will introduce the character 14 00:00:57.560 --> 00:00:59.660 The character will appear in the tunnel 15 00:00:59.660 --> 00:01:01.119 move forward 16 00:01:01.120 --> 00:01:02.833 and create animation 17 00:01:03.299 --> 00:01:08.099 I'm going to show that in this second shot 18 00:01:08.099 --> 00:01:11.300 To do this, we need character data 19 00:01:11.300 --> 00:01:12.739 There is a website called Mixamo 20 00:01:12.739 --> 00:01:17.320 which provides free character data 21 00:01:18.040 --> 00:01:24.080 Mixamo is a character modeling site offered by Adobe 22 00:01:24.080 --> 00:01:26.220 It provides both character models 23 00:01:26.220 --> 00:01:29.220 and animation files 24 00:01:29.220 --> 00:01:32.320 including character animation movements 25 00:01:32.320 --> 00:01:35.559 Since both modes are available for free 26 00:01:35.559 --> 00:01:39.720 it is commonly used in development 27 00:01:39.720 --> 00:01:42.079 First, log in to the site 28 00:01:42.839 --> 00:01:44.260 and go to the character section 29 00:01:44.260 --> 00:01:46.879 Click on "Characters" at the top 30 00:01:48.099 --> 00:01:49.079 and then you can choose 31 00:01:49.079 --> 00:01:52.600 the characters you want to download 32 00:01:52.600 --> 00:01:53.701 I will select 33 00:01:53.701 --> 00:01:59.659 the character Vampire A Lusth 34 00:01:59.659 --> 00:02:02.639 A preview of the character will appear on the right 35 00:02:02.639 --> 00:02:04.580 Like this 36 00:02:04.580 --> 00:02:08.000 At this point, click Download at the top right 37 00:02:08.820 --> 00:02:12.840 After checking the information, click Download 38 00:02:12.840 --> 00:02:14.041 again for the file 39 00:02:14.041 --> 00:02:18.520 Next, click the Animations tab at the top 40 00:02:18.520 --> 00:02:22.720 to select the animation files that the character can perform 41 00:02:22.720 --> 00:02:25.779 Here, we will download two animations 42 00:02:25.779 --> 00:02:33.000 First, let's search for crouched walking 43 00:02:33.000 --> 00:02:35.860 You'll find an animation called Crouched Walking 44 00:02:35.860 --> 00:02:38.480 There's this action 45 00:02:38.480 --> 00:02:40.440 Let's click on this one 46 00:02:40.440 --> 00:02:43.619 When you click the second animation 47 00:02:44.399 --> 00:02:50.619 it will be applied directly to the model we selected and acts 48 00:02:51.399 --> 00:02:53.340 By clicking 49 00:02:53.341 --> 00:02:55.927 In Place at the bottom 50 00:02:56.920 --> 00:03:00.299 you can preview the animation without moving the character 51 00:03:00.299 --> 00:03:02.619 allowing you to see the action while staying in place 52 00:03:02.619 --> 00:03:04.479 Let's download this animation 53 00:03:04.479 --> 00:03:06.539 Click Download at the top right 54 00:03:07.179 --> 00:03:09.559 You'll see several options 55 00:03:09.559 --> 00:03:11.759 and one of them is Skin 56 00:03:11.759 --> 00:03:13.619 If it says With Skin 57 00:03:13.899 --> 00:03:16.899 the model data you're viewing is included 58 00:03:16.899 --> 00:03:19.020 Since we've already downloaded the model data earlier 59 00:03:19.119 --> 00:03:22.520 we don't need it again 60 00:03:22.520 --> 00:03:24.020 We only need 61 00:03:24.287 --> 00:03:26.687 the animation data 62 00:03:26.687 --> 00:03:31.300 so change it from With Skin to Without Skin, then download it 63 00:03:31.300 --> 00:03:32.919 Similarly 64 00:03:33.585 --> 00:03:36.125 let's download another animation 65 00:03:36.539 --> 00:03:40.119 Search for Roar 66 00:03:41.139 --> 00:03:41.759 and you'll find 67 00:03:43.173 --> 00:03:44.953 an animation where 68 00:03:44.953 --> 00:03:47.020 the character yells or shouts 69 00:03:47.020 --> 00:03:48.520 Click on Roar 70 00:03:51.919 --> 00:03:53.419 This action 71 00:03:54.739 --> 00:03:56.319 Let's download it 72 00:03:56.319 --> 00:03:59.500 Click Download, select Without Skin, and then download 73 00:04:00.600 --> 00:04:02.320 Our plan is as follows 74 00:04:02.560 --> 00:04:04.399 When the character comes out from the front 75 00:04:04.399 --> 00:04:07.960 it will walk using the Crouched Walking animation 76 00:04:08.460 --> 00:04:09.919 Once it reaches the front 77 00:04:09.919 --> 00:04:15.419 we will trigger the Roar animation for the character to perform 78 00:04:15.419 --> 00:04:20.140 You can download all the files from Mixamo 79 00:04:20.140 --> 00:04:23.079 but they have also been uploaded to the Cafe 80 00:04:23.079 --> 00:04:25.920 We operate a cafe called Insaeng Unreal Textbook Cafe 81 00:04:25.920 --> 00:04:29.520 You can find it in this cafe 82 00:04:29.920 --> 00:04:31.379 In here 83 00:04:31.945 --> 00:04:34.885 under the Insaeng Unreal Textbook section 84 00:04:35.019 --> 00:04:37.299 Click on the Materials Room on the left 85 00:04:37.839 --> 00:04:41.304 to see something like Insaeng Unreal 5 Textbook Chapter 4 86 00:04:41.304 --> 00:04:44.564 Sequencer Example Files 87 00:04:44.739 --> 00:04:46.640 In this post 88 00:04:46.660 --> 00:04:49.459 you'll find the three files we downloaded from Mixamo 89 00:04:49.459 --> 00:04:54.060 compressed, and uploaded 90 00:04:54.600 --> 00:04:56.520 You can download the files here 91 00:04:56.521 --> 00:05:00.111 extract them, and use them 92 00:05:00.200 --> 00:05:05.839 In this cafe, there is also a post in the materials room 93 00:05:05.839 --> 00:05:10.140 that includes the GitHub link for Infinity Blade 94 00:05:10.140 --> 00:05:13.839 You can find the GitHub link there 95 00:05:13.839 --> 00:05:18.000 and refer to the instructions on how to use GitHub 96 00:05:18.380 --> 00:05:19.760 Once you've downloaded the files 97 00:05:19.760 --> 00:05:22.279 you'll find the Vampire A Lusth_fbx file 98 00:05:22.279 --> 00:05:24.920 the modeling file 99 00:05:24.920 --> 00:05:28.679 and the Roar and Crouched Walking animations 100 00:05:28.679 --> 00:05:31.820 These three files will be imported into Unreal Engine 101 00:05:32.320 --> 00:05:34.360 First, we'll import 102 00:05:34.361 --> 00:05:36.192 the character modeling data 103 00:05:36.440 --> 00:05:37.900 In the Content Browser 104 00:05:38.139 --> 00:05:40.819 create a new folder in the content directory 105 00:05:41.640 --> 00:05:43.239 and name it MyCharacter 106 00:05:43.239 --> 00:05:45.079 It may overlap with other folders 107 00:05:45.079 --> 00:05:45.560 Right 108 00:05:45.561 --> 00:05:46.540 With Characters 109 00:05:46.540 --> 00:05:48.579 So, let's use MyCharacter as the folder name 110 00:05:48.839 --> 00:05:51.720 and import the modeling data here 111 00:05:51.720 --> 00:05:52.640 Modeling Data 112 00:05:52.640 --> 00:05:56.480 Drag and drop the Vampire A Lusth 113 00:05:56.480 --> 00:05:58.180 When doing so 114 00:05:59.440 --> 00:06:01.679 You can confirm information about this mesh 115 00:06:01.679 --> 00:06:02.880 The important thing here is 116 00:06:02.880 --> 00:06:06.559 to check if Skeletal Mesh is checked 117 00:06:07.079 --> 00:06:10.439 It's essential that Skeletal Mesh is checked 118 00:06:11.359 --> 00:06:14.259 Character modeling data needs to be able to move 119 00:06:14.679 --> 00:06:19.799 and most moving data includes a skeleton 120 00:06:19.799 --> 00:06:22.239 This is why it’s called 121 00:06:22.239 --> 00:06:26.140 Skeletal Mesh in Unreal 122 00:06:27.200 --> 00:06:29.399 If the model doesn’t have a skeleton 123 00:06:29.399 --> 00:06:33.239 it’s called a Static Mesh in Unreal 124 00:06:33.799 --> 00:06:37.040 So, Unreal Engine distinguishes between two types of meshes 125 00:06:37.040 --> 00:06:38.819 Static Mesh and Skeletal Mesh 126 00:06:39.399 --> 00:06:44.239 In this case, Unreal Engine recognizes that 127 00:06:44.239 --> 00:06:46.440 it's a Skeletal Mesh with a skeleton 128 00:06:46.440 --> 00:06:49.760 and lists all the associated information for it 129 00:06:49.760 --> 00:06:53.279 Once everything looks good 130 00:06:53.279 --> 00:06:54.799 go ahead and click Import All 131 00:06:54.799 --> 00:06:56.200 After that 132 00:06:56.200 --> 00:07:00.459 you'll see that many assets have been imported 133 00:07:00.799 --> 00:07:04.839 This shows you how many files are involved in making up a character 134 00:07:04.839 --> 00:07:06.580 Among them, you'll see Skeletal Mesh 135 00:07:06.920 --> 00:07:10.800 which refers to the mesh data itself 136 00:07:10.800 --> 00:07:11.480 Let's double-click 137 00:07:11.480 --> 00:07:14.020 This will bring up a window 138 00:07:14.440 --> 00:07:17.140 where you can see the Skeletal Mesh 139 00:07:17.480 --> 00:07:21.200 In this window, you can view the mesh data 140 00:07:21.200 --> 00:07:24.519 On the right, you can see the skeleton 141 00:07:24.519 --> 00:07:28.440 which comprises hierarchical bones 142 00:07:28.440 --> 00:07:31.200 Below is information about the Material 143 00:07:31.200 --> 00:07:35.119 and other options 144 00:07:35.239 --> 00:07:37.279 you can choose from 145 00:07:37.279 --> 00:07:39.440 This is the Skeletal Mesh 146 00:07:39.440 --> 00:07:41.880 Next, there are options like Physics Animation 147 00:07:41.880 --> 00:07:45.079 and Skeleton 148 00:07:45.079 --> 00:07:47.679 In fact, these assets 149 00:07:47.679 --> 00:07:51.519 are also available as buttons at the top-right of the mesh window 150 00:07:51.519 --> 00:07:52.260 The same 151 00:07:52.720 --> 00:07:54.420 Clicking these buttons 152 00:07:54.880 --> 00:07:58.839 is the same as double-clicking the Physics Asset file to open it 153 00:07:58.839 --> 00:07:59.959 When you click it 154 00:08:01.359 --> 00:08:02.559 Like this 155 00:08:02.559 --> 00:08:03.659 Physics Asset 156 00:08:03.659 --> 00:08:07.880 When you click it, a window will appear where you can configure the physics collision settings 157 00:08:08.200 --> 00:08:10.240 You'll see the boundaries being created 158 00:08:10.640 --> 00:08:14.839 Also, if you click Skeleton on the far left 159 00:08:14.839 --> 00:08:16.679 you'll manage the Skeleton itself 160 00:08:16.679 --> 00:08:22.340 This is where you can handle the bone data for the character 161 00:08:22.920 --> 00:08:25.119 So, the second asset is the Mesh Data 162 00:08:25.119 --> 00:08:28.640 where you can configure things like 163 00:08:28.640 --> 00:08:30.640 materials and mesh-related settings 164 00:08:30.839 --> 00:08:35.399 On the other hand, the Skeleton Editor window 165 00:08:35.399 --> 00:08:37.080 is specifically for managing just the skeleton 166 00:08:37.080 --> 00:08:40.960 Likewise, the third asset is the Skeleton file 167 00:08:40.960 --> 00:08:43.880 opening this asset 168 00:08:43.880 --> 00:08:45.719 is the same 169 00:08:45.719 --> 00:08:49.259 The remaining assets are all Textures and Materials 170 00:08:49.919 --> 00:08:54.039 These textures are combined to create the materials 171 00:08:54.039 --> 00:08:58.359 This character uses two materials 172 00:08:58.359 --> 00:08:59.919 one opaque 173 00:08:59.919 --> 00:09:02.159 and one transparent 174 00:09:02.159 --> 00:09:03.760 Two materials were created 175 00:09:03.760 --> 00:09:07.159 As a result, you end up with a lot of files 176 00:09:07.159 --> 00:09:10.799 All of these files are 177 00:09:10.799 --> 00:09:14.960 the assets that make up this character 178 00:09:14.960 --> 00:09:17.599 So far, we've only imported the Skeletal Mesh data 179 00:09:17.599 --> 00:09:19.919 but we also imported the animation data 180 00:09:19.919 --> 00:09:21.580 Now, let's drag and drop 181 00:09:23.280 --> 00:09:26.900 Drag and drop the Crouched Walking 182 00:09:27.520 --> 00:09:31.159 Scroll down 183 00:09:31.559 --> 00:09:33.280 and check the details 184 00:09:33.280 --> 00:09:34.840 but you likely won't need to modify anything 185 00:09:34.840 --> 00:09:36.920 Once you click Import All 186 00:09:36.921 --> 00:09:37.961 you'll see that 187 00:09:37.961 --> 00:09:41.559 Crouched Walking has been imported successfully 188 00:09:41.559 --> 00:09:42.640 Double-click on it 189 00:09:42.641 --> 00:09:45.436 to see that this is an Animation Data asset 190 00:09:45.760 --> 00:09:47.679 It only contains the movement data 191 00:09:47.679 --> 00:09:51.640 When you open it, you'll see the character mesh 192 00:09:51.640 --> 00:09:57.679 in the middle, and the animation will play 193 00:09:57.679 --> 00:09:59.679 showing the character's movement 194 00:09:59.679 --> 00:10:02.440 This matches exactly with the animation we saw on the Mixamo site 195 00:10:02.440 --> 00:10:04.960 where the character performs the same movement 196 00:10:04.960 --> 00:10:09.159 You can adjust the details related to the animation 197 00:10:09.159 --> 00:10:13.580 and see how it moves along the timeline 198 00:10:13.580 --> 00:10:14.960 in the animation editor 199 00:10:15.520 --> 00:10:17.679 Similarly, there was another animation 200 00:10:17.679 --> 00:10:26.440 I'll drag and drop the Roar and bring to Import All 201 00:10:27.080 --> 00:10:31.880 Once you do that, you'll see 202 00:10:31.880 --> 00:10:33.840 another animation added in the bottom-right corner of the animation editor 203 00:10:33.840 --> 00:10:38.639 Double-click on it, and you can view the Roar animation 204 00:10:38.919 --> 00:10:40.760 You'll see that it's playing well 205 00:10:40.760 --> 00:10:41.880 Roaring 206 00:10:42.400 --> 00:10:46.539 Now, we have two animations assigned to the character 207 00:10:47.359 --> 00:10:49.429 and we can use them to set up the second scene 208 00:10:49.429 --> 00:10:53.089 Sequencer Character Animation Direction 209 00:10:53.559 --> 00:10:54.540 Let's go back 210 00:10:55.158 --> 00:10:56.478 to the Sequencer Panel 211 00:10:56.478 --> 00:10:57.640 and double-click 212 00:10:57.640 --> 00:11:01.639 on the second scene to open it 213 00:11:02.119 --> 00:11:05.639 Check the path to make sure you're in the correct second scene 214 00:11:06.159 --> 00:11:09.679 As you can see, the camera is currently set to the left viewport 215 00:11:09.679 --> 00:11:13.719 but the marker is missing, so it's hidden 216 00:11:13.719 --> 00:11:17.220 Place the marker at the first frame 217 00:11:17.520 --> 00:11:19.719 and adjust it again 218 00:11:19.719 --> 00:11:23.919 This time, it will be CineCameraActor 5 219 00:11:23.919 --> 00:11:26.200 Let's leave the camera as it is now 220 00:11:26.200 --> 00:11:28.299 and focus on the character first 221 00:11:28.599 --> 00:11:31.479 First, we need to bring the character to the level 222 00:11:31.479 --> 00:11:33.479 I'll bring it in this Level 223 00:11:33.479 --> 00:11:35.179 Click on the Content Browser 224 00:11:35.479 --> 00:11:39.900 then drag and drop the Skeletal Mesh into the level 225 00:11:39.900 --> 00:11:41.520 It’s best to place it at the starting point 226 00:11:41.520 --> 00:11:43.379 So here 227 00:11:45.119 --> 00:11:50.660 at the starting point, I'll put it here 228 00:11:52.520 --> 00:11:54.000 I'll start here 229 00:11:54.000 --> 00:11:56.559 and rotate the direction like this 230 00:11:56.559 --> 00:11:58.200 Once placed 231 00:12:00.200 --> 00:12:03.080 the character will start from here and walk forward during the animation 232 00:12:04.000 --> 00:12:04.860 Done 233 00:12:05.440 --> 00:12:07.040 With this, the setup is complete 234 00:12:07.440 --> 00:12:10.900 Now, we need to add the placed character to the sequencer 235 00:12:11.280 --> 00:12:14.719 In the Outliner window 236 00:12:14.719 --> 00:12:17.919 find the actor named Vampire A Lusth 237 00:12:17.919 --> 00:12:20.399 and this second shot 238 00:12:20.400 --> 00:12:21.741 This is the second shot 239 00:12:21.741 --> 00:12:25.980 drag and drop it into the second shot of the sequencer 240 00:12:25.980 --> 00:12:29.979 You should see it listed in the sequence below 241 00:12:30.799 --> 00:12:34.640 Next, we’ll control the character’s movement 242 00:12:35.000 --> 00:12:38.180 We need to control two types of movement 243 00:12:38.520 --> 00:12:40.200 First, movement 244 00:12:40.430 --> 00:12:42.790 The position animation 245 00:12:43.200 --> 00:12:45.179 Numbers for 246 00:12:45.671 --> 00:12:46.539 its coordinates 247 00:12:46.679 --> 00:12:48.760 represent the character’s location 248 00:12:48.760 --> 00:12:52.039 Starting from coordinates 249 00:12:52.039 --> 00:12:54.799 like -1,900 250 00:12:54.799 --> 00:13:00.440 X coordinate is around -100 251 00:13:00.440 --> 00:13:01.780 It's enough 252 00:13:02.320 --> 00:13:04.880 First, we need to adjust the position 253 00:13:04.880 --> 00:13:06.300 We need to move the location first 254 00:13:06.300 --> 00:13:07.360 Let's leave it like this 255 00:13:11.119 --> 00:13:13.740 In the first frame, I will click the location marker 256 00:13:14.080 --> 00:13:21.039 and say, "This is where I am" 257 00:13:21.039 --> 00:13:25.280 Then, you can see that the transform value of this Vampire A Lusth 258 00:13:25.280 --> 00:13:27.359 is recorded like this 259 00:13:27.359 --> 00:13:32.380 To be more precise, the location value of the transform is recorded 260 00:13:33.520 --> 00:13:36.440 How many seconds should we make this state? 261 00:13:36.440 --> 00:13:38.559 About 3 seconds 262 00:13:38.885 --> 00:13:40.065 Let's make it 2.5 seconds 263 00:13:40.065 --> 00:13:43.919 It will be easy to move 264 00:13:43.919 --> 00:13:47.000 from here to here like this 265 00:13:47.000 --> 00:13:48.399 This much 266 00:13:50.799 --> 00:13:53.039 It seems like it will move faster 267 00:13:53.039 --> 00:13:55.799 to move from here to here in 2.5 seconds 268 00:13:55.799 --> 00:13:59.080 Let's move it to this location for now 269 00:13:59.840 --> 00:14:02.719 and then put a marker at 2.5 seconds 270 00:14:02.719 --> 00:14:07.159 and click Add Keyframe of the location again to mark it 271 00:14:07.159 --> 00:14:09.479 Then, you can see that it is over there at frame 0 272 00:14:09.479 --> 00:14:12.599 and then at the end of the tunnel 273 00:14:12.599 --> 00:14:16.760 and moves like this until 2.5 seconds 274 00:14:16.760 --> 00:14:20.700 That's it, the animation for the movement of the location is finished 275 00:14:21.000 --> 00:14:22.780 Changes in Position Movement 276 00:14:23.320 --> 00:14:25.719 Now, since the character is moving 277 00:14:25.719 --> 00:14:28.320 in a T-pose with arms spread out 278 00:14:28.320 --> 00:14:29.279 it doesn’t give the natural feeling of walking 279 00:14:29.279 --> 00:14:31.119 The motion that moves directly 280 00:14:31.119 --> 00:14:33.400 We have the walking motion 281 00:14:33.400 --> 00:14:35.599 I think that if we put in this walking motion 282 00:14:35.599 --> 00:14:37.479 it will feel very natural 283 00:14:37.479 --> 00:14:40.479 to move while walking 284 00:14:40.479 --> 00:14:44.039 Click the plus button next to Vampire A Lusth 285 00:14:44.039 --> 00:14:47.760 as we’re adding an animation for this character 286 00:14:47.760 --> 00:14:50.200 Then, click the character's plus button 287 00:14:50.200 --> 00:14:52.119 and click on Animation 288 00:14:52.239 --> 00:14:55.840 Then you can see the animation files 289 00:14:55.840 --> 00:14:58.239 that this character can move 290 00:14:58.239 --> 00:15:00.520 and that this character can control 291 00:15:01.080 --> 00:15:03.520 You can see the Crouched Walking animation here, right? 292 00:15:03.520 --> 00:15:05.000 Let’s select it 293 00:15:05.000 --> 00:15:09.480 Once selected, you’ll notice a block appears on the timeline 294 00:15:10.520 --> 00:15:14.080 creating an Animation Track 295 00:15:14.440 --> 00:15:16.059 This block represents 296 00:15:16.599 --> 00:15:17.720 the Crouched Walking 297 00:15:17.720 --> 00:15:22.739 Crouced_Walking animation sequence 298 00:15:23.039 --> 00:15:25.780 and controls when it plays 299 00:15:25.780 --> 00:15:27.560 When the timeline marker passes through this 300 00:15:28.320 --> 00:15:29.679 you’ll see the animation play 301 00:15:29.679 --> 00:15:32.520 You can see that when the marker passes by like this, it animates like this 302 00:15:32.520 --> 00:15:36.880 But when it leaves this block, it doesn't work 303 00:15:37.520 --> 00:15:38.760 Right? 304 00:15:38.760 --> 00:15:40.239 This is the relationship 305 00:15:40.239 --> 00:15:41.699 We want 306 00:15:42.039 --> 00:15:46.719 the character to walk from frame 0 to frame 2.5 307 00:15:47.559 --> 00:15:52.960 so we need the animation to play during that time 308 00:15:52.960 --> 00:15:55.479 So, drag the block 309 00:15:55.479 --> 00:15:58.200 and stretch it 310 00:15:58.200 --> 00:15:59.184 until 311 00:15:59.184 --> 00:16:01.045 2.5 seconds 312 00:16:01.046 --> 00:16:01.675 Done 313 00:16:01.919 --> 00:16:05.599 Now, when you play from the first frame 314 00:16:06.119 --> 00:16:10.219 you'll see the character walking to the designated point 315 00:16:10.799 --> 00:16:12.039 Good 316 00:16:12.039 --> 00:16:12.612 Next 317 00:16:12.885 --> 00:16:15.365 We want the character to stop at that position 318 00:16:15.760 --> 00:16:20.840 and perform the Roar animation 319 00:16:21.440 --> 00:16:24.440 So, for this, we'll add the Roar animation to the animation track 320 00:16:24.440 --> 00:16:26.039 Click the plus button 321 00:16:26.039 --> 00:16:28.280 Then select the Roar animation 322 00:16:28.660 --> 00:16:31.119 Once added, you'll see it attached right after 323 00:16:31.119 --> 00:16:33.280 Sometimes, when you look under 324 00:16:33.280 --> 00:16:36.159 the tracks might appear stacked vertically 325 00:16:36.159 --> 00:16:38.360 but if you drag them up, they will align horizontally 326 00:16:39.080 --> 00:16:41.119 Then, if you go like this 327 00:16:41.119 --> 00:16:43.760 and start from 2.5 seconds 328 00:16:43.760 --> 00:16:46.340 you can see that the Roar motion is executed 329 00:16:48.080 --> 00:16:51.919 But if you play it, it's cut off like this 330 00:16:51.919 --> 00:16:53.039 It doesn't feel natural 331 00:16:53.039 --> 00:16:55.280 Rather than walking and then suddenly roaring 332 00:16:55.280 --> 00:17:00.319 it would look much better if there was continuous motion in the middle 333 00:17:00.319 --> 00:17:02.440 and then the roar 334 00:17:02.680 --> 00:17:06.479 So, there's a way to blend 335 00:17:06.479 --> 00:17:08.960 and mix these two animations 336 00:17:09.560 --> 00:17:12.560 So you can move the Roar behind it like this 337 00:17:12.560 --> 00:17:14.800 Just push this Roar forward 338 00:17:14.800 --> 00:17:17.340 If you push it, it'll overlap like this 339 00:17:17.520 --> 00:17:20.719 When the animations overlap 340 00:17:20.719 --> 00:17:22.920 the walking animation gradually fades out 341 00:17:22.920 --> 00:17:24.839 and the roar animation gradually fades in 342 00:17:24.839 --> 00:17:29.319 This creates a smooth transition 343 00:17:29.319 --> 00:17:30.560 between the two animations 344 00:17:30.560 --> 00:17:31.760 Let's play it 345 00:17:31.760 --> 00:17:32.740 and see how it works 346 00:17:33.959 --> 00:17:38.960 As you can see, the character walks and seamlessly transitions 347 00:17:41.160 --> 00:17:42.240 Right? 348 00:17:42.680 --> 00:17:44.479 Since the character seems to slide a bit forward 349 00:17:44.479 --> 00:17:46.839 we'll need to adjust the timing slightly 350 00:17:46.839 --> 00:17:54.339 Adjusting the timing slightly 351 00:17:54.839 --> 00:17:58.319 allows you to create the effect of the character 352 00:17:58.319 --> 00:18:01.160 moving and then suddenly roaring 353 00:18:01.160 --> 00:18:02.060 It's simple, right? 354 00:18:02.480 --> 00:18:03.460 Now 355 00:18:03.461 --> 00:18:04.809 Move 356 00:18:06.280 --> 00:18:06.880 Roar 357 00:18:07.780 --> 00:18:08.360 Done? 358 00:18:09.359 --> 00:18:11.880 Now, the character's movement is complete 359 00:18:11.880 --> 00:18:15.079 Next, we need to set up the camera 360 00:18:15.079 --> 00:18:18.560 The camera movement will be similar to what we originally planned 361 00:18:18.560 --> 00:18:20.800 with no change in its position 362 00:18:20.800 --> 00:18:21.719 About here 363 00:18:21.719 --> 00:18:24.000 The camera will stay somewhere around the center 364 00:18:24.000 --> 00:18:26.400 It will focus on the character 365 00:18:26.400 --> 00:18:28.439 looking at the character 366 00:18:28.439 --> 00:18:30.019 and quickly rotate 367 00:18:30.839 --> 00:18:36.500 I'll try to make it so that it looks like 368 00:18:36.500 --> 00:18:39.280 a monster pops out 369 00:18:39.680 --> 00:18:41.359 and turns around in surprise 370 00:18:41.359 --> 00:18:43.520 First, let's go to the first frame 371 00:18:43.520 --> 00:18:44.960 Now, camera 372 00:18:44.960 --> 00:18:45.861 It's camera 373 00:18:45.861 --> 00:18:47.560 The current camera is 374 00:18:47.560 --> 00:18:49.160 Cine Camera Actor 5 375 00:18:49.160 --> 00:18:51.319 If you double-click the camera 376 00:18:51.319 --> 00:18:52.400 you'll see it's right here 377 00:18:52.920 --> 00:18:54.520 It's looking at this point now 378 00:18:54.520 --> 00:18:58.019 so on the left, you can see what the camera is looking at 379 00:18:58.219 --> 00:19:00.339 From here, I'll move it up slightly 380 00:19:00.359 --> 00:19:02.079 I'll adjust the camera position 381 00:19:05.520 --> 00:19:08.760 and move it back a bit 382 00:19:08.760 --> 00:19:09.337 on the pillar 383 00:19:09.613 --> 00:19:12.033 Let's set it up so it looks like this from this pillar 384 00:19:12.040 --> 00:19:15.559 Let's set it up like this so that 385 00:19:17.479 --> 00:19:19.199 you can see it from near the pillar 386 00:19:19.199 --> 00:19:20.239 Position it like this 387 00:19:20.239 --> 00:19:21.640 Here, I'll look like this 388 00:19:21.640 --> 00:19:23.079 like this 389 00:19:23.079 --> 00:19:24.019 and do this 390 00:19:24.839 --> 00:19:26.820 The position is roughly set 391 00:19:27.880 --> 00:19:29.400 so moving it further is unnecessary 392 00:19:29.400 --> 00:19:32.840 We probably don't need to add keyframes for position changes 393 00:19:33.400 --> 00:19:35.659 Initially, setting this camera 394 00:19:36.359 --> 00:19:38.280 to face the Player Start asset 395 00:19:38.280 --> 00:19:40.160 would be good 396 00:19:40.160 --> 00:19:41.959 So, with the camera selected 397 00:19:41.959 --> 00:19:44.079 select the Cine Camera Actor 398 00:19:44.079 --> 00:19:45.280 and in the Details 399 00:19:45.280 --> 00:19:46.800 check Enable Look at Tracking Settings 400 00:19:46.800 --> 00:19:50.479 under Enable Look at Tracking 401 00:19:50.479 --> 00:19:52.599 Since it's not set yet 402 00:19:52.599 --> 00:19:54.520 clikc the picker 403 00:19:54.520 --> 00:19:57.280 and select the Player Start 404 00:19:57.280 --> 00:19:59.040 to make the camera look at it 405 00:20:00.040 --> 00:20:01.560 At this point 406 00:20:01.560 --> 00:20:03.839 set a keyframe for 407 00:20:04.479 --> 00:20:08.020 the Look at Tracking target to align it 408 00:20:08.920 --> 00:20:09.879 Next 409 00:20:11.251 --> 00:20:14.920 the character appears from the beginning 410 00:20:14.920 --> 00:20:17.180 The character starts to appear from the very beginning 411 00:20:17.520 --> 00:20:19.280 and at the moment they emerge 412 00:20:19.280 --> 00:20:22.800 around this tunnel 413 00:20:22.800 --> 00:20:23.376 over here 414 00:20:24.776 --> 00:20:25.776 it's about 415 00:20:27.531 --> 00:20:28.951 1.5 seconds 416 00:20:29.239 --> 00:20:31.679 Around 1.5 seconds in 417 00:20:32.119 --> 00:20:35.740 make the camera look at the character 418 00:20:36.520 --> 00:20:39.040 Click picker again 419 00:20:39.040 --> 00:20:41.420 and select the character 420 00:20:41.800 --> 00:20:44.119 Then, at this point 421 00:20:44.119 --> 00:20:48.560 you set another keyframe with a solid click 422 00:20:48.920 --> 00:20:51.259 In the first frame 423 00:20:52.479 --> 00:20:56.479 it focuses on the Player Start 424 00:20:56.959 --> 00:20:59.560 In the first frame, it looks at Player Start 425 00:20:59.560 --> 00:21:02.180 and moves 426 00:21:02.800 --> 00:21:04.380 and after about 1.5 seconds 427 00:21:05.640 --> 00:21:08.400 the mark moves continuously 428 00:21:08.400 --> 00:21:11.519 and after 1.5 seconds 429 00:21:12.599 --> 00:21:14.979 we can see this character 430 00:21:16.139 --> 00:21:17.580 And keeps following it 431 00:21:17.580 --> 00:21:23.180 Capturing even the "Ah!" moment 432 00:21:23.680 --> 00:21:24.680 Done 433 00:21:24.680 --> 00:21:26.239 But it's here 434 00:21:27.439 --> 00:21:29.839 Look at the player for up to 1.5 seconds 435 00:21:29.839 --> 00:21:33.280 But from 1.5 seconds on, it looks the character 436 00:21:33.280 --> 00:21:35.300 but it suddenly cuts off 437 00:21:35.480 --> 00:21:37.839 We'll need to create 438 00:21:37.839 --> 00:21:40.800 a smoother transition where the camera 439 00:21:40.800 --> 00:21:42.520 naturally pans toward the character 440 00:21:42.520 --> 00:21:45.680 To achieve this, within the Look at function of the camera 441 00:21:45.680 --> 00:21:49.579 go to the Details panel and find the Look at Tracking Interp Speed 442 00:21:50.079 --> 00:21:52.239 There's Look at Tracking Interp Speed 443 00:21:52.239 --> 00:21:53.760 Currently, it's set to 0 444 00:21:53.760 --> 00:21:55.520 Let me put a number in here 445 00:21:55.520 --> 00:21:57.839 Let's put 1 446 00:21:57.839 --> 00:21:59.180 So, what happens now? 447 00:21:59.560 --> 00:22:01.839 As the marker moves 448 00:22:02.239 --> 00:22:06.520 instead of the camera snapping abruptly 449 00:22:06.520 --> 00:22:09.000 you can see it smoothly rotating like this 450 00:22:11.400 --> 00:22:13.160 Let's test it with a proper playthrough 451 00:22:13.160 --> 00:22:14.180 When you hit play 452 00:22:15.560 --> 00:22:19.419 you'll notice that the camera transitions smoothly as it moves 453 00:22:20.719 --> 00:22:22.499 The Interp Speed setting 454 00:22:22.959 --> 00:22:26.920 determines how naturally the camera transitions 455 00:22:26.920 --> 00:22:29.820 from the first target to the second 456 00:22:29.820 --> 00:22:33.120 controlling the speed of that movement 457 00:22:34.560 --> 00:22:36.160 Let's try a higher value 458 00:22:36.160 --> 00:22:38.439 say 3 459 00:22:38.439 --> 00:22:42.260 Then the transition becomes faster 460 00:22:43.280 --> 00:22:45.619 It should be faster like this 461 00:22:45.939 --> 00:22:49.779 If you increase the value to 5, the transition becomes even faster 462 00:22:49.999 --> 00:22:51.040 You'll see the camera snap 463 00:22:51.480 --> 00:22:53.620 more sharply 464 00:22:54.280 --> 00:22:56.579 From the first frame, as you hit play 465 00:22:59.079 --> 00:23:01.999 the camera quickly shifts 466 00:23:02.719 --> 00:23:05.160 If you play it 467 00:23:05.160 --> 00:23:06.580 it looks back in sudden 468 00:23:06.581 --> 00:23:07.861 "Argh" 469 00:23:08.900 --> 00:23:11.760 Now, let's add more detail 470 00:23:11.800 --> 00:23:15.180 At around 1.5 seconds 471 00:23:15.860 --> 00:23:18.540 the camera focuses on the character 472 00:23:18.860 --> 00:23:21.719 and as the character yells "Ah!" 473 00:23:21.719 --> 00:23:24.439 the current wide shot feels less impactful 474 00:23:24.439 --> 00:23:28.640 So, between 1.5 and 2 seconds, we'll zoom in at this point 475 00:23:28.640 --> 00:23:31.680 We zoom in and go in at this point 476 00:23:31.680 --> 00:23:32.460 When you look closer 477 00:23:34.000 --> 00:23:36.280 you do this 478 00:23:36.280 --> 00:23:40.719 among the camera's settings, there's Current Focal Length 479 00:23:40.760 --> 00:23:43.019 If you increase the Current Focal Length 480 00:23:43.719 --> 00:23:48.399 you'll notice the camera zooming in 481 00:23:50.359 --> 00:23:51.420 This is how you use it 482 00:23:52.160 --> 00:23:56.160 The setting for the direction that zooms in on the camera 483 00:23:56.160 --> 00:23:59.039 is Current Focal Length 484 00:24:00.059 --> 00:24:01.699 Let's see, up to here 485 00:24:02.479 --> 00:24:04.280 Until about 1.5 486 00:24:04.280 --> 00:24:05.880 or 1.6 seconds 487 00:24:05.880 --> 00:24:07.420 About 1.6 seconds 488 00:24:08.040 --> 00:24:11.280 the Current Focal Length value 489 00:24:11.280 --> 00:24:15.439 currently set to 35, needs to remain unchanged 490 00:24:15.439 --> 00:24:18.560 So, let's add a keyframe here 491 00:24:18.560 --> 00:24:22.479 And around this time 492 00:24:23.359 --> 00:24:26.119 in between these 2 seconds 493 00:24:26.119 --> 00:24:27.079 I'm going to just go to 2 seconds 494 00:24:27.079 --> 00:24:29.740 In between these 2 seconds 495 00:24:32.200 --> 00:24:33.259 should I zoom in to 100? 496 00:24:34.039 --> 00:24:35.240 That's too close 497 00:24:36.560 --> 00:24:37.760 I'm going to set around 80 498 00:24:38.400 --> 00:24:42.359 I'm going to really increase the Focal Length to around 80 499 00:24:42.359 --> 00:24:45.040 After that, we'll add another keyframe 500 00:24:45.040 --> 00:24:46.520 Now, the animation is in place 501 00:24:46.520 --> 00:24:49.160 Up until 1.5 seconds 502 00:24:49.160 --> 00:24:54.280 the Focal Length remains at 35 503 00:24:54.280 --> 00:24:57.779 but starting from there, it gradually zooms in 504 00:24:59.199 --> 00:25:01.299 and at 2 seconds 505 00:25:01.719 --> 00:25:03.280 it zooms in like this 506 00:25:04.800 --> 00:25:06.719 If you look at the character 507 00:25:06.719 --> 00:25:08.639 it appears too high in the frame 508 00:25:09.119 --> 00:25:13.359 So, while maintaining the current position up to this point 509 00:25:13.359 --> 00:25:18.299 it would be better to adjust the camera 510 00:25:18.299 --> 00:25:20.400 so that the character is centered when zoomed in 511 00:25:20.400 --> 00:25:22.400 Let's align this at 6 seconds 512 00:25:22.400 --> 00:25:26.339 In the Details panel of the Cine Camera Actor 513 00:25:26.619 --> 00:25:28.939 you'll find the Look At Tracking Setting 514 00:25:29.359 --> 00:25:31.520 Instead of selecting the inner component 515 00:25:31.520 --> 00:25:38.000 choose the outer component to access its options 516 00:25:38.520 --> 00:25:41.959 Under the Look At Tracking Setting 517 00:25:41.959 --> 00:25:42.641 We decided here 518 00:25:42.941 --> 00:25:45.401 what kind of actors 519 00:25:45.401 --> 00:25:46.800 we were going to look at 520 00:25:46.800 --> 00:25:50.000 Right below, there's an option called Relative Offset 521 00:25:50.000 --> 00:25:51.520 This setting determines 522 00:25:52.000 --> 00:25:57.760 how much the camera shifts 523 00:25:57.760 --> 00:26:00.000 relative to the target it's looking at 524 00:26:00.000 --> 00:26:01.280 If it's set to 0, 0, 0 525 00:26:01.804 --> 00:26:02.924 It's now vampire 526 00:26:02.924 --> 00:26:05.239 the camera focuses on the target's origin 527 00:26:05.264 --> 00:26:06.264 It is 528 00:26:06.359 --> 00:26:08.340 at the very bottom, right at its feet 529 00:26:08.900 --> 00:26:09.760 Under the feet 530 00:26:10.800 --> 00:26:14.760 Up until 0.16 seconds, focusing on the feet seems fine 531 00:26:14.760 --> 00:26:17.520 So, let's add a keyframe 532 00:26:17.520 --> 00:26:19.599 to Relative Offset here 533 00:26:19.599 --> 00:26:24.000 So, until 1.16 seconds, the Relative Offset value remains at 534 00:26:24.000 --> 00:26:25.019 0, 0, 0 535 00:26:25.319 --> 00:26:28.680 However, around 2 seconds 536 00:26:28.680 --> 00:26:32.800 we'll adjust the Relative Offset 537 00:26:32.839 --> 00:26:35.480 then you'll see the X, Y, Z axes 538 00:26:36.040 --> 00:26:38.280 and since we're adjusting upwards, it's the Z axis 539 00:26:38.280 --> 00:26:38.999 Using the gizmo 540 00:26:39.359 --> 00:26:42.460 raise the Z value 541 00:26:43.880 --> 00:26:45.280 while checking the camera view 542 00:26:45.280 --> 00:26:47.800 It should see the camera view 543 00:26:47.800 --> 00:26:49.720 All the way up, about here 544 00:26:51.400 --> 00:26:53.479 Let's set it to about 60 545 00:26:54.359 --> 00:26:55.959 or 70 for better alignment 546 00:26:55.959 --> 00:26:58.079 As you raise it, the character comes into the center 547 00:26:58.079 --> 00:26:59.400 This looks good 548 00:26:59.400 --> 00:27:02.520 Add a keyframe here 549 00:27:02.520 --> 00:27:07.520 Now, until 1.16 seconds, the Relative Offset stays at 0 550 00:27:07.520 --> 00:27:11.079 but gradually increases 551 00:27:11.179 --> 00:27:14.839 and by 2 seconds, the character is properly centered 552 00:27:14.839 --> 00:27:18.959 You can see how well the camera captures the character this way 553 00:27:18.959 --> 00:27:19.880 Alright, let's review it again 554 00:27:20.760 --> 00:27:22.679 Starting from the first frame, Play 555 00:27:23.839 --> 00:27:25.479 The camera moves and zooms in 556 00:27:25.480 --> 00:27:26.220 Looks good 557 00:27:27.719 --> 00:27:31.899 But when zoomed in, something seems a bit off 558 00:27:32.359 --> 00:27:36.760 The focus is slightly off 559 00:27:36.760 --> 00:27:38.359 I think we need to do focus 560 00:27:38.359 --> 00:27:39.560 It looks blurry 561 00:27:39.560 --> 00:27:40.880 Looking to the right 562 00:27:40.880 --> 00:27:43.140 This is a scene where everything comes out clear anyway 563 00:27:43.520 --> 00:27:47.240 since there is nothing to focus on 564 00:27:47.680 --> 00:27:50.699 but there is a comparison between something clear and some 565 00:27:50.999 --> 00:27:53.280 So, for this camera 566 00:27:53.280 --> 00:27:56.959 we need to adjust the focus on the character to make it appear sharp 567 00:27:56.959 --> 00:28:02.119 To adjust the focus on the character 568 00:28:02.479 --> 00:28:06.239 look for the Focus Settings option in the Details 569 00:28:06.239 --> 00:28:07.359 It's located just below Lens Settings 570 00:28:07.359 --> 00:28:08.959 If you expand Focus Settings 571 00:28:08.959 --> 00:28:13.400 you'll see an option called Manual Focus Distance 572 00:28:14.000 --> 00:28:16.199 The current value is set to a distance far away 573 00:28:16.199 --> 00:28:19.839 essentially not intended to focus on anything specific 574 00:28:20.479 --> 00:28:21.560 For the first part 575 00:28:21.560 --> 00:28:23.252 up to 1.6 seconds 576 00:28:23.252 --> 00:28:24.959 leave the Manual Focus Distance 577 00:28:24.959 --> 00:28:27.280 at its default value 578 00:28:27.280 --> 00:28:32.520 When it's about 2 seconds, you can do it that way 579 00:28:32.520 --> 00:28:33.839 so that you can focus on the character 580 00:28:33.839 --> 00:28:37.359 So, at 1.6 seconds 581 00:28:37.359 --> 00:28:40.079 set the Manual Focus Distance and add a keyframe 582 00:28:40.079 --> 00:28:44.799 This means the default value will remain unchanged 583 00:28:44.799 --> 00:28:46.280 from the start to this point 584 00:28:46.280 --> 00:28:51.640 Then, at 2 seconds, you'll need to adjust the focus distance value 585 00:28:51.640 --> 00:28:52.640 but you don't know the exact number yet 586 00:28:52.640 --> 00:28:55.640 To set it, click the picker on the right 587 00:28:55.640 --> 00:28:59.159 and select the character 588 00:28:59.599 --> 00:29:02.560 This will automatically adjust the focus 589 00:29:02.880 --> 00:29:04.400 If it's not visually obvious 590 00:29:04.400 --> 00:29:09.040 there's an option below called Draw Debug Focus Plane 591 00:29:09.040 --> 00:29:12.160 Enable this option 592 00:29:12.160 --> 00:29:15.880 and a purple plane will appear 593 00:29:15.880 --> 00:29:20.099 The purple plane represents the focus distance 594 00:29:20.479 --> 00:29:22.119 Focused distance 595 00:29:22.119 --> 00:29:24.280 If you look at it 596 00:29:24.280 --> 00:29:26.919 the focus is on the arm that is slightly forward 597 00:29:27.979 --> 00:29:31.579 By adjusting this distance slightly backward 598 00:29:32.079 --> 00:29:36.239 toward the face 599 00:29:36.239 --> 00:29:39.920 you can visually confirm that the focus 600 00:29:39.920 --> 00:29:41.800 aligns here 601 00:29:41.800 --> 00:29:44.160 This is how I've set up the auxiliary device 602 00:29:44.160 --> 00:29:46.580 If you've checked it, now uncheck it 603 00:29:47.280 --> 00:29:49.640 Then, you'll be able to see that 604 00:29:49.640 --> 00:29:52.799 the focus is set exactly around the face 605 00:29:53.199 --> 00:29:58.959 In this state, add a keyframe for the Focal Distance 606 00:29:59.359 --> 00:30:01.899 Now, Manual Focus Distance 607 00:30:02.299 --> 00:30:05.279 An animation track has been created 608 00:30:06.359 --> 00:30:09.719 Up until 1.5 seconds 609 00:30:09.759 --> 00:30:12.239 the focus remains at its default value without any specific adjustments 610 00:30:12.319 --> 00:30:15.399 At 2 seconds 611 00:30:16.199 --> 00:30:21.560 the camera focuses directly 612 00:30:22.520 --> 00:30:23.239 on the character 613 00:30:26.239 --> 00:30:28.040 Let's review it again 614 00:30:28.040 --> 00:30:29.780 When you play it back 615 00:30:31.000 --> 00:30:32.239 you can see the zoom-in 616 00:30:32.239 --> 00:30:33.859 It's done 617 00:30:36.599 --> 00:30:38.800 With all the details completed 618 00:30:38.800 --> 00:30:40.720 this shot is now finished 619 00:30:41.160 --> 00:30:44.359 Let's return to MySequenceRoot to view the entire sequence 620 00:30:44.359 --> 00:30:45.719 To check the overall sequence 621 00:30:45.719 --> 00:30:47.359 you can play it back in the timeline 622 00:30:47.359 --> 00:30:48.680 but for now, we cannot view them 623 00:30:48.680 --> 00:30:51.359 We can't see it because 624 00:30:51.359 --> 00:30:53.160 each shot was previously set 625 00:30:53.160 --> 00:30:57.520 to view the specific camera spawned for that shot 626 00:30:57.720 --> 00:31:01.299 When the marker moves elsewhere, the camera loses 627 00:31:01.299 --> 00:31:02.200 and nothing is displayed 628 00:31:02.200 --> 00:31:04.479 This makes it impossible to check 629 00:31:04.479 --> 00:31:08.640 Similarly, the right side doesn't display it because it's in the middle of editing 630 00:31:09.040 --> 00:31:11.479 To view it properly 631 00:31:13.379 --> 00:31:14.219 look at the track 632 00:31:14.239 --> 00:31:16.520 with the film strip 633 00:31:16.520 --> 00:31:19.140 In the center, there's a camera button 634 00:31:19.560 --> 00:31:21.080 When you click this button 635 00:31:21.660 --> 00:31:30.100 the viewport switches to show exactly what the camera is seeing 636 00:31:30.560 --> 00:31:32.760 So you can't move here 637 00:31:32.760 --> 00:31:34.920 In this mode, the viewport is no longer for editing 638 00:31:34.920 --> 00:31:39.040 but is dedicated solely to viewing the sequence on the track 639 00:31:39.280 --> 00:31:42.660 In this state, you can only watch the played-back footage 640 00:31:42.940 --> 00:31:45.119 Let's start from the beginning 641 00:31:45.119 --> 00:31:47.579 Go to the first frame and hit play 642 00:31:48.839 --> 00:31:52.540 You'll see the sequence play 643 00:31:53.160 --> 00:31:55.159 with the camera panning 644 00:31:55.739 --> 00:31:57.440 and perfectly capturing the "Ah!" moment 645 00:31:58.257 --> 00:31:59.257 Done 646 00:31:59.260 --> 00:32:01.680 With that, the overall camera angles and character actions 647 00:32:01.680 --> 00:32:06.400 we aimed for are complete 648 00:32:06.400 --> 00:32:10.079 To exit the view mode, click this button again 649 00:32:10.079 --> 00:32:11.000 and it will return 650 00:32:11.000 --> 00:32:13.919 Now, let's export the video 651 00:32:14.219 --> 00:32:16.920 we created into a video file 652 00:32:16.920 --> 00:32:20.219 such as an AVI or MP4 file 653 00:32:20.439 --> 00:32:22.520 This process is called rendering in video production 654 00:32:22.520 --> 00:32:25.959 The process of editing a video and finally converting it into a file 655 00:32:25.959 --> 00:32:27.620 is called Rendering 656 00:32:28.040 --> 00:32:31.280 Let's render this video and save it as a video file 657 00:32:31.280 --> 00:32:34.040 First, move the marker back to the beginning 658 00:32:34.040 --> 00:32:36.040 Then, at the top of the sequencer 659 00:32:36.040 --> 00:32:37.520 you'll see a slate icon 660 00:32:37.520 --> 00:32:39.780 Click on it 661 00:32:40.280 --> 00:32:45.400 and the rendering panel provided by Unreal Engine will appear 662 00:32:45.400 --> 00:32:47.679 In the rendering panel, you'll see the Render Movie Settings 663 00:32:48.199 --> 00:32:50.880 These settings allow you to convert 664 00:32:50.880 --> 00:32:55.599 our created sequence into a video file 665 00:32:55.599 --> 00:32:57.560 You'll notice various options here 666 00:32:58.240 --> 00:33:00.199 including the Image Output Format 667 00:33:00.199 --> 00:33:03.359 currently set to AVI 668 00:33:03.359 --> 00:33:07.820 By clicking on it, you can choose from several other formats 669 00:33:08.319 --> 00:33:11.800 Unreal Engine supports the AVI format 670 00:33:12.280 --> 00:33:14.479 Those of you who work with videos probably know this 671 00:33:14.479 --> 00:33:17.939 When working on videos in After Effects or Premiere 672 00:33:18.659 --> 00:33:21.600 you've probably done a lot of work like this 673 00:33:22.600 --> 00:33:25.280 where you merge images 674 00:33:25.280 --> 00:33:29.919 each frame in a PNG, JPG, or EXR file 675 00:33:29.919 --> 00:33:31.299 into a single video 676 00:33:31.319 --> 00:33:34.719 This is why there's an option to export 677 00:33:34.719 --> 00:33:38.059 the content as an image sequence 678 00:33:38.839 --> 00:33:41.199 You can export the sequence as individual image files 679 00:33:41.199 --> 00:33:44.519 which can then be imported into tools like 680 00:33:45.079 --> 00:33:46.719 After Effects or Premiere 681 00:33:46.719 --> 00:33:48.379 for further editing, rendering 682 00:33:48.819 --> 00:33:50.920 and video creation 683 00:33:50.920 --> 00:33:52.119 You can think of it as this kind of option 684 00:33:53.239 --> 00:33:55.160 Since we only have a single video sequence 685 00:33:55.160 --> 00:33:56.680 AVI is our only format option here 686 00:33:56.680 --> 00:33:58.880 Let's select AVI for our settings 687 00:33:59.800 --> 00:34:01.319 As for the audio format 688 00:34:01.319 --> 00:34:03.520 since there's no audio in our sequence, we'll set it to No Audio 689 00:34:03.520 --> 00:34:05.599 Next, there's the Resolution 690 00:34:05.760 --> 00:34:09.439 The default resolution is 1280x720 691 00:34:09.439 --> 00:34:12.480 but you can increase it to 1920x1080 692 00:34:12.760 --> 00:34:14.459 FHD if desired 693 00:34:15.159 --> 00:34:17.959 However, for quicker rendering 694 00:34:17.959 --> 00:34:19.760 we'll stick with 720p for now 695 00:34:19.760 --> 00:34:21.679 I recommend not starting with 696 00:34:21.679 --> 00:34:23.919 high resolutions initially 697 00:34:23.919 --> 00:34:27.399 especially when testing to see 698 00:34:27.399 --> 00:34:29.039 if the video turns out well 699 00:34:30.159 --> 00:34:32.959 For initial tests, using a lower resolution 700 00:34:32.959 --> 00:34:35.280 or 16:9 aspect ratio 701 00:34:35.560 --> 00:34:38.239 such as 640x360 702 00:34:38.239 --> 00:34:42.320 It's good to work with a ratio like this 703 00:34:42.320 --> 00:34:45.679 So, I recommend first rendering a lower-resolution thumbnail 704 00:34:45.679 --> 00:34:49.119 to check how it looks and then switching to a higher quality for rendering 705 00:34:49.479 --> 00:34:52.120 For now, we'll stick with 1280x720 706 00:34:52.120 --> 00:34:53.639 and proceed with rendering 707 00:34:53.639 --> 00:34:55.439 Increase the quality 708 00:34:55.439 --> 00:34:57.639 At the bottom, you'll see the Output Directory 709 00:34:57.639 --> 00:34:59.399 The output directory is a path 710 00:34:59.399 --> 00:35:01.040 Where should I save it 711 00:35:01.040 --> 00:35:04.479 Clicking the "..." button allows you to choose the desired folder 712 00:35:04.479 --> 00:35:07.280 Let's set it to save on the desktop 713 00:35:07.280 --> 00:35:11.480 We've selected the desktop 714 00:35:13.780 --> 00:35:15.760 and chosen a folder named Movie 715 00:35:15.760 --> 00:35:22.340 as the save location 716 00:35:22.520 --> 00:35:24.479 This should work for now 717 00:35:24.479 --> 00:35:26.000 Next, we'll proceed with Capture Movie 718 00:35:26.000 --> 00:35:27.080 I didn't save it 719 00:35:27.080 --> 00:35:37.720 You save it using Save Select and then play it 720 00:35:39.700 --> 00:35:42.260 During recording, the process may slow down significantly 721 00:35:44.120 --> 00:35:46.200 because it renders each frame individually 722 00:35:51.320 --> 00:35:54.740 There's an issue with the rendering results 723 00:35:55.280 --> 00:36:00.959 In the previous section, we focused on player start 724 00:36:00.959 --> 00:36:02.239 Thinking about it 725 00:36:02.239 --> 00:36:05.360 the Player Start is an actor located within 726 00:36:05.360 --> 00:36:13.319 the Demo4 level instance, not the current level 727 00:36:13.639 --> 00:36:16.239 So, when recording 728 00:36:16.239 --> 00:36:20.779 and running the rendering function of this sequencer 729 00:36:21.239 --> 00:36:27.000 we can't find the actors in this level instance called Demo Map 730 00:36:27.000 --> 00:36:28.000 This makes sense because 731 00:36:28.000 --> 00:36:31.960 if you check the actor within the level instance, it's entirely disabled 732 00:36:32.280 --> 00:36:37.639 Since the engine cannot detect disabled actors 733 00:36:37.639 --> 00:36:41.239 issues occur where the camera doesn't know where to focus 734 00:36:41.639 --> 00:36:42.479 leading to 735 00:36:42.479 --> 00:36:44.999 the errors we encountered 736 00:36:45.719 --> 00:36:48.959 So, I placed a cylinder at the center 737 00:36:48.959 --> 00:36:52.000 For example, in the first shot 738 00:36:52.000 --> 00:36:56.639 here's the focus of the camera actor 739 00:36:56.639 --> 00:36:59.100 I changed the Actor2 Track target 740 00:37:00.234 --> 00:37:01.994 from Player Start 741 00:37:01.994 --> 00:37:06.280 to the newly created cylinder 742 00:37:06.280 --> 00:37:07.760 I did the same for the second shot 743 00:37:07.760 --> 00:37:09.820 For the second shot 744 00:37:10.600 --> 00:37:13.399 the target track that the camera is looking at 745 00:37:13.399 --> 00:37:17.439 the actor 2 track corresponding to the marker 746 00:37:17.959 --> 00:37:22.639 in the first frame of the actor 2 track 747 00:37:22.639 --> 00:37:26.280 I changed the target to a cylinder in this part 748 00:37:26.640 --> 00:37:29.519 When I did that, it was output normally 749 00:37:32.839 --> 00:37:34.920 The final result now looks as intended 750 00:37:47.199 --> 00:37:49.040 We've explored how to use 751 00:37:49.040 --> 00:37:51.879 the sequencer for camera directing 752 00:37:51.879 --> 00:37:54.520 Now, let's summarize what we've learned in this session 753 00:37:55.534 --> 00:37:56.795 Skeletal Mesh and Asset Setup Preparing Character Resources Mixamo: Free Character and 3D Motion Capture Website Resources from Adobe 754 00:37:56.795 --> 00:37:58.275 Download: Vampire A Lusth Character, Crouched Walking and Roar animation 755 00:37:58.275 --> 00:37:59.256 Import Character Create a My Character folder in the Content folder and import the Vampire A Lusth file Check the settings window and select the Import All button 756 00:37:59.257 --> 00:38:00.517 Import Crouched ㅉalking and Roar files in the same way 757 00:38:00.517 --> 00:38:01.398 Directing the Sequencer Character Animation Controlling the Skeletal Mesh Drag and drop the Skeletalmesh asset of Vampire A Lusth to the Shot 0200_01 sequence track 758 00:38:01.398 --> 00:38:02.539 Place the skeletal mesh at the start point and add a keyframe for the Location item Place a marker at the 2.5 second mark and move the character, then add a keyframe for the Location 759 00:38:02.539 --> 00:38:02.960 Select the Vampire A Lusth track + animation Crouched walking Press the + on the Animation track to select the Roar animation sequence 760 00:38:02.960 --> 00:38:03.481 Move the Roar animation sequence forward so that it overlaps the Crouched walking sequence 761 00:38:03.481 --> 00:38:03.962 Camera Direction Control Activate Enable Lookat Tracking in Cine Camera Actor 5 Lookat Tracking Settings 762 00:38:03.962 --> 00:38:04.462 Place the marker at 1.5 seconds, select the character with the picker of Actor to Track, and add a keyframe Set Lookat Tracking Interp Speed 763 00:38:04.462 --> 00:38:04.962 Set Current Focal Length to create a camera zoom effect Set the Realistic Offset item value and add a keyframe 764 00:38:04.962 --> 00:38:05.462 Select Vampire A Lusth with the Manual Focus Distance picker Set the Manual Focus Distance item value and add a keyframe 765 00:38:05.462 --> 00:38:07.525 Directing Sequencer Character Animation Rendering Sequencer Animation Click the Slate icon in the Sequencer window Select Video Sequence AVI in the Image Output Format 766 00:38:07.525 --> 00:38:08.566 Set Resolution to 1280x720 (16:9) Set Compression Quality to 100 767 00:38:08.566 --> 00:38:10.286 Click the Output Directory path, create a new folder on the desktop, name it Movie, and select it