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Wes Bunn: Hello everyone, welcome back.
In the previous video, we pretty much finished our cinematic.
This video is a bonus video.
We are going to talk about some of the other aspects of Sequencer such as
the ability to create takes for shots.
We will talk about what the Master Sequence asset is.
Then under the Cinematics section of the Modes panel,
we will also talk about the Camera Rig Crane and the Camera Rig Rail.
We didn't use either of those in creating our cinematic, but we will talk about those.
We may do a crane shot as well.
Finally, we will render our cinematic out as a .avi so we can share it with
family and friends, post it to YouTube, or do whatever we would like with it.
Let's go ahead and continue.
We have our existing cinematic.
Click the camera icon to make sure we are locked to the Shots track.
Play through the cinematic.
We have all of our shots in place.
We fade in and out perfectly.
Drag the marker to Shot_07.
We are going to change this shot.
Go to the start of the shot, which is about 22.70.
The camera cuts over at about 22.67.
Go to 22.67.
Left-click and select Shot_07.
Right-click Shot_07.
Under the Shots section, there is an option for Takes.
We are on Take 1.
There is also an option for New Take.
Select New Take.
It will create a new take for Shot_07.
Select New Take.
It will bring up a dialog window, which says it will duplicate the asset.
It is not going to override the asset.
It is going to duplicate the asset and create a new Level Sequence for us.
Open the Cinematics folder.
Right-click and select New Folder.
Call this folder "Takes". Open the Takes folder.
A naming convention has already been created for us.
I am going to delete some of the 0s, so it follows our naming convention.
I am going not going to call it Shot_07_02.
Call it "Shot_07_01".
I will show you why in a second.
Actually, let me just show you.
We will name it Shot_07_01. Click Save.
You can have the naming convention automatically customized by going to
Edit > Project Settings > Editor > Level Sequences.
You can define the Takes system by defining these values.
Close the Project Settings window.
I will explain the reason we named this Shot_07_01.
Left-click Shot_07_01, then right-click and go to Takes.
It still shows Take 1.
If we had named this Take 2, it would say Take 1 but our shot would be on Take 2.
Now, we are going to create another take. Right-click and select New Take.
Under Cinematics, open the Takes folder.
Select Shot_07_01.
Name this "Shot_07_02".
Now we are looking at Shot_07_02.
Right-click Shot_07_02, go to Takes and select Take 1.
Now, we are on Take 1.
Shot_07, the basis of Take 1 and Take 2, still exists in the Content Browser.
However, right now it is not inside of the Master Level Sequence.
It will not get played.
It will play either Take 1 or Take 2 of Shot_07.
That is why we created our first take as Take 1,
and then duplicated that shot as Take 2.
Right-click Shot_07_01 and select Take 2. It allows us to quickly cycle between our takes.
Right-click Shot_07_01 and select Take 1.
This is our original Shot_07.
That is our first take. We are going to leave that take as it is.
Go back to the beginning of Shot_07_01.
Right-click Shot_07_01 and select Take 2.
It is going to be the same shot. Now we can go
into Shot_07_02 and make changes without affecting
either Take 1 or our "master" Shot_07.
Double click Shot_07_02 to open Take 2.
Select the Camera Cuts track and press Delete.
We don't need it.
Select the CineCameraActor and press Delete. We don't need it.
For this shot, let's use a cinematic Camera Rig Crane.
I am thinking we will do something over here for the shot.
I know we have done this before, but we will do it anyway.
We will have a shot from here where the camera pushes up.
The crane will pitch up and then we will pitch a camera down looking at our characters.
We will do something like that.
So far we have been holding the Shift key and dragging things
into the viewport to automatically add them to Sequencer.
This will create a spawnable Actor.
Think of Shift as spawnable.
If you hold down CTRL and drag in the Actor, it will be added to the level.
It will be added to Sequencer, but not as a spawnable.
Let's go ahead and do that.
Hold CTRL, left-click and drag Camera Rig Crane into the viewport.
I am going to place it over here.
Now, click the camera icon to enable Pilot mode.
It is going to show the furnace because our camera is inside the furnace.
We have added the camera to Sequencer, but we haven't made it spawnable.
You can see there is no lightning bolt icon, indicating it is not spawnable.
Let's position the Camera Rig Crane before we start talking about some of the settings.
Press E to use the Rotation Tool.
Rotate the Camera Rig Crane around something like this.
Actually, it's not bad right where it is. We do need to
make changes to our camera because the Filmback Settings are set to 16:9 DSLR.
Select the CineCameraActor.
Now that I think about it, we are probably going to have to re-position the crane.
Go to the Filmback Settings.
Set Sensor Width to 20 and set Sensor Height to 12.
Press CTRL + S to save.
Select CameraRig_Crane and drag it back just a little bit.
A good thing about the Camera Rig Crane is that is has no real world collision on it.
We can really place it wherever we want.
We could have the camera clipping the wall if we want.
We could have the camera floating up in the air if we want.
In fact that looks good, so we are going to use that.
With the CameraRig_Crane selected, press S to add the initial position.
Then, we will talk about the Crane Controls in the Details panel.
We have three (3) options for Crane Controls.
Crane Pitch will pitch the camera up or down.
We are going to be using Crane Pitch in a moment.
Crane Yaw will spin the camera to the left or the right.
You can look in the viewport to see the crane actually moving.
Set Crane Yaw back to 0.
We can use Crane Arm Length to pull the camera out or push it in.
Set Crane Arm Length to 0.
We will add a keyframe.
Remember, these icons mean you can add a keyframe for the current value.
Click the icon next to Crane Pitch to add a keyframe.
We are going to pitch the camera up.
We are going to do something for the actual camera attached to the crane.
Select the CineCameraActor and expand it.
Scroll down and expand Transform.
Select Rotation and click the circle icon to add a keyframe just for the initial rotation.
Click to go to the Master Level Sequence.
Scrub to the end of Shot_07, which is at about 25.13.
Double-click to open Shot_07_02.
We are at the end of the shot.
Select CameraRig_Crane.
Pitch the camera up by dragging Crane Pitch value to the right.
Set it to 25.
We will see what it looks like. Click the icon to add a keyframe.
Notice our camera is not rotated down to view the action.
Select CineCameraActor.
Press E in the viewport to enter Rotation Mode.
Click to expand the toolbar.
Click the icon to disable grid snapping for rotation.
Uncheck that so we can rotate the camera freely.
I am going to rotate the camera down.
Our bear is shot out of the frame, which is interesting.
With our camera selected and when we are happy with the rotation,
hold Shift and press E to keyframe the new Rotation position.
In the Default Viewport, we should see
the crane pitch up and the camera rotate down.
We will see that reflected in our Cinematic Viewport.
Scrub the Timeline.
You can see both things happening.
Our shot will look something like this,
which looks pretty cool.
Go back to the beginning of the shot at 7.20.
Expand Focus Settings.
Click the eyedropper icon.
We have done this before.
Fly in to where you want to focus the shot.
Click the eyedropper icon.
Select the character. Click the icon to add a keyframe.
Now, our shot should be in focus as well.
That looks good.
Click to go to the Master Level Sequence.
Play the sequence from just before Shot_07.
Here is our shot.
Play it from about 22.47.
Say our Cinematic Director comes by and says, "I don't really like that shot.
Do you have anything else for me?".
You can quickly say, "I have this shot here."
Right-click Shot_07_02 and select Take 1.
I can say, "What do you think of this shot instead?"
Play it. They can see this shot instead.
It is very easy to quickly swap between different takes with the Takes system.
Press Spacebar to play. Press Spacebar to pause.
I think we will leave that shot actually. It is kind of cool.
That is the Takes system.
We also talked about the Camera Rig Crane asset.
The Camera Rig Rail is very similar to the Camera Rig Crane.
In fact, I am going to expand the viewport to show you.
We are not going to do anything with the Camera Rig Rail, but I will show you how to use it.
Drag the Camera Rig Rail into the level.
It looks how you would expect a rail to look.
Use the blue arrow to drag it up.
Left-click on the point and stretch out the length of your rail.
You can use the Transform Widget to move the rail around.
With the end point selected, you can hold Alt and drag out another copy, so that you
have more points on your rail.
You can bend the rail and select the point.
You can bend it forwards or backwards.
You can adjust the tangents.
If you wanted a shot that goes like that, go for it.
Currently, there is no camera attached to the rail.
You would have to drag a Camera Actor in on top of the CameraRig_Rail
in the World Outliner to attach it.
Or, you can hold Shift or CTRL method of dragging in an asset which will automatically add the
asset, the Camera Actor, and the Camera Cuts to Sequencer.
In the Details panel under Rail Controls, the only property you need to worry about
is Current Position on Rail.
It is a range between 0 and 1.0;
0 should be the start and 1.0 should be the end.
Scrub through the Current Position on Rail.
The end is 1.0 and 0 is the start.
By clicking this icon, you can keyframe these as well.
Those are the Camera Rig Crane and the Camera Rig Rail.
Select CameraRig_Rail and press Delete. We don't need it.
Click Maximize to bring back the Cinematic Viewport.
Press Home to zoom all the way out.
Click the ToFront button to go all the way back to the beginning.
That is almost it.
Let's talk about the Master Sequence asset
before we close and render out our movie.
The Master Sequence is essentially what we have done so far.
Click the Cinematics button at the top.
Select Add Master Sequence, or you can watch along.
We are not going to do anything with it.
It will bring up a new dialog window.
This allows you to create a template from which to start.
I am going to drag this window offscreen for a second.
If we look at our project, we have a Master Level Sequence.
We have several shots in it.
We named our shots.
We went into each shot and added
a Camera Cut track, cameras, etc.
That is essentially what this Master Sequence will do for you.
If you are very prepared and know
how many shots it is going to have, the camera cuts,
etc. up front, you could create a Master Sequence.
You can call it Master.
We could type "Forge" for the Name.
You can define your folder structure, which we have done manually.
You can specify the number of shots.
We will enter 8 for the Number of Shots since
our sequence also has 8 shots in it.
Sequence to Duplicate is interesting.
You can actually point to a Level Sequence you want to incorporate in each shot.
For our example, we can select Animation to add animation to each of our shots.
Then, all we need to do is go in and frame each shot.
Under Timeline, you can define the length of each shot.
You can enter 25 seconds for Default Duration.
You can alter any of these shots later on, but this is the basis for starting.
Shot Prefix is where you can define how shots and takes are labeled.
If I were to click Create Master Sequence, it would create what we just had except
it doesn't delineate the shots.
We should put in a feature request for that, so you can see all of the breaks between shots.
Scrub the Timeline and you can see it cuts through everything.
The animation is playing in the background for us.
The animation is playing over and over again because
there is one thing we did inside the Subscene track
that is preventing it from starting from the beginning.
When we go into each shot, the Camera Cuts track has already been created
and the cameras have been added.
It also includes a Play Rate Track, Enemy_Bear, P_Impack_Player_Fire_Strong,
and SK_Master_Grunt, which are all part of our Animation.
It includes all of this because the Animation sequence is the one we selected to show.
It has these four (4) tracks.
Select the Content Browser.
Open the Cinematics folder. Double-click to open Sequences.
Double-click to open Forge. Double-click to open ForgeMaster.
This includes those four (4) tracks,
as well as the Camera Cuts track and a new Camera Actor.
Select the Content Browser.
Double-click to open Shots.
Open the Cinematics folder. Double-click to open Animation.
The sequence didn't start from 0 because the start position is set to later than 0.
If the marker was set at 0, our sequence would also start at 0.
Select SK_Master_Grunt, and set the marker at the beginning of the animation,
and press that, it would start from the beginning.
We don't want to do that because we are going to render out our movie.
That is the last thing we are going to do.
Select the Content Browser. Double-click to open Master.
Make sure everything looks good before we render out the movie. Click Play.
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It is looking good.
All right, let's render out our movie and let's finish out this series.
We can click the Render Movie Settings option.
It gives you a dialog box where you can define Capture Settings such as Frame Rate, etc.
You can leave these as default.
You can change the Output Directory if you would like.
I am going to change my Output Directory to Desktop, so I know where it is.
Once Capture Movie is clicked, it will go through the process
of capturing and rendering out the movie.
I am going to click Capture Movie, and then I am going to pause. Then, we will
pick it back up with the actual video that is produced after rendering the movie.
Let's pause for a second, and we will be right back.
All right, my video has finished rendering.
It is in the background.
Before we started the rendering process, I forgot to mention something.
If you are wondering why you don't have audio when viewing your video,
Sequencer currently does not render out videos with audio.
It is on our list of things to do, which will hopefully be addressed soon.
It is on our radar. It is something we are currently working on.
My video rendered out in the background.
Here is our final cinematic.
That is actually going to do it for this video series.
I hope you all enjoyed it.
We looked at Sequencer and talked about Shots and Takes.
We talked about animating characters. We have done all of that.
We have animated cameras and adjusted Camera Settings.
We also talked about Master Sequences, play rates, and audio.
We did quite a bit.
Hopefully you all enjoyed it and learned the ins and outs of Sequencer.
That is going to do it for this video series.
Thank you all so much for watching.
We will catch you next time.
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