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Wes Bunn: All right everyone, welcome back.
In the previous video, we had an introduction to Sequencer.
We talked about shots. We talked about the power of Sequencer and why it is so flexible.
We talked about how we can move shots around and
go into shots to start working inside of them.
We enabled our Cinematic Viewport.
We got an overview of Sequencer as a whole.
Up next, we are going to start actually creating our cinematic.
Let's go ahead and continue.
Make sure we are in the Master Level Sequence.
Go to the Content Browser and double-click Master.
Go to the Sequence Editor and make sure you are on the Master Level Sequence.
I am going to select all of the shots in here and press Delete because we are going to create
them from scratch.
Let's go to the Content Browser.
Select Shot_02 and Shot_03.
Hold CTRL with them selected and press Delete.
Click Delete.
We are going to duplicate Shot_01 a little bit later once we have added content to it.
Go to the Sequencer Editor and make sure we are at frame 0.
Click +Shot and select Shot_01.
We have Shot_01.
You can adjust the ending marker.
Right now it is fine where it is.
You can leave it wherever you want because we are going to adjust it a little bit later.
Double-click Shot_01 to open it.
We are going to start working inside Shot_01.
For this shot, we are going to stretch the frame marker out a little bit.
A quick shortcut is if you hold CTRL and press G, it will bring up a go to.
I am going to say frame 400. Go to frame 400.
Then, you can click ] to set the end of the Playback Range to the current position.
You can also press ] on your keyboard to set the end of the Playback Range.
Place it to give us room to work with because I don't know how long this scene is going to be yet.
We have frames 0 to 400.
The first thing we are going to need to do is add a character to the level and position
him where we want.
Then, we are going to add him to Sequencer so we can control him through Sequencer.
Let's go ahead and do that.
I am going to maximize the Level Viewport because we are going to be working inside
of it for the most part.
I have two (2) Master Level Sequences for some reason.
I am going to delete one of them because I think I accidentally added it in between videos.
I just noticed that.
Let's add the character we are going to be using.
Go to InfinityBladeAdversaries and open the Enemy folder.
There are several enemies in here; we are only going to focus on two (2): Enemy_Bear
and SK_Master_Grunt. Let's add SK_Master_Grunt first.
Double-click SK_Master_Grunt to open it.
We are going to position him inside of the level so he is looking at this statue.
Later, we are going to have the bear come through the door and they are going to
have a fight scene here.
Left-click and drag-and-drop SK_Master_Grunt into the level.
It might take a little bit longer for yours to load in the textures.
Once he is in, he should look similar to this.
Before we position him, we are going to add his weapons.
Left-click and drag-and-drop SM_Master_Grunt_Blade_Internal into the level.
In the World Outliner, search for "Grunt".
We have the weapon and the character.
We want to attach this weapon to this character so that when we animate the character, the
weapon goes along with it.
Before we can do that, we need to make sure we have the weapon selected.
Set its Mobility property to Movable.
This is so that it can move around in the scene.
Once we have done that, left-click and drag-and-drop SM_Master_Grunt_Blade_Internal on top of SK_Master_Grunt.
It is asking where we want to attach it.
Fortunately, this character has some weapon bones we can attach it to.
We have weapon_l and weapon_r.
Select weapon_l first.
That is going to attach the weapon to our character.
The Transform Widget is off a little bit.
Deselect SK_Master_Grunt and then reselect it.
Now, we can position the weapon in his hand a little bit better.
Press E to use the Rotate Tool.
Grab the green arc and twist it upwards.
This is not going to be perfect, but I am going to try to get through it quickly.
We need to twist it a little bit more.
Press E and grab the red arc to rotate it.
Feel free to spend as much time on this as you would like to make sure the
weapon is right in his hand.
For now, I think this is fine.
Press W to use the Translation Tool.
Move the weapon down.
I am going to turn off Grid Snapping, so I can have more precise control.
Press E to use the Rotate Tool.
Something like that looks good to me.
It looks like the weapon is in his hand.
It looks good.
Select the weapon again and press W to use the Translation Tool.
Hold Alt and drag the red arrow to the left to drag out a copy.
It is already going to be attached to our character.
I am going to detach it.
Select SM_Master_Grunt_B and drag-and-drop it on Forge (Editor) to detach
it from our character.
Drag-and-drop SM_Master_Grunt_B on top of SK_Master_Grunt.
Assign it to weapon_r.
Like before, deselect the first SM_Master_Grunt and reselect it so we can
use the Transform Widget to put the weapon in his hand. Press E to rotate it around.
Rotate it like this. Rotate it on this arc.
Rotate the weapon around.
Press W to move the weapon.
Like I said, it is not going to be perfect.
I think that is good for now.
That is close enough.
I am happy with it; hopefully you are too.
The character is floating in the air.
We don't want him in the air for our scene, so we are going to put him down on the ground.
Select the character and press W to use the Translation Tool.
Drag the green arrow down.
Drag the green arrow to move him forward.
Fly down and make sure he is on the ground.
Press E to rotate him
around something like this. That looks good to me.
He is clipping a little bit into the ground, but I think that is fine.
Press E to rotate him a little bit more.
He is going to be looking at the statue.
He won't be standing like this; he will be in a sitting pose to start our scene.
We have our character set.
Let's add him to Sequencer.
Go to the Sequencer Editor.
Make sure you are in Shot_01.
Click the +Add button, go to Actor To Sequencer and select Add 'SK_Master_Grunt'.
When we click this, it will add the character to Sequencer.
It is going to give us a Transform track and an Animation track.
Let's add an Animation track by clicking +Animation.
Type "Intro" into the search bar.
Select ExoGame_MasterGrunt_Intro.
It is going to position our character seated on the ground.
It is not facing the statue like we want.
Press E to use the Rotate Tool to rotate him around so he is sitting on the ground.
We can move him a little bit more if we want.
I keep selecting this transparent fog plane.
Press CTRL + T so you don't select translucent objects.
We have positioned our character.
If we scrub ahead, he is going to go back to his default position.
He is going to take the Transform track in which he was added to Sequencer.
We added him to Sequencer and then moved him.
We need to initialize his position inside of our sequence.
I am going to have to rotate him again, but I wanted to show you have to add a Transform
track first before you make any movements if you add an animation.
Otherwise, it is going to reset back to its default position.
Press E to rotate him around again.
Move him over.
Press CTRL + ~ to switch between World Translation and Local Translation.
Let's do that.
Rotate him something like this.
Let's see how it looks. It looks good to me.
That is where he is going to be sitting.
Select the Transform track.
Click the circle button to add a new key at the current time.
Now if we scrub, it is not going to change anything because we have initialized his position.
If we scrub all the way ahead, he is going to stand up and turn around.
That looks good.
We are almost done.
Let's add a camera and frame up this shot.
There are a couple ways we can add cameras.
The first way to add a camera is by going to the Modes panel.
Search for "Camera".
There are a few different options.
There is the default Camera Actor.
There is a special camera at the bottom called a Cine Camera Actor.
There are other options in here that we may talk about a little bit later.
As we continue in the series, we may add a rail shot or a crane shot.
We will talk about those a little bit later.
We are going to use the Cine Camera Actor because it has additional properties that
we can use for cinematic purposes.
Left-click and drag-and-drop Cine Camera Actor into the scene.
It gives us a viewport, which is the view perspective of this camera.
We can use the Transform Widgets to move it around.
Press E to rotate the camera around to frame up our shot using this viewport here.
That is not helpful.
Right-click on the camera, and select Pilot 'CineCameraActor1'.
If we go into Pilot mode, now we can move the camera and we are looking from the camera's
perspective.
We can really get close and frame up our shot by holding RMB and the W,A,S,D keys, and using
the mouse wheel to speed up or slow down the movement speed. We can
really get in and frame the shot like we want. We are going to want to do something like this.
This is actually going to be our shot.
Sometimes, I will preview shots before I actually create them in Sequencer to kind of get an
idea of what looks cool and what I want to do for the particular shot.
For this particular shot, we want to start back here and move closer to our character
as he stands up.
I am going to frame up our shot.
Before we do that, there are a couple things we can do.
Press G on the keyboard to enter Game Mode and hide all of the editor icons to get an
idea of what it will really look like.
Before we add our camera to Sequencer, let's make some changes to the Current Camera Settings.
With the camera selected, go to the Details panel. Under Current Camera Settings,
there is Lookat Tracking so we can track Actors as they move around in our scene.
If you click the Filmback Settings drop down, there are some Filmback Settings you can change
such as Super 35mm, Super 16mm, Super 8mm, etc.
There are some Lens Settings which you can change.
Feel free to experiment with these settings.
There are Focus Settings: Current Focal Length, Current Aperture, etc.
For this tutorial series, we are primarily going to be focused on the Filmback Settings
and the Focus Settings.
Let's change the Filmback Settings.
You can choose any one you want, but we are going to use a custom setting.
I am going to set these manually.
Set Sensor Width to 20 and set Sensor Height to 12.
It will look something like this.
Click to expand the Cinematic Viewport.
We are not going to see anything just yet.
We are going to get a letterbox style setup.
It doesn't show it here because our viewport is stretched out, but it is going to give
us a letterbox style format.
It will show this format in the Cinematic Viewport in a moment.
Let's frame up our shot.
I want to get this statue in there at a low angle.
This looks cool.
Our character is not currently in focus.
Go to the Focus Settings.
The Focus Method is currently set to Manual.
By selecting Tracking, we can track Actors like we did with the Lookat Tracking.
We can manually enter a value, or we can use this slider to get it to the right range.
You should see the viewport come in and out of focus.
At a value of around 520, it looks like he is in focus.
We can also click the eyedropper icon.
We can go over to the viewport and pick where we want to sample.
We can click this area and tell it to sample from here.
Our camera is set up.
Let's add the camera to Sequencer.
Click +Add > Actor To Sequencer > Add 'CineCameraActor1'.
Before we do anything, let's add a Transform track for the start of our scene.
Click Transform.
Before, we clicked the plus sign (+).
We can also press the S key on the keyboard, which will add the Location, Rotation, and
Scale.
You can press Shift + W for just Location.
Press Shift + E for just Rotation.
Press Shift + R for just Scale.
You can do it individually, or you can press S for all three (3).
We have initialized the position of our camera.
It is not going to go anywhere, which is fine.
As we scrub ahead in our scene, we are probably going to want to move our camera.
Scrub ahead to the end of the scene to about frame 277.
You can use the arrow keys on your keyboard to step through the keyframes.
Go to frame 277.
We are still piloting our camera at this point.
Hold RMB and use the W,A,S,D as well as E to position a shot of our character.
Go ahead and press S. We have some camera movement that should push forward.
We have created our camera and told it to move, but we haven't told this shot to use
that particular camera.
We can do that with a Camera Cuts track.
If I bring back the Cinematic Viewport, we are not going to see anything in there yet.
I can fly around in it too, just like a regular viewport.
We need to tell our shot to use a Camera Cuts track and use this particular camera.
Click +Add.
Select Camera Cut Track.
Click +Camera to specify the camera we want to use for this shot.
Make sure you are at frame 0.
Select CineCameraActor1.
Now, our Cinematic Viewport updates to reflect our scene.
Now, we can scrub ahead and see our scene.
That looks pretty cool.
We can press Play to play this.
That is actually going to do it for this video.
We are going to pause here.
In the next video, we are going to cut this somewhere around here and shoot this from
the front.
We will shoot it a little bit differently.
Click the icon to disable Pilot mode and keep the Cinematic Viewport.
In the next video, we are going to make a shot and shoot it from the front.
Our character is kind of out of focus, but that is perfectly fine because we are not
going to be using the end part of this scene.
That is going to do it for this video. We have our first shot.
We created a character that has an animation.
We created a camera with camera movement and assigned it in Sequencer.
We adjusted the Filmback Settings and Focus Settings.
We did quite a bit in this video.
We will pause here.
We will pick it back up in the next video where we add another character, add more cameras,
and continue with our scene.
Thank you all for watching.
We will see you then.
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