Unreal only outputs image sequences, which we don’t really want in previs - it’s too many files. To get around this problem I set up an After Effects project that can quickly convert shots in bulk so I can edit them externally…
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PBR #6: Shots and version integrity in the UE4 Sequence Editor.
In Unreal, the Sequencer is where the magic happens when it comes to cinematics, previs, filmmaking, linear narrative, etc…
Read MorePBR #5: Vehicles and sequence recorder
I knew that a driveable vehicle was certainly going to be necessary for PRAZINBURK RIDGE, as it’s the fastest way to get vehicular animation into Unreal. I found a suitable truck model for a couple of dollars, with basic geometry and textures, and set about figuring out how to drive it and record the animation in Unreal.
Read MorePBR #4: Level design and version integrity for Virtual Production
By the end of Thursday, June 4th, I’d got Unreal installed I threw my Mixamo characters in there, and animations, and was able to get them working. Not a bad start! But what I was going to need first was an environment in which to stage the action of the film. Or, as it’s known in Unreal - a level. This wasn’t a completely alien thing to me...
Read MorePBR #3: Virtual Production and character assets
So, I had an 8-page screenplay to put into Virtual Production. The next day I decided I should try and get some assets together. Although Mixamo is much more limited than it used to be, I constructed a pipeline to get original animations, and eventually cleaned and edited mocap, onto the Mixamo skeletons in Unreal.
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