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    REALTIME WORKFLOWS: My Mixamo Pipeline for Unreal Engine
    REALTIME WORKFLOWS: My Mixamo Pipeline for Unreal Engine
    about 4 months ago

    🚀 Speed Up Your Realtime Animation Workflow! I’ve just shared a new video breaking down how I use Mixamo to rapidly prototype characters and animation inside Unreal Engine. While it's not what it once was, Mixamo remains my go-to for quickly getting characters on screen, blocking scenes, and telling stories fast.

    🎬 REALTIME WORKFLOWS: Levels and Sublevels in UE
    🎬 REALTIME WORKFLOWS: Levels and Sublevels in UE
    about 4 months ago

    One of the most useful concepts in real-time filmmaking and virtual production is understanding how these work in Unreal Engine.

    🎬 REALTIME WORKFLOWS is live
    🎬 REALTIME WORKFLOWS is live
    about 4 months ago

    REALTIME WORKFLOWS is a new YouTube series sharing the Unreal Engine techniques I use every day in film production. Short, 5–10 min episodes for students, previs artists, animators & indie filmmakers leveling up their vis.

    GIBLETS update
    GIBLETS update
    about 4 months ago

    An update on GIBLETS: a funny motherclucking short film that hasn't got over the line yet 🐔🔪🩸

    Virtually scouting GIBLETS
    Virtually scouting GIBLETS
    about a year ago

    Back in April, I utilised Unreal Engine with friends at Dimension Studios to virtually scout a live-action short I intend to make - GIBLETS.

    PBR #9: Finding the ridge - I say Prazinburk, you say...

    September 29, 2020 in virtual production, film
    PBR #9: Finding the ridge - I say Prazinburk, you say...

    One of the first things that struck me when I selected this as a project, was that a Google search for “Prazinburk Ridge”, where this true story occured, yielded absolutely no results whatsoever. Whilst this is good for the film’s Google search rankings, it set my OCD off. Where was this bloody ridge I was making a film about?

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    Tags: prazinburk ridge
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    PBR #8: Expanding the Mixamo/Maya/Unreal animation pipeline to include editable Noitom mocap

    August 20, 2020 in virtual production
    PBR #8: Expanding the Mixamo/Maya/Unreal animation pipeline to include editable Noitom mocap

    I finished the first pass of the film the weekend of July 4th. With lockdown lifted, I was able to collect my Noitom Perception Neuron suit from storage and start recording some bespoke mocap for the film - but I needed to integrate it with the Mixamo pipeline I had started using.

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    Tags: prazinburk ridge
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    PBR #7: Output formats and Editorial

    August 12, 2020 in virtual production
    PBR #7: Output formats and Editorial

    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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    Tags: prazinburk ridge
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    PBR #6: Shots and version integrity in the UE4 Sequence Editor.

    August 10, 2020 in virtual production
    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…

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    Tags: prazinburk ridge
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    PBR #5: Vehicles and sequence recorder

    August 07, 2020 in virtual production, previs
    PBR #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.

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    Tags: prazinburk ridge
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