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?
Read MorePBR #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.
Read MorePBR #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…
Read MorePBR #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.
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