this was ten months ago but I just wanna say thank you for making such a comprehensive video covering the rail and crane< we just got em in UEFN yesterday and this video was so on point , also enjoyed the stop motion thing at the end by your son, great stuff...cheers
Was learning cinematics in Unreal and your video got suggested on my home page. You earned a subscriber, and i pray you get the recognition here. You’re doing an amazing job.
Hey JC! For this issue at 04:50 you can also open two outliner windows (Window > Outliner > Outliner 1-4) and drag/drop parent/child between each outliner window.
Solid toot, my dude. Equal parts informative and enjoyable. It makes a huge difference when UA-camrs are knowledgeable but laid back, and that's what I's appreciates about yous.
thanks so much for this! Really clear and concise. I have a question: if I want to make my camera rig rail follow the curvature of my spline, how can I achieve this? Preferably without going into blueprints / code (unless necessary)
Hello, is there a UE5 cheat sheet for camera Film Back settings to achieve the many different aspect ratios? For example, what would the film back settings be for 2.35,or 2.39.1
Very clear, excellent tutorial, thanks! I've got a blueprint actor with an animation (interpToMovement and changing color of a Point Light) Is there a way to trigger the Event begin play of that Blueprint (that's already present on the scene) in the same time as when the sequencer starts playing?
I’ve got another video here that goes over adding events to trigger blueprint - lil later in the video (but may wanna start at beginning for full context): ua-cam.com/video/ok9F_-PzgsM/v-deo.html
Question, will I see the actual rail tracks when zooming in on someone, say at like a slow ascend? If so, all I would need to do is hide everything correct?
Did you add the rail to the sequencer, and key the value from 1 to 0? and camera is attached? Does it work when playing back in sequencer? Also double check the camera cuts track to make sure it is the right camera....
Thanks for another useful tutorial! So I have this two animation where I get the dummy to run and a second animation where he does a baseball slide. So i notice when I do the lookat tracking, the camera will track the first animation perfectly but then once the second animation kicks in it stops. so I turned on the "debug look at tracking position" and I notice the point of tracking stops at the end point of the first animation. How do i get the camera to continue to track the 2nd animation?
if you check in the sequencer, the "actor to track" field is actually keyable, so you can switch actors you wanna have the camera track there - however, you'll possible get a pop between frames, so you can try and fix that with the camera tracking's relative offset values, which are also keyable... so you kinda have to hand animate any blend unless the handoff is perfect position for the two characters... make sense?
also I dont have right click > animation > sequence,is that ok, I assume c9inesmatics > new sequence is the same ? Im having trouble,tho camera is a child of raid, toget camera to move along rail, when Imove sequencer 'red' target. I have rail selected, and moving that , camera doesn't move, I wonder if 5.1.1 made a change ? So I just use current postion on rail field, tho its cumsbersome major.
Yes! In 5.1+ it moved to “cinematics” menu, same thing. Also… Make sure camera is made by dragging in cine camera actor from the place actors tab, NOT pressing the camera button in sequencer - that way breaks the parenting.
I think a simple camera move like a pan would be just as easy to just key the camera directly. once you start anything more complex than that, these tools are going to make the moves much smoother - I’ve tried to hand key camera moves, it was so nauseating haha 😀.
@@3dJC Thank you! I thought that was the case, and it seems the keyframes have their own lives at times so I guess using these tools lock the camera to something "physical". Thank you for a great video!
@@MarcusGrip-o1m using these tools will create more a real movie look rather than looking fake and CGish. But my use case for this is not so much to create the camera movement, but to show a director or a DOP how they can plan and test their shots matching real world location and equipment with their actual physical constrains
Thanks, this is really helpful. But I have a problem I hope you man be able to help with. When my character walks down the street he seems to slide along, rather than each step being firml on the ground.
Hi! I suspect you just need to adjust the character transform track a bit, making sure they position of the character matches the timing of the walk cycle. Also make sure your keyframe interpolation is set to linear, so the begin and and point are the same velocity as the middle.
in 5.1.1k, when I click on rail with camera childed, and move slider as you did which is current position on rail, the camera goes very fast and very far forward, is that a bug in 5.1.1, must be.I can't find any other setting that would affect that.
hmmm, I have 5.1.1 open right now and tested, working ok for me... check that there aren't any keys on the camera position? try with a new camera as well?
@@3dJC I got a 'test' rail working but its very very small. The one I want to get working is HUGE,very long with many curves dips and heights. is it possible 5 doesn't like really LONG and curvy rails :?? I just don't want to have to redo it all, it was a lot of work. No keys anywhere but on rail.
Is anyone having issues when exporting the video from the sequence? My camera is not moving, whereas when I play it in the sequencer, everything works fine
Double check that a) you have a Camera Cuts track in your level sequence and b) the camera you want to use is in the camera cuts track and c) that you view from the Camera Cuts track when you play it in the sequencer... that should guarantee that the render should be the same.
I tried to render the shot out in movie render queue and it wasn't working u need to drag both the camera rig and the camera into the level sequence or it won't render out
I have same problem, but both the rig rail and cinecamera had been added to my sequencer, but I still can't render it. I mean when I try to render, it render the same scene that at first camera had been added to enviroment at that point
@@masoomesalimi6212 when you are setting the time stamps, make sure u drag the camera rig to the last point which is 1 then you time stamp it, the camera has to move on the rail to the end point before u can time stamp it. I spent so long on it I hope it helps
@@olusegunkolade9029 When I put the rigged camera in the timeline of the camera cuts, I only get one still image. In its own timeline the animation works. What do you mean with 'time stamp'?
@@olusegunkolade9029 I was stupid! I imported the animations without setting the check, so they didn't show up. Plus, I was confused with the whole concept of the timeline, since it is slightly different from a NLE. I'm all good for now. Thank you very much for your reaction though!
this was ten months ago but I just wanna say thank you for making such a comprehensive video covering the rail and crane< we just got em in UEFN yesterday and this video was so on point , also enjoyed the stop motion thing at the end by your son, great stuff...cheers
Glad it helped! I need to get into the UEFN fun as well soon!
Excellent~! This is exactly what I wanted to know from UE camera works.
Great to hear!
Was learning cinematics in Unreal and your video got suggested on my home page. You earned a subscriber, and i pray you get the recognition here. You’re doing an amazing job.
Awww thanks!!
Hey JC! For this issue at 04:50 you can also open two outliner windows (Window > Outliner > Outliner 1-4) and drag/drop parent/child between each outliner window.
Ah, Brendan Carroll comes through with another great tip, y'all!!! Funny, I have never tried to open another outliner!! Thanks, yo!
I love this tutorial. Finally some very useful material revealed. Thanks for that!
Glad it was helpful!
Solid toot, my dude. Equal parts informative and enjoyable. It makes a huge difference when UA-camrs are knowledgeable but laid back, and that's what I's appreciates about yous.
Awww, thanks!!!
Dexter making the good stuff
ah yes, thanks!! He's hoping to make more soon!
Great Tutorial about Cameras, Thanks
You're welcome!
Fantastic tutorial, just what I was looking for, thanks!
I like your teaching style. Easy to follow. Thanks.
Glad you like them!
Super helpful, Thanks for explaining this in detail.
You're welcome!
Thanks mate! This helped a lot. Happy new year!
Glad it helped
Clear explanation, thank you
You are welcome!
Your videos are the best. Super easy to follow. subbed!
Awesome, thank you!
Interesting and thank you for sharing 🙂
Great vid! Thanks.
You bet!
Thank you bro good gob. Its amaizing.
You helped me a lot😏
Glad to hear that!
Thank you so much for this!
Glad it was helpful!
I cannot thank you enough for this video!!!!! So helpful!!!! Thank you thank you thank you!!!
You’re welcome!!
Awesome, Thank you!!!
"Will no longer be a child of..." although I kind of like "unchilded" lol
Great information!
Thanks! Neologisms are the best 😀
Very good explanations. Thank you.
Sure thing!
Thank you for a such useful video. You explained everything I needed to know!
great!!!
quality information for FREE ooh bABY. thanks
Well done, U R Genius boy
Ha thanks!
awesome video! Very well explained. Thanks again!
Thanks for watching!
dope woo woo 👍👍
thanks so much for this! Really clear and concise.
I have a question: if I want to make my camera rig rail follow the curvature of my spline, how can I achieve this? Preferably without going into blueprints / code (unless necessary)
Yes you easily can! Just check the box for “lock orientation to rail” in details tab for the rail. (If that’s what you mean?)
Thank you!
Your son is very talented :)
Thanks!!!
Excellent! Awesome! Stupendous!
Ha thanks for that!!
Thank you for the tutorial. Now i wonder how to make my camera follow the actor
Never mind I figured it out. You explained it well at 8:30😂
haha thanks!
Hello, is there a UE5 cheat sheet for camera Film Back settings to achieve the many different aspect ratios? For example, what would the film back settings be for 2.35,or 2.39.1
Very good video thank you, quick question: How do you make the crane visible while playing? Thank you!
Good Q - I'm not sure how to do that, or if it is possible in its current state...
amaaazing
😀
So basically to set up the shot automatically you can use keyframing presets?
how did you make handles (cubes) so big? mine are about 2 pixel size
Ah, yes - go to Edit-> Editor Preferences, then search for "widget size" and then increase the Transform Widget Size Adjustment...
Very clear, excellent tutorial, thanks!
I've got a blueprint actor with an animation (interpToMovement and changing color of a Point Light)
Is there a way to trigger the Event begin play of that Blueprint (that's already present on the scene) in the same time as when the sequencer starts playing?
found my answer with Event Tracker
I’ve got another video here that goes over adding events to trigger blueprint - lil later in the video (but may wanna start at beginning for full context): ua-cam.com/video/ok9F_-PzgsM/v-deo.html
@@3dJC Awesome thank you, will have a look!
Question, will I see the actual rail tracks when zooming in on someone, say at like a slow ascend? If so, all I would need to do is hide everything correct?
The rigs will hide themselves at render time, no need to do anything :)
Thanks!
Ah and thank you!
thanks man :)
How do you render the Camera Rig rail in sequencer, I tried from this demo and it gave me just a static shot
Did you add the rail to the sequencer, and key the value from 1 to 0? and camera is attached? Does it work when playing back in sequencer? Also double check the camera cuts track to make sure it is the right camera....
Blender has an empty circle and you just follow that. That’s really what I want to do in unreal but it’s adding extra work we really don’t need.
yeah it's a lil different
Dexter did good
Thx I’ll pass the message along!
tq4this & how to snap all the rig rail onto the ground?
If you select a curve point and press “end” key on keyboard, it should snap to the surface… (works for other geo too!)
Thanks for another useful tutorial! So I have this two animation where I get the dummy to run and a second animation where he does a baseball slide. So i notice when I do the lookat tracking, the camera will track the first animation perfectly but then once the second animation kicks in it stops. so I turned on the "debug look at tracking position" and I notice the point of tracking stops at the end point of the first animation. How do i get the camera to continue to track the 2nd animation?
if you check in the sequencer, the "actor to track" field is actually keyable, so you can switch actors you wanna have the camera track there - however, you'll possible get a pop between frames, so you can try and fix that with the camera tracking's relative offset values, which are also keyable... so you kinda have to hand animate any blend unless the handoff is perfect position for the two characters... make sense?
@@3dJC Thank you, I didn't know that. this was super helpful to know its an option, I will look into it.
also I dont have right click > animation > sequence,is that ok, I assume c9inesmatics > new sequence is the same ? Im having trouble,tho camera is a child of raid, toget camera to move along rail, when Imove sequencer 'red' target. I have rail selected, and moving that , camera doesn't move, I wonder if 5.1.1 made a change ? So I just use current postion on rail field, tho its cumsbersome major.
Yes! In 5.1+ it moved to “cinematics” menu, same thing. Also… Make sure camera is made by dragging in cine camera actor from the place actors tab, NOT pressing the camera button in sequencer - that way breaks the parenting.
Curious to know the pros and cons of this vs just using a floating camera that can move the same ways? :)
I think a simple camera move like a pan would be just as easy to just key the camera directly. once you start anything more complex than that, these tools are going to make the moves much smoother - I’ve tried to hand key camera moves, it was so nauseating haha 😀.
@@3dJC Thank you! I thought that was the case, and it seems the keyframes have their own lives at times so I guess using these tools lock the camera to something "physical". Thank you for a great video!
@@MarcusGrip-o1m using these tools will create more a real movie look rather than looking fake and CGish. But my use case for this is not so much to create the camera movement, but to show a director or a DOP how they can plan and test their shots matching real world location and equipment with their actual physical constrains
Thanks, this is really helpful. But I have a problem I hope you man be able to help with. When my character walks down the street he seems to slide along, rather than each step being firml on the ground.
Hi! I suspect you just need to adjust the character transform track a bit, making sure they position of the character matches the timing of the walk cycle. Also make sure your keyframe interpolation is set to linear, so the begin and and point are the same velocity as the middle.
how did u move your trnasform tool without moving the character?
Hmmm where in the video? What timecode?
Great
in 5.1.1k, when I click on rail with camera childed, and move slider as you did which is current position on rail, the camera goes very fast and very far forward, is that a bug in 5.1.1, must be.I can't find any other setting that would affect that.
hmmm, I have 5.1.1 open right now and tested, working ok for me... check that there aren't any keys on the camera position? try with a new camera as well?
@@3dJC I got a 'test' rail working but its very very small. The one I want to get working is HUGE,very long with many curves dips and heights. is it possible 5 doesn't like really LONG and curvy rails :?? I just don't want to have to redo it all, it was a lot of work. No keys anywhere but on rail.
Is anyone having issues when exporting the video from the sequence?
My camera is not moving, whereas when I play it in the sequencer, everything works fine
Double check that a) you have a Camera Cuts track in your level sequence and b) the camera you want to use is in the camera cuts track and c) that you view from the Camera Cuts track when you play it in the sequencer... that should guarantee that the render should be the same.
@@3dJC Indeed, the camera cut tracks was missing, now it's all working well. Thanks very much!
I tried to render the shot out in movie render queue and it wasn't working u need to drag both the camera rig and the camera into the level sequence or it won't render out
I have same problem, but both the rig rail and cinecamera had been added to my sequencer, but I still can't render it. I mean when I try to render, it render the same scene that at first camera had been added to enviroment at that point
@@masoomesalimi6212 when you are setting the time stamps, make sure u drag the camera rig to the last point which is 1 then you time stamp it, the camera has to move on the rail to the end point before u can time stamp it. I spent so long on it I hope it helps
@@olusegunkolade9029 When I put the rigged camera in the timeline of the camera cuts, I only get one still image.
In its own timeline the animation works. What do you mean with 'time stamp'?
@@mario-off-topic did you check if you set ur rendered frames to be more than 1
@@olusegunkolade9029 I was stupid! I imported the animations without setting the check, so they didn't show up.
Plus, I was confused with the whole concept of the timeline, since it is slightly different from a NLE.
I'm all good for now.
Thank you very much for your reaction though!
10000000 likes..
🐎💥
How do you record
The videos themselves? I use OBS…
@3dJC no, the finished renders. But I figured it out. Thanks for the tutorial!
ha! Ok glad you found where to render!