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My first Unreal Engine 4 cinimatic flythrough
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Originally posted by MarkBenitez View PostI think that is one of the sample projects, in the marketplace somewhere or on the unrealengine.com site
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Yeah i think even with that simple demo included it really shows off the power of what it could do for architecture concepts, given the fact that it works with the Oculus Rift even more so :-). Since im not a modeler currently as a project im working to try to import builds from Minecraft (as there are 3d exporters) into Unreal :-).
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Originally posted by Evenios View Post
Thanks!-James Hibbert
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Originally posted by Bookman View PostCan you post about how you got the camera to play back with screen grabs of your blueprint. I was banging my head against it last night, and unfortunately I don't have internet at home right now to do proper research (currently about to move, so everything at home is in disarray). It would be much appreciated. I was trying to set up a test level (I don't have any of the regular content again because of my limited net access atm) and start using the cinematic tools, but it wasn't clear cut on how I was supposed to get my animated camera to take over the screen, I have a Matinee setup, but when I go to render it just starts the view from the player start location, and nothing animates. At least in Kismet I could set it up so that things play without too much issue, but the nodes to do that don't seem to exist in Blueprint the same way that they do in Kismet.
Thanks!
Take a look at this video tut https://www.youtube.com/watch?v=mrCEtE5RnHw
Its very similar to how you setup matinee in UDK/UE3 except you use a timeline instead of a matinee action now. Hope this helps.
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Thanks,
I actually did figure it out last night on my second go around. I had forgotten to add a Director track! (yup forehead smack on desk!
now my problem is that it's dropping the main material on my object (which admittedly isn't a game asset but one of my lower poly models from about 10 years ago, so it's kinda wonky and around 60k tri's so not an ideal test bead, but most of my models are in the 1million poly range because of my TV VFX background and was not built in Max or Maya but converted over).
I'll be doing a search at some point to look into this, my initial Google search came up negative for results, I'd post it here, but I don't want to hijack the thread.-James Hibbert
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