Hey there,
I’ve been watching a number of videos about correctly organising your project to utilise Subsequences that allow a “Shot is King” workflow that Unreal and longform media production houses promote as the best workflow.
https://youtu.be/VQWo4_RbdEE?t=1059 - Really great video
https://youtu.be/r9CtotVWbq4?t=1281 - From Unreal Fest 2023
My question is that in both of these videos they don’t actually show what is in each Subsequence so how in practice do these work?
My understanding thus far; an example: I have a level sequence for an environment (ENV_MST). It has a ground plane and a tree. I add that to the sequencer, make them both Possessable. Save that sequence.
In my shot I then add a Subsequence Track. I then load in that Environment sequence and I get the ground plane and tree in my shot. Great. Okay now how do the Group and Shot Subsequences and overrides work?
Do I simply duplicate the original Environment Sequence, re-name it (ENV_GRP). Then bring that back into the shot as another subsequence, change the Hierarchical Bias, to make sure it’s higher than the base or “master” env sequence. Then I can go into that sequence to say do an override to the position of the tree for example?
This kind of works. If I mute the “master” (ENV_MST) env sequence then you don’t see a tree twice you see it in it’s changed position. The issue I have is what if the (ENV_MST) environment changes? It will not be updated in the (ENV_GRP) sequence as they are not linked.
What you’d ideally like is to have a (ENV_MST) sequence and then create an Instance sequence call that (ENV_GRP) and do overrides on that. Meaning any changes in (ENV_MST) would propogate to (ENV_GRP) but I don’t believe there is a way to do this right?
TL;DR: I want to know what the best practice for linear project workflow where “Shot is King” using subsequences and hierarchical bias to allow Master, Group and Shot overrides. The attached videos don’t show in practice how to do this just the theory. Can anyone shed some light?
Cheers,
David