New guy gets excited about making movie scenes, bangs head against wall for a month
Actually, I was doing fine with singular skeletal mesh characters - using animation assets as if I was sequencing videos in video software or music loops in music software, in the sequencer, but then I bought some nice modular characters and can’t figure out how to animate them in a renderable sequence.
I managed to compile the different parts of a modular character into a whole character that animates well in the main viewport when I press play up top - with a single animation asset applied to it in the blueprint’s details - but I want to create more elaborate animation sequences, with physics simulating, AND render them as video files.
With the regular skeletal mesh characters, I could just drop them in the sequencer, assign the animations, record the simulations into the sequencer, then render the sequence to video.
When I add the character blueprint to the sequencer, I can’t find a way to add animations to that track like I could for the singular skeletal mesh characters.
Is there a way to do that? I really like that format.
Or do I have to use animation blueprints and somehow use those in the sequencer? I’ve been trying to get animation blueprints to work for a few days with no luck - and the documentation doesn’t match the updated ue5 interface.
I tried using the sequence recorder window (legacy right?) but it doesn’t capture the physics simulating.
What are my options?
What’s ideal for flexibility and ease of execution?
Again, in summary, I need to render video files consisting of animated modular characters and simulated physics.
I very much appreciate any suggestions!