Blend Camera Shots in a Master Sequence

I have a collection of sequences, each with it’s own animated camera

like this one

and then a Master Sequence, where all those sequences are played one after the other.

I’m trying to have a camera blending between shots. I mean, camera animation from the position in one sequence to the incoming one, as it’s easily done between different cameras within a level sequence.

In that image you can see I’ve set a camera blend, but it’s not working. The play head is way after the blend, but the active camera is still the first one. What I get is a camera cut to the second one ONLY after the 1st shot ends, the blend is ignored.

Is there a way to do this?

(I can try to use subsequences instead of shots, all of them animating the same camera actor, and manually animate the transition from one camera to the next one, but that’s quite more laborious, that’s why I’m tryng an “automatic” blend.)

Did you ever figure this out? I’m trying to achieve something similar: I have two Metahuman level sequences that I wish to combine smoothly.

MH Level sequences consist of an animation track for the body mesh, another track for the head mesh and then an audio track. All 3 should blend smoothly - well the Audio track maybe not, but I can’t do “straight cuts”.

It appears that Shots are just for Straight Cuts. EVEN though there is a “blend” spline/fader affordance like you get for regular animations on a level sequence - but it doesn’t do what you might expect. Similarly, overlapping two shots doesn’t cut it either - unlike animation sequences that auto-blend between them if you overlap them.

Frustrating - this feature seems half implemented.

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