That Trello card was for Sequencer in UMG, which is the animation tool in the UMG editor. It’s supposed to be essentially, the groundwork for what will be Sequencer the Matinee replacement.
Ah thank you for that clarification
Hi , also wont system like in After effects(or like animation in unity 3d), it very easy and friendly(especially for creating simple animations for 2d, 3d environment), because Matinee its for old school guys, but in our times need a simple and fast tools, where u can spend less time and get better result
PS For example now i worked in game company, and we are creates small games for pc and ios, i create animations in after effect and then convert this animations(by get data from position rotation scale opacity) in Lua script, and this give us huge time saving, but in unreal4 i need use crappy mantine with timeline, thats not good
Now that UMG is in a usable state, I’m curious if development on Sequencer has been intensified? Is there maybe a timeline for it? Experimental Sequencer for GDC 2015 would be amazing
so long!!! i remember on firsts streams epic say we are get Sequencer in 4.6, and 4.6 is here and no Sequencer:(
Suggestion: Add multiply tracks at once. Say a character has 20 shots, each with it’s own animation. Would be awesome to be able to add all 20 animations into the track it at once.
Btw, is there any news on this? Really looking forward to it.
The current sequencer work is focused on making the animation experience in UMG better. There are some small improvements coming in 4.7 like snapping options and various bug fixes. The next major feature which will be added is curve editor integration, but i don’t currently have a date for when that will be ready.
I asked this question regarding the current state of Sequencer + Niagara and I was given an answer/update on the latest UE4 Twitch Stream GDC Edition.
In short,
There is no date/month set in stone but we should be seeing it within this year (hopefully no longer than 3 months)
P.S. I will update this post after the Twitch Broadcast is uploaded onto YouTube with a time-stamped video link for when this question was asked and answered within the stream.
To be very clear. Sequencer will not be done in three months. There may be preview versions of it by then like we did with UMG but it takes a long time to make an awesome and highly polished tool. I’d say we are just starting to get there with UMG but even it is missing a lot of features.
Sometime this year is a reasonable response. Although it is true that nothing is set in stone.
Oops I thought I put preview… also I was generally being optimistic at 3 months for a preview and I do understand how much planning goes into an overhaul of such a core system of the engine
Oh, that’s very interesting. I’m planning to develop rendering tools for movies/cutscenes (see my entry on marketplace).
https://forums.unrealengine.com/showthread.php?64796-Cutscenes-Movie-and-frame-rendering
It would be a great help, if I somehow can connect with the developers in charge to the progress in this area.
Hi, what happened to this? I really enjoyed this substitute for Matinee!
If I interpret the recent commits on GitHub right, development should be in full swing now. I expect (just an assumption) that we hear more about it in 1-3 months.
This is big tool set so it will take some time, Niagara for example is in development for something like 1 year already
Might as well ask adobe for their source code.
I don’t know how other people feel about this, but I don’t need skeumorphic ui. Film sprockets are taking up valuable screen space and actually make it harder to read the images. I would prefer a smaller amount of adjustable border. If you spend serious time editing, those sprockets are quite tiring for the eyes.
If you really want to make people happy, extend your hotkey sets to allow more than one button for each function. Matinee currently only has one, and I can’t change the binding for our build without disrupting people who have been using the defaults.
that name is taken by unity
Well, I gotta say they took some ideas from here I guess
Was building an UMG menu animation and saw these (which reminds me after effects a lot) :
Can’t wait to see how the Sequencer will look like
Good Job Epic, keep up the good work
I just thought of something I would think is nearly critical as a feature. A button in material instances to set a keyframe in the sequencer and/or timeline.
I have a material that has thirty or so parameters because it’s a sort of UI material. So I tweak out a bunch of parameters and forget which ones I’ve keyed. It’s a pain to transport all the settings to where I need them. So having a way to keyframe from within the instance, in the viewport, would be a god send.
Imagine you are trying to do stop motion techniques by offsetting UV values. Figuring out the value, then setting it on a curve, then playing, then tweaking, then setting and playing, then …aaaaagh.
This could just be. Tweak, keyframe. Next.
Source: Unreal Engine 4.10 Preview - Announcements - Epic Developer Community Forums
Tweet Link: https://twitter.com/BenjaminDSmithy/status/654941165754519552
Hey,
I wrote about this in separate thread but this topic seems to be more looked on.
Please add posssibility to animate any skeletal mesh component and not only SkeletalMesh actors.
We’ve had a problem with this when we had long animation sequence on skeletal mesh that we wanted to use with VR character. We couldn’t simply start the animation on player’s character mesh because neither matinee nor sequencer support it.
We had to do some shenanigans with attaching the player character and hiding its mesh to seperate skeletal mesh actor. We then had to hide the skeletalmeshactor and show playercharacter’s mesh. It was hell with some small ofsets and alignment during switching.
If we could simply animate the player’s character skeletal mesh component (ideally with root motion), we wouldn’t have this whole