I’ve made the move to ue4, but I have run into a problem.
I want to create short movies, and for that I need to have clips inside Sequencer to be independent of each other. With the same map.
I am also using AllrightRig for rigging my actors and to animate them.
I do not want to bake the animation as I do a lot of tweaking and changes. So being able to go into each clip and to that is critical.
sequencer is real time editing… your separate clips are called ‘shots’ and you can change them to your hearts content, plus make different ‘takes’ of one shot… then put them in anywhere in the master sequence at any time… check out youtube for tut’s to get started… anims are adjustable at any place and at any time…
The sequencers for me does not seem to be separate instances though. If I move an actor in clip1, it will move in clip 2 and onwards. I will have to Key them to get them to stay, yes, but the point is that the sequences are all in one instance. The “New Take” just creates a duplicate of the sequence, still just a regular sequence.
Same goes for Attaching(locking) a rig controller to another. It is now locked in all clips.
Any tutorials I watch doesn’t seem to address this issue. I’ve watched plenty, that’s why I am here.
Seriously, the option that is the best for me right now is to make a duplicate of the map I’m working in. That makes each of my “clips” independent from each other.
I can’t comprehend how there’s no way to do what I want. It’s not like I’m doing something unique here…
Well yes and no. As a rendering solution Unreal 4 is the first “game engine” that has expanded particle use as a real time interactive environment as it does not limit the fidelity of the asset as to the purpose of achieving the render over high performance curves.Already there are mainstream solutions that can be plugged into the production pipeline.
First ray trace in a game engine…Reallyyyy???
Then there is Datasmith, Live and Auto update, level streaming as well as the ability to render at any resolution and frame rate in hours rather an entire day just for a singe frame. In the time frame since the release of UE4 Vis, VR and rendering requirements has take a huge jump as to popularity and has become popular for utility needs.
Granted UE4 is not there yet as a mainstream application that serves a single purpose, like a video editing app, but just a matter of time as the only reason is it can be done.
In my opinion Epic has changed the perspective by simply avoiding placing limitations into their “product” that limits the ability of others to make use of a tool in the manner they wish
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