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you can't make films in unreal if you haven't mastered
sequencer
this is the timeline where you can add animations to
characters lights and effects
whether you're completely new to unreal filmmaking
or you just want to speed up your workflow
this is for you
make it easy to get up and running inside of sequencer
and take everything I've Learned from the last 8 years
I worked as an artist and supervisor
on Hollywood visual effects
I'm movies like Star Wars 9
Fantastic Beasts and across the Spiderverse
and I started using Unreal Engine as an onset
operator in virtual production on Netflix's
The Last Airbender
and when you use unreal on set
you have to be ready to make any change at the last
minute and when the whole crew around you is waiting
you have to make those changes in seconds
that's why you have to be fast
nimble and smarter inside of sequencer
so I put together a list of
20 of my favorite sequencer hotkeys and tips
to make your workflows even faster
inside of sequencer
we're gonna move quick
select this video so you can jump back to it later
and stick around until the end
because I'll share my favorite tip on how to add
slow motion or bullet time all inside of sequencer
you're gonna want to hear this
let's jump right in
to 20 of my favorite tips inside of sequencer
so here I am in the project file for war of being
and I'm gonna open up one of these level sequences
and let's start with the basics
so pressing play will play through your sequence
this thing in the middle is our
time indicator that we can scrub along and decide
our frame a really important note for visual
effects is you need to have this
magnet icon enabled
d is the hot key here
and this will
snap your time indicator to a whole frame
if I zoom in here and I
disable this magnet you can see I can scrub in between
our frames here
but this will add
stuttering and
jitteriness to your renders if you create
keyframes in between any whole frames
so make sure that's enabled
the next hot key to note is Jackal so JK and L
J will reverse your timeline
K will pause it and L will play it forward
so just remember Jackal
and if you don't use hotkeys you can do the same thing
with these buttons down here
we have play forward
play in reverse
and then we can step forward by one frame
you can also use your arrow
keys to step forward by one frame
or you can press
shift and then the left and right arrow keys
to jump ahead
or backwards by five frames
now you can change
the amount of frames that we jump forward here
instead of 5
by going into your playback options
and just changing this jump frame increment
to something like 15
and now you can make much bigger jumps
throughout your scene
then if you want to snap back to the first
frame in our output range you can just press the
up key and that will jump to the first frame
and the down key
actually will just play back your sequence
so if you want to jump to that last frame
just press
Ctrl and the up key and that will snap to our last
frame I can right click in sequencer to drag around
up and down throughout the menu
I can press the minus
key to zoom out or the plus key to zoom in
I can also control that with these little sliders here
our green in and out points are our active frame range
so you can drag these around or press the left
or right bracket key
to move those in and out
and this is the frame range that Movie Render Q
will render by default
and if you just want to preview your
active timeline you can press the F
key to frame up on your sequencer timeline
and that will make your
in and out points be the center
of your sequence
now the entire reason
we're using sequencer is to add animations and
keyframes into our timeline here
so if you want to
jump to any keyframe just click on that
keyframe and your time indicator will jump right to it
and if you just want to jump
forward or backwards across our keyframes
it's really simple as well
just select a track and then use the comma
and period keys to jump forward and backwards
between any keyframes
now this example already has a lot of keyframes in it
so to keep it simple
let's set up a scene completely from scratch
so here we are in
our graveyard sequence
and I've
taken our two characters and we've imported them
in the scene so from here
all we'd have to do is right click in our content
browser
go to cinematics and create a new level sequence
so now we have an empty level sequence
now you'll also want to change over your frames
per second here
from 30 frames per second
over to 24 which is the standard framerate for movies
and the first thing to do is start to add our
characters and cameras
into sequences
so there's a couple ways we can do this
the first and easiest
is just to drag that reference from the outliner
into sequencer and it'll automatically add it
the other way I'll click on our other samurai
is to add this actor to sequencer
through the Add Track button
and this will do the same exact thing
and the last way the hotkey that I try to use
is you have to select your object in the viewport
and then press Ctrl a
and you'll see that pops into our sequencer here
and if this isn't working for you
just make sure you right click inside of sequencer
before pressing any hotkeys
to make sure you're communicating with sequencer
now with characters
the first thing to do is to add in animation
so I'm going to import our motion capture
animation here
and now we can see our motion capture is imported
now the next thing we want to do is add in a camera
and start keyframing the animation
so you need two
things to render a camera out of sequencer
one is a
cynic camera and the other is a camera cut track
so there's two methods for that
the easiest by far is just to click on this
create a new camera icon
and this will create a camera from your specific view
but you should also know it's easy to create
custom hotkeys for any
option inside of sequencer to make that even faster
so let's make a hotkey for creating a new camera
if I go to Edit Editor Preferences
I'm gonna type in camera
and scroll down to the sequencer hotkeys here
and you can see that the create
camera currently doesn't have
a hotkey so one that I like to use
so that I don't press it on accent
is Ctrl shift Alt C
I still like to use the C for the camera icon
but obviously with
Ctrl C it's a widely used hotkey
but now I can go around in the scene
find a nice spot and just press Ctrl shift Alt C
and it will create a new camera
now this camera
came in with this little lightning bolt icon
and that just means that this is a spawned actor
meaning if I close this level sequence
there's no camera inside of our 3D world
and now I can even search for a cynic camera
and it won't show up
for cameras
I almost always convert these to possessable
because I just want them to live inside of the scene
and now it'll
exist regardless if I close sequencer or not
now this isn't a hotkey but this is my most useful tip
in terms of animating characters and cameras
and that's using a stage actor
I like to parent both my characters
and my camera to the same parent actor
so I'll take my Cinecamer actor and parent it to this
empty actor this mocap stage
and then we can start to rotate it around our scene
and you'll notice our composition stays
exactly the same
by the way
if you want to download all of these hotkeys and more
all in one place
you can get that for free
when you sign up for Unreal Fundamentals
start as a complete beginner and unreal
to making your own
action scenes in just 30 minutes a day
check it out at unrealforvfx
com fundamentals
but the real power of sequencer
is animating different details of any actor
inside of sequencer
now you'll notice
by just looking through the camera options here
that we have a couple little
keyframe icons inside of the details panel
and this is by far the fastest way
to add keyframes for things like
focal length and aperture
now we have these three keyframes set
and if I enable auto keyframe this icon here
I can scrub later on
and adjust something like the zoom
and it'll automatically animate
between our two keyframes
but one thing that can be really confusing early on
is that you don't see any of these add
keyframes next to our location and rotation option
but obviously the most common thing to do
is to animate the transform
so to create any property inside of sequencer
we need to add a track
so for our cinecamer actor
let's add in a transform track
and this will give us location
rotation and scale and allow us to set two keyframes
and animate between them
now I can see that the animation's a little offset here
so I'm just gonna select all of these keyframes
and then press
Ctrl and right arrow key and that will just
nudge these keyframes by one frame
until I like the animation
now I'm gonna delete this entire transform track here
and show you the hot key
in this case
all you have to do is select your actor and press the
s key and we can see we've automatically created
keyframes on our location and rotation settings
now we've selected this
actor and if you look at the
gizmo in the center of the frame here
I press the W E and R keys
that will go from transform rotation and scale
by just adding the shift key to those same
exact hot keys
we can quickly create
transform rotation
and scale keyframes
and that's the fastest way to add those in
but a lot of times it's nice to look
through the camera
lens and adjust the composition intuitively
so to do that
all you have to do is click on this little
pilot icon next to our Cinecamera actor
the hot key here is shift P to pilot your camera
you can see where that we're piloting on the top left
and now we can pilot this around
and because we have auto keyframe enabled
this will automatically update
and we can quickly change our animation
so that's piloting your camera
but the first track of any sequencer should be
this camera cuts track
this is what movie renderq will decide to render
and when you view this camera instead of piloting it
which is shift C for the hotkey
if you're viewing your camera cut
you can't adjust this camera at all
I'm right clicking in the viewport
but I'm not able to actually change the transform
so when you're ready to lock down your camera
this is the best option is don't pilot your camera
view the camera cut
and then you'll never have to worry about
changing your animation
another way to set this up is you can
right click on any actor
and lock this actor
and you'll see that all of our tracks turn red
and this means that we can't adjust any
keyframes inside of sequencer
just make sure to right click and unlock it
when you want to make any changes
you can also pin any actor to the top of sequencer
so now I'll always have this Cinecamera actor
at the top of our sequence
so if you only want to adjust one thing
and oftentimes that will be the camera
you can just pin it to the top of sequence
but I can't stress enough that you can
really animate any
property inside of sequencer
even down to the materials
so what if I wanted to change the color
or intensity of our gold samurai's eyes here
well that exists in this element 0 material
well we could adjust that in this first material here
by changing the emissive strength
brighter or lower
by setting it to 0 it turns off
but what if I only wanted to change it inside of this
one shot and not for our entire project file
well I can't drag this emissive strength into sequencer
but I can keep adding in tracks
until I can find this emissive strength
let's go to add a tract
and here we can see this skeletal mesh component
now if I look on the right side of our details panel
we can see that it's the skeletal mesh component
is inside of this actor
that has all of these details underneath it
so we need to add in the skeletal mesh component
track in order to animate anything inside of here
once this is added we can add another track
to adjust the material parameters
of any one of our materials
so let's select element 0 and add a parameter here
and now we can easily find that emissive strength
and it will automatically create a keyframe
so now if I set this to 0
you can see that it updates inside a sequencer
but again when I close sequencer
and I look back at our yellow samurai
you can see that his eyes have returned to normal
so if you're not
finding the property that you want to animate
keep diving in
to the tracks and go deeper and deeper
into this hierarchy inside of your details panel
to find what you're looking for
another thing you should know about is the
Camera Preview
I personally like to disable this
but people have different preferences
so if you go to the
Editor Preferences and type in Camera Preview
I'll toggle back on preview selected camera
and this will give us an additional viewport
that we can pin at any time
let me change this down to a size of 3
and minimize this window
and how this works is you'll just press on this little
pin icon
and now you'll have this little preview window
docked to the side of your viewport at any time
and this can make it easier to adjust your scene
while still previewing your camera
all you have to do is unpin this preview
and as soon as you select anything else in your scene
that preview will go away
now I tend to always just use
the shift C hotkey to view the camera cut
but use whatever is easy
now if you ever want to hide the details of any
object in sequencer
just select it and press the V key
and that will hide everything below it
or if you want to
expand any detail that can be keyframed
press shift V
to reveal it and that will show you every single
object and expand any of these hidden dropdowns
now as soon as you start to add a lot of things in
your sequencer can get pretty messy
so to organize it you can just press Ctrl F
to search for anything inside the sequencer
I'm just going to search for the samurai
and now I can select both of these and press Ctrl G
this will create a new folder and add these
actors into that folder
so now I can just rename this as characters
and now it's really
easy to hide these
or show them whenever they're needed
often times I'll make anywhere from 20 to 40
cameras for a single shot
so when I find something I'm happy with
I'll take
all of the old cameras and throw them into a folder
so they still exist
but they're hidden from the rest of sequences
now if you have character
animation and you want to modify it further
inside of sequencer
you have two options for that
you can either edit this with an FK control rig
now this will not give you
the controls you're probably looking for
if you have a humanoid character
but this will convert your skeleton into an FK
control rig so you can modify any bone
but the way we did this on war of being was we created
control rigs for all of our characters
so we could bake our animation onto this control rig
that makes it very easy for us to go back
and add any modifications to certain keyframes
but in this case we have an IK rig
so our hands and feet will stay in the same
exact place
but we can still move around the rest of the body
now you can also add in additive tracks
so you don't have to modify every single keyframe
you can just
identify a single bone that you want to adjust
like these hips
so as an example
I'll just tilt him over to do something really
obvious and awkward
and just create a simple keyframe
and now for the entire rest of the animation
we'll have that offset
you can do this for the hands
feet or anything else inside of your scene
to make quick adjustments to your animation
lastly let's talk about
slow motions and how to add bullet time
all inside of sequencer
now if you want to stretch in squash or just re
time your keyframes
you have a couple options here which make it pretty
easy
the first if I want to change these transform keyframes
would be to grab this gray
track at the top of any
property that's keyframed
and you can simply drag these in and out points
and you'll see that they scale
and retime correctly
but let's say you just wanted to retime the end
and not the entire sequence
that could get a little tricky
but they built a tool for that as well
if you press Ctrl
m you'll get this hidden transform menu here
and this will let you offset your keyframes
forwards or backwards by 10 units
or you can make this twice as long
or you could divide these by two
so they'll go twice as fast
so you can quickly double or half
any amount of keyframe animation
but with this transform menu
you just select the keyframes you want
so you don't affect your entire frame range
but in my opinion
the best way to add slow motion is to create a time
dilation track
just look through this drop down here
and add it into your scene
and this will give us a time multiplier we can apply
across our entire world
so if I set this down to something really low like.25
you'll see that even the birds and the animated water
texture on our ground
are all moving at
one fourth the speed of our original scene
so this is the most
universal way to apply this to your scene
and when I play back our sequence
you'll see that our
actors are also moving in slow motion
you can even animate these
so I can start slow and get faster at the end
so you have a lot of
control once you add in this time dilation track
and lastly I think a lot of beginners can be confused
by the rendering process inside of unreal
and I totally get it
this was definitely the hardest thing to comprehend
at the very beginning
but the real important thing that you have to know
which will hopefully demystify this entire thing
is that whenever you go to render
local out of movie renderq
what happens is our game
starts to play and our physics begin to simulate
now this can be very confusing because we're not really
playing a video game inside of Unreal Engine
we really just want to playback sequencer
but we can't preview our final
render because this is not through our camera
but even if we did and look through our camera cut here
we could start on the first frame
but the timing is not exact here it's not correct
and our render would actually look slightly
different than what we're seeing here
so how can we fix that
well the way to preview your render exactly
inside of your viewport
is actually really simple
let's browse to our level sequence here
all we have to do is click and drag this
level sequence and add it into our scene
now this is an actor just like anything else
just like our camera or our particles or our lights
they're just actors inside of the scene
and all we have to do is set this to autoplay
and I'll set the loop to loop indefinitely
now the next time that we go to press play
we'll automatically snap into this
level sequence and we'll be able to preview
exactly what we'll see
out of movie renderkey
now something's not looking right at this stage
you should expect it to not look right in your final
render
so go back and make any adjustments at this stage here
and to swap this out for another level sequence
all you have to do
is either drag that other level sequence in
or you can select any other
level sequence from this drop down
and from here you can use the hotkey
alt key to play your game
or you can also simulate your game
which is playing your game
without controlling a pawn
and now when you simulate
your level sequence will play back
but you won't be looking through the camera
so you
can view your 3D seen from an outside perspective
so you can press Alt s to simulate your game
you can press escape
to stop game mode
or you can go back and play
your selected viewport here
and if you ever want to get your
mouse cursor back you can press shift and F1
and now you can select anything
inside of your scene and start making adjustments
while your game is playing
now this took me just a couple seconds to explain
but honestly it took me months to learn
how this entire system works together
so leave a like down below
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