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you can't make films in unreal if you haven't mastered
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sequencer
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this is the timeline where you can add animations to
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characters lights and effects
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whether you're completely new to unreal filmmaking
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or you just want to speed up your workflow
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this is for you
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make it easy to get up and running inside of sequencer
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and take everything I've Learned from the last 8 years
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I worked as an artist and supervisor
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on Hollywood visual effects
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I'm movies like Star Wars 9
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Fantastic Beasts and across the Spiderverse
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and I started using Unreal Engine as an onset
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operator in virtual production on Netflix's
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The Last Airbender
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and when you use unreal on set
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you have to be ready to make any change at the last
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minute and when the whole crew around you is waiting
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you have to make those changes in seconds
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that's why you have to be fast
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nimble and smarter inside of sequencer
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so I put together a list of
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20 of my favorite sequencer hotkeys and tips
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to make your workflows even faster
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inside of sequencer
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we're gonna move quick
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select this video so you can jump back to it later
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and stick around until the end
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because I'll share my favorite tip on how to add
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slow motion or bullet time all inside of sequencer
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you're gonna want to hear this
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let's jump right in
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to 20 of my favorite tips inside of sequencer
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so here I am in the project file for war of being
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and I'm gonna open up one of these level sequences
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and let's start with the basics
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so pressing play will play through your sequence
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this thing in the middle is our
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time indicator that we can scrub along and decide
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our frame a really important note for visual
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effects is you need to have this
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magnet icon enabled
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d is the hot key here
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and this will
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snap your time indicator to a whole frame
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if I zoom in here and I
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disable this magnet you can see I can scrub in between
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our frames here
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but this will add
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stuttering and
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jitteriness to your renders if you create
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keyframes in between any whole frames
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so make sure that's enabled
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the next hot key to note is Jackal so JK and L
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J will reverse your timeline
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K will pause it and L will play it forward
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so just remember Jackal
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and if you don't use hotkeys you can do the same thing
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with these buttons down here
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we have play forward
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play in reverse
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and then we can step forward by one frame
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you can also use your arrow
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keys to step forward by one frame
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or you can press
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shift and then the left and right arrow keys
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to jump ahead
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or backwards by five frames
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now you can change
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the amount of frames that we jump forward here
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instead of 5
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by going into your playback options
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and just changing this jump frame increment
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to something like 15
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and now you can make much bigger jumps
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throughout your scene
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then if you want to snap back to the first
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frame in our output range you can just press the
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up key and that will jump to the first frame
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and the down key
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actually will just play back your sequence
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so if you want to jump to that last frame
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just press
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Ctrl and the up key and that will snap to our last
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frame I can right click in sequencer to drag around
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up and down throughout the menu
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I can press the minus
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key to zoom out or the plus key to zoom in
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I can also control that with these little sliders here
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our green in and out points are our active frame range
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so you can drag these around or press the left
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or right bracket key
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to move those in and out
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and this is the frame range that Movie Render Q
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will render by default
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and if you just want to preview your
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active timeline you can press the F
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key to frame up on your sequencer timeline
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and that will make your
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in and out points be the center
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of your sequence
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now the entire reason
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we're using sequencer is to add animations and
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keyframes into our timeline here
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so if you want to
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jump to any keyframe just click on that
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keyframe and your time indicator will jump right to it
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and if you just want to jump
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forward or backwards across our keyframes
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it's really simple as well
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just select a track and then use the comma
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and period keys to jump forward and backwards
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between any keyframes
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now this example already has a lot of keyframes in it
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so to keep it simple
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let's set up a scene completely from scratch
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so here we are in
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our graveyard sequence
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and I've
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taken our two characters and we've imported them
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in the scene so from here
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all we'd have to do is right click in our content
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browser
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go to cinematics and create a new level sequence
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so now we have an empty level sequence
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now you'll also want to change over your frames
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per second here
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from 30 frames per second
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over to 24 which is the standard framerate for movies
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and the first thing to do is start to add our
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characters and cameras
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into sequences
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so there's a couple ways we can do this
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the first and easiest
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is just to drag that reference from the outliner
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into sequencer and it'll automatically add it
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the other way I'll click on our other samurai
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is to add this actor to sequencer
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through the Add Track button
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and this will do the same exact thing
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and the last way the hotkey that I try to use
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is you have to select your object in the viewport
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and then press Ctrl a
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and you'll see that pops into our sequencer here
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and if this isn't working for you
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just make sure you right click inside of sequencer
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before pressing any hotkeys
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to make sure you're communicating with sequencer
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now with characters
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the first thing to do is to add in animation
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so I'm going to import our motion capture
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animation here
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and now we can see our motion capture is imported
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now the next thing we want to do is add in a camera
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and start keyframing the animation
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so you need two
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things to render a camera out of sequencer
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one is a
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cynic camera and the other is a camera cut track
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so there's two methods for that
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the easiest by far is just to click on this
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create a new camera icon
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and this will create a camera from your specific view
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but you should also know it's easy to create
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custom hotkeys for any
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option inside of sequencer to make that even faster
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so let's make a hotkey for creating a new camera
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if I go to Edit Editor Preferences
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I'm gonna type in camera
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and scroll down to the sequencer hotkeys here
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and you can see that the create
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camera currently doesn't have
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a hotkey so one that I like to use
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so that I don't press it on accent
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is Ctrl shift Alt C
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I still like to use the C for the camera icon
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but obviously with
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Ctrl C it's a widely used hotkey
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but now I can go around in the scene
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find a nice spot and just press Ctrl shift Alt C
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and it will create a new camera
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now this camera
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came in with this little lightning bolt icon
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and that just means that this is a spawned actor
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meaning if I close this level sequence
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there's no camera inside of our 3D world
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and now I can even search for a cynic camera
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and it won't show up
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for cameras
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I almost always convert these to possessable
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because I just want them to live inside of the scene
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and now it'll
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exist regardless if I close sequencer or not
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now this isn't a hotkey but this is my most useful tip
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in terms of animating characters and cameras
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and that's using a stage actor
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I like to parent both my characters
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and my camera to the same parent actor
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so I'll take my Cinecamer actor and parent it to this
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empty actor this mocap stage
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and then we can start to rotate it around our scene
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and you'll notice our composition stays
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exactly the same
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by the way
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if you want to download all of these hotkeys and more
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all in one place
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you can get that for free
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when you sign up for Unreal Fundamentals
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start as a complete beginner and unreal
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to making your own
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action scenes in just 30 minutes a day
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check it out at unrealforvfx
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com fundamentals
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but the real power of sequencer
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is animating different details of any actor
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inside of sequencer
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now you'll notice
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by just looking through the camera options here
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that we have a couple little
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keyframe icons inside of the details panel
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and this is by far the fastest way
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to add keyframes for things like
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focal length and aperture
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now we have these three keyframes set
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and if I enable auto keyframe this icon here
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I can scrub later on
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and adjust something like the zoom
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and it'll automatically animate
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between our two keyframes
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but one thing that can be really confusing early on
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is that you don't see any of these add
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keyframes next to our location and rotation option
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but obviously the most common thing to do
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is to animate the transform
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so to create any property inside of sequencer
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we need to add a track
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so for our cinecamer actor
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let's add in a transform track
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and this will give us location
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rotation and scale and allow us to set two keyframes
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and animate between them
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now I can see that the animation's a little offset here
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so I'm just gonna select all of these keyframes
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and then press
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Ctrl and right arrow key and that will just
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nudge these keyframes by one frame
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until I like the animation
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now I'm gonna delete this entire transform track here
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and show you the hot key
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in this case
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all you have to do is select your actor and press the
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s key and we can see we've automatically created
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keyframes on our location and rotation settings
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now we've selected this
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actor and if you look at the
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gizmo in the center of the frame here
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I press the W E and R keys
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that will go from transform rotation and scale
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by just adding the shift key to those same
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exact hot keys
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we can quickly create
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transform rotation
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and scale keyframes
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and that's the fastest way to add those in
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but a lot of times it's nice to look
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through the camera
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lens and adjust the composition intuitively
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so to do that
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all you have to do is click on this little
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pilot icon next to our Cinecamera actor
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the hot key here is shift P to pilot your camera
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you can see where that we're piloting on the top left
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00:09:24,466 --> 00:09:26,333
and now we can pilot this around
275
00:09:26,533 --> 00:09:28,533
and because we have auto keyframe enabled
276
00:09:28,533 --> 00:09:30,066
this will automatically update
277
00:09:30,066 --> 00:09:32,333
and we can quickly change our animation
278
00:09:32,400 --> 00:09:34,133
so that's piloting your camera
279
00:09:34,133 --> 00:09:37,300
but the first track of any sequencer should be
280
00:09:37,333 --> 00:09:39,100
this camera cuts track
281
00:09:39,333 --> 00:09:42,733
this is what movie renderq will decide to render
282
00:09:42,733 --> 00:09:45,933
and when you view this camera instead of piloting it
283
00:09:45,933 --> 00:09:48,166
which is shift C for the hotkey
284
00:09:48,300 --> 00:09:49,733
if you're viewing your camera cut
285
00:09:49,733 --> 00:09:52,133
you can't adjust this camera at all
286
00:09:52,133 --> 00:09:54,133
I'm right clicking in the viewport
287
00:09:54,133 --> 00:09:56,966
but I'm not able to actually change the transform
288
00:09:57,000 --> 00:09:59,533
so when you're ready to lock down your camera
289
00:09:59,533 --> 00:10:02,666
this is the best option is don't pilot your camera
290
00:10:02,666 --> 00:10:03,966
view the camera cut
291
00:10:03,966 --> 00:10:05,866
and then you'll never have to worry about
292
00:10:05,866 --> 00:10:07,300
changing your animation
293
00:10:07,666 --> 00:10:09,133
another way to set this up is you can
294
00:10:09,133 --> 00:10:10,800
right click on any actor
295
00:10:10,866 --> 00:10:12,666
and lock this actor
296
00:10:12,666 --> 00:10:14,933
and you'll see that all of our tracks turn red
297
00:10:14,933 --> 00:10:16,800
and this means that we can't adjust any
298
00:10:16,800 --> 00:10:18,733
keyframes inside of sequencer
299
00:10:18,966 --> 00:10:21,133
just make sure to right click and unlock it
300
00:10:21,133 --> 00:10:23,066
when you want to make any changes
301
00:10:23,066 --> 00:10:26,133
you can also pin any actor to the top of sequencer
302
00:10:26,133 --> 00:10:28,866
so now I'll always have this Cinecamera actor
303
00:10:28,866 --> 00:10:30,566
at the top of our sequence
304
00:10:30,700 --> 00:10:32,866
so if you only want to adjust one thing
305
00:10:32,866 --> 00:10:34,800
and oftentimes that will be the camera
306
00:10:34,800 --> 00:10:37,066
you can just pin it to the top of sequence
307
00:10:37,100 --> 00:10:38,566
but I can't stress enough that you can
308
00:10:38,566 --> 00:10:39,700
really animate any
309
00:10:39,700 --> 00:10:41,400
property inside of sequencer
310
00:10:41,400 --> 00:10:43,200
even down to the materials
311
00:10:43,200 --> 00:10:44,933
so what if I wanted to change the color
312
00:10:44,933 --> 00:10:48,066
or intensity of our gold samurai's eyes here
313
00:10:48,266 --> 00:10:51,166
well that exists in this element 0 material
314
00:10:51,266 --> 00:10:53,566
well we could adjust that in this first material here
315
00:10:53,566 --> 00:10:55,200
by changing the emissive strength
316
00:10:55,200 --> 00:10:56,466
brighter or lower
317
00:10:56,466 --> 00:10:58,300
by setting it to 0 it turns off
318
00:10:58,600 --> 00:11:01,333
but what if I only wanted to change it inside of this
319
00:11:01,333 --> 00:11:04,900
one shot and not for our entire project file
320
00:11:05,000 --> 00:11:08,200
well I can't drag this emissive strength into sequencer
321
00:11:08,300 --> 00:11:10,266
but I can keep adding in tracks
322
00:11:10,266 --> 00:11:12,366
until I can find this emissive strength
323
00:11:12,533 --> 00:11:13,900
let's go to add a tract
324
00:11:13,966 --> 00:11:16,933
and here we can see this skeletal mesh component
325
00:11:16,933 --> 00:11:19,666
now if I look on the right side of our details panel
326
00:11:19,666 --> 00:11:22,300
we can see that it's the skeletal mesh component
327
00:11:22,300 --> 00:11:23,800
is inside of this actor
328
00:11:23,900 --> 00:11:26,466
that has all of these details underneath it
329
00:11:26,666 --> 00:11:29,200
so we need to add in the skeletal mesh component
330
00:11:29,333 --> 00:11:32,900
track in order to animate anything inside of here
331
00:11:32,900 --> 00:11:35,600
once this is added we can add another track
332
00:11:35,700 --> 00:11:37,566
to adjust the material parameters
333
00:11:37,566 --> 00:11:39,366
of any one of our materials
334
00:11:39,366 --> 00:11:43,200
so let's select element 0 and add a parameter here
335
00:11:43,200 --> 00:11:46,266
and now we can easily find that emissive strength
336
00:11:46,566 --> 00:11:48,966
and it will automatically create a keyframe
337
00:11:49,266 --> 00:11:50,866
so now if I set this to 0
338
00:11:50,866 --> 00:11:53,600
you can see that it updates inside a sequencer
339
00:11:53,766 --> 00:11:55,900
but again when I close sequencer
340
00:11:56,000 --> 00:11:58,133
and I look back at our yellow samurai
341
00:11:58,133 --> 00:12:00,700
you can see that his eyes have returned to normal
342
00:12:00,933 --> 00:12:01,566
so if you're not
343
00:12:01,566 --> 00:12:03,766
finding the property that you want to animate
344
00:12:03,766 --> 00:12:04,866
keep diving in
345
00:12:04,866 --> 00:12:07,300
to the tracks and go deeper and deeper
346
00:12:07,300 --> 00:12:10,566
into this hierarchy inside of your details panel
347
00:12:10,600 --> 00:12:11,866
to find what you're looking for
348
00:12:12,333 --> 00:12:13,933
another thing you should know about is the
349
00:12:13,933 --> 00:12:15,166
Camera Preview
350
00:12:15,166 --> 00:12:17,000
I personally like to disable this
351
00:12:17,000 --> 00:12:18,733
but people have different preferences
352
00:12:18,733 --> 00:12:19,500
so if you go to the
353
00:12:19,500 --> 00:12:22,533
Editor Preferences and type in Camera Preview
354
00:12:22,700 --> 00:12:25,366
I'll toggle back on preview selected camera
355
00:12:25,366 --> 00:12:27,666
and this will give us an additional viewport
356
00:12:27,666 --> 00:12:29,900
that we can pin at any time
357
00:12:30,133 --> 00:12:31,966
let me change this down to a size of 3
358
00:12:31,966 --> 00:12:33,400
and minimize this window
359
00:12:33,400 --> 00:12:35,700
and how this works is you'll just press on this little
360
00:12:35,700 --> 00:12:36,933
pin icon
361
00:12:36,933 --> 00:12:39,066
and now you'll have this little preview window
362
00:12:39,066 --> 00:12:42,066
docked to the side of your viewport at any time
363
00:12:42,200 --> 00:12:44,533
and this can make it easier to adjust your scene
364
00:12:44,533 --> 00:12:46,266
while still previewing your camera
365
00:12:46,533 --> 00:12:49,133
all you have to do is unpin this preview
366
00:12:49,133 --> 00:12:51,533
and as soon as you select anything else in your scene
367
00:12:51,533 --> 00:12:53,166
that preview will go away
368
00:12:53,600 --> 00:12:55,266
now I tend to always just use
369
00:12:55,266 --> 00:12:58,266
the shift C hotkey to view the camera cut
370
00:12:58,400 --> 00:13:00,100
but use whatever is easy
371
00:13:00,300 --> 00:13:02,333
now if you ever want to hide the details of any
372
00:13:02,333 --> 00:13:03,600
object in sequencer
373
00:13:03,666 --> 00:13:05,500
just select it and press the V key
374
00:13:05,500 --> 00:13:07,600
and that will hide everything below it
375
00:13:07,700 --> 00:13:08,333
or if you want to
376
00:13:08,333 --> 00:13:10,700
expand any detail that can be keyframed
377
00:13:10,700 --> 00:13:11,866
press shift V
378
00:13:11,866 --> 00:13:14,500
to reveal it and that will show you every single
379
00:13:14,500 --> 00:13:17,733
object and expand any of these hidden dropdowns
380
00:13:17,766 --> 00:13:19,966
now as soon as you start to add a lot of things in
381
00:13:20,066 --> 00:13:21,700
your sequencer can get pretty messy
382
00:13:21,700 --> 00:13:24,500
so to organize it you can just press Ctrl F
383
00:13:24,500 --> 00:13:26,666
to search for anything inside the sequencer
384
00:13:26,800 --> 00:13:28,900
I'm just going to search for the samurai
385
00:13:29,133 --> 00:13:32,700
and now I can select both of these and press Ctrl G
386
00:13:33,100 --> 00:13:35,666
this will create a new folder and add these
387
00:13:35,666 --> 00:13:37,400
actors into that folder
388
00:13:37,400 --> 00:13:40,066
so now I can just rename this as characters
389
00:13:40,066 --> 00:13:40,866
and now it's really
390
00:13:40,866 --> 00:13:42,100
easy to hide these
391
00:13:42,100 --> 00:13:44,000
or show them whenever they're needed
392
00:13:44,666 --> 00:13:47,200
often times I'll make anywhere from 20 to 40
393
00:13:47,200 --> 00:13:48,933
cameras for a single shot
394
00:13:48,933 --> 00:13:50,666
so when I find something I'm happy with
395
00:13:50,666 --> 00:13:51,000
I'll take
396
00:13:51,000 --> 00:13:53,566
all of the old cameras and throw them into a folder
397
00:13:53,566 --> 00:13:54,733
so they still exist
398
00:13:54,733 --> 00:13:56,933
but they're hidden from the rest of sequences
399
00:13:57,133 --> 00:13:58,100
now if you have character
400
00:13:58,100 --> 00:14:00,333
animation and you want to modify it further
401
00:14:00,333 --> 00:14:01,566
inside of sequencer
402
00:14:01,566 --> 00:14:03,133
you have two options for that
403
00:14:03,166 --> 00:14:06,533
you can either edit this with an FK control rig
404
00:14:06,533 --> 00:14:07,933
now this will not give you
405
00:14:07,933 --> 00:14:09,533
the controls you're probably looking for
406
00:14:09,533 --> 00:14:11,133
if you have a humanoid character
407
00:14:11,500 --> 00:14:14,500
but this will convert your skeleton into an FK
408
00:14:14,500 --> 00:14:16,766
control rig so you can modify any bone
409
00:14:17,000 --> 00:14:20,000
but the way we did this on war of being was we created
410
00:14:20,000 --> 00:14:21,900
control rigs for all of our characters
411
00:14:21,900 --> 00:14:25,166
so we could bake our animation onto this control rig
412
00:14:25,166 --> 00:14:27,666
that makes it very easy for us to go back
413
00:14:27,766 --> 00:14:30,866
and add any modifications to certain keyframes
414
00:14:30,866 --> 00:14:32,866
but in this case we have an IK rig
415
00:14:32,866 --> 00:14:35,200
so our hands and feet will stay in the same
416
00:14:35,200 --> 00:14:35,933
exact place
417
00:14:35,933 --> 00:14:38,566
but we can still move around the rest of the body
418
00:14:38,733 --> 00:14:41,466
now you can also add in additive tracks
419
00:14:41,733 --> 00:14:44,133
so you don't have to modify every single keyframe
420
00:14:44,133 --> 00:14:44,700
you can just
421
00:14:44,700 --> 00:14:47,666
identify a single bone that you want to adjust
422
00:14:47,733 --> 00:14:48,900
like these hips
423
00:14:48,900 --> 00:14:49,900
so as an example
424
00:14:49,900 --> 00:14:51,800
I'll just tilt him over to do something really
425
00:14:51,800 --> 00:14:53,100
obvious and awkward
426
00:14:53,100 --> 00:14:54,866
and just create a simple keyframe
427
00:14:54,866 --> 00:14:57,300
and now for the entire rest of the animation
428
00:14:57,300 --> 00:14:58,733
we'll have that offset
429
00:14:58,966 --> 00:15:00,500
you can do this for the hands
430
00:15:00,500 --> 00:15:03,000
feet or anything else inside of your scene
431
00:15:03,266 --> 00:15:05,300
to make quick adjustments to your animation
432
00:15:05,533 --> 00:15:06,666
lastly let's talk about
433
00:15:06,666 --> 00:15:08,866
slow motions and how to add bullet time
434
00:15:08,866 --> 00:15:10,400
all inside of sequencer
435
00:15:12,133 --> 00:15:14,333
now if you want to stretch in squash or just re
436
00:15:14,333 --> 00:15:15,533
time your keyframes
437
00:15:15,533 --> 00:15:17,500
you have a couple options here which make it pretty
438
00:15:17,500 --> 00:15:18,266
easy
439
00:15:18,266 --> 00:15:21,133
the first if I want to change these transform keyframes
440
00:15:21,133 --> 00:15:22,600
would be to grab this gray
441
00:15:22,600 --> 00:15:24,200
track at the top of any
442
00:15:24,300 --> 00:15:25,800
property that's keyframed
443
00:15:25,800 --> 00:15:28,366
and you can simply drag these in and out points
444
00:15:28,366 --> 00:15:29,900
and you'll see that they scale
445
00:15:30,133 --> 00:15:31,733
and retime correctly
446
00:15:31,766 --> 00:15:33,800
but let's say you just wanted to retime the end
447
00:15:33,800 --> 00:15:35,500
and not the entire sequence
448
00:15:35,500 --> 00:15:37,000
that could get a little tricky
449
00:15:37,100 --> 00:15:39,000
but they built a tool for that as well
450
00:15:39,000 --> 00:15:40,133
if you press Ctrl
451
00:15:40,133 --> 00:15:42,733
m you'll get this hidden transform menu here
452
00:15:42,766 --> 00:15:44,866
and this will let you offset your keyframes
453
00:15:44,866 --> 00:15:47,466
forwards or backwards by 10 units
454
00:15:47,466 --> 00:15:50,466
or you can make this twice as long
455
00:15:50,733 --> 00:15:52,333
or you could divide these by two
456
00:15:52,333 --> 00:15:54,300
so they'll go twice as fast
457
00:15:54,300 --> 00:15:56,933
so you can quickly double or half
458
00:15:57,000 --> 00:15:59,133
any amount of keyframe animation
459
00:15:59,300 --> 00:16:00,800
but with this transform menu
460
00:16:00,800 --> 00:16:02,700
you just select the keyframes you want
461
00:16:02,700 --> 00:16:05,466
so you don't affect your entire frame range
462
00:16:05,533 --> 00:16:06,266
but in my opinion
463
00:16:06,266 --> 00:16:09,600
the best way to add slow motion is to create a time
464
00:16:09,600 --> 00:16:10,933
dilation track
465
00:16:10,966 --> 00:16:12,666
just look through this drop down here
466
00:16:12,666 --> 00:16:14,333
and add it into your scene
467
00:16:14,333 --> 00:16:17,300
and this will give us a time multiplier we can apply
468
00:16:17,300 --> 00:16:18,933
across our entire world
469
00:16:19,000 --> 00:16:22,200
so if I set this down to something really low like.25
470
00:16:22,400 --> 00:16:25,166
you'll see that even the birds and the animated water
471
00:16:25,166 --> 00:16:27,000
texture on our ground
472
00:16:27,100 --> 00:16:28,166
are all moving at
473
00:16:28,166 --> 00:16:31,166
one fourth the speed of our original scene
474
00:16:31,266 --> 00:16:31,966
so this is the most
475
00:16:31,966 --> 00:16:34,066
universal way to apply this to your scene
476
00:16:34,066 --> 00:16:35,966
and when I play back our sequence
477
00:16:35,966 --> 00:16:36,766
you'll see that our
478
00:16:36,766 --> 00:16:39,300
actors are also moving in slow motion
479
00:16:39,300 --> 00:16:40,600
you can even animate these
480
00:16:40,600 --> 00:16:43,466
so I can start slow and get faster at the end
481
00:16:44,066 --> 00:16:44,733
so you have a lot of
482
00:16:44,733 --> 00:16:47,533
control once you add in this time dilation track
483
00:16:51,066 --> 00:16:53,800
and lastly I think a lot of beginners can be confused
484
00:16:53,800 --> 00:16:56,333
by the rendering process inside of unreal
485
00:16:56,333 --> 00:16:57,666
and I totally get it
486
00:16:57,666 --> 00:16:59,933
this was definitely the hardest thing to comprehend
487
00:16:59,933 --> 00:17:01,100
at the very beginning
488
00:17:01,166 --> 00:17:03,300
but the real important thing that you have to know
489
00:17:03,300 --> 00:17:05,966
which will hopefully demystify this entire thing
490
00:17:05,966 --> 00:17:07,566
is that whenever you go to render
491
00:17:07,566 --> 00:17:09,366
local out of movie renderq
492
00:17:09,400 --> 00:17:11,366
what happens is our game
493
00:17:11,366 --> 00:17:14,333
starts to play and our physics begin to simulate
494
00:17:14,333 --> 00:17:16,933
now this can be very confusing because we're not really
495
00:17:16,933 --> 00:17:19,400
playing a video game inside of Unreal Engine
496
00:17:19,400 --> 00:17:21,966
we really just want to playback sequencer
497
00:17:22,200 --> 00:17:24,400
but we can't preview our final
498
00:17:24,400 --> 00:17:26,666
render because this is not through our camera
499
00:17:26,733 --> 00:17:29,200
but even if we did and look through our camera cut here
500
00:17:29,200 --> 00:17:31,066
we could start on the first frame
501
00:17:31,266 --> 00:17:34,300
but the timing is not exact here it's not correct
502
00:17:34,300 --> 00:17:36,733
and our render would actually look slightly
503
00:17:36,733 --> 00:17:38,266
different than what we're seeing here
504
00:17:38,366 --> 00:17:39,800
so how can we fix that
505
00:17:39,933 --> 00:17:42,466
well the way to preview your render exactly
506
00:17:42,466 --> 00:17:43,966
inside of your viewport
507
00:17:44,066 --> 00:17:45,600
is actually really simple
508
00:17:45,600 --> 00:17:48,800
let's browse to our level sequence here
509
00:17:48,933 --> 00:17:50,966
all we have to do is click and drag this
510
00:17:50,966 --> 00:17:53,466
level sequence and add it into our scene
511
00:17:53,566 --> 00:17:55,666
now this is an actor just like anything else
512
00:17:55,666 --> 00:17:58,800
just like our camera or our particles or our lights
513
00:17:58,800 --> 00:18:00,766
they're just actors inside of the scene
514
00:18:00,766 --> 00:18:03,933
and all we have to do is set this to autoplay
515
00:18:04,133 --> 00:18:06,600
and I'll set the loop to loop indefinitely
516
00:18:06,866 --> 00:18:09,100
now the next time that we go to press play
517
00:18:09,166 --> 00:18:11,566
we'll automatically snap into this
518
00:18:11,566 --> 00:18:13,766
level sequence and we'll be able to preview
519
00:18:13,766 --> 00:18:15,100
exactly what we'll see
520
00:18:15,100 --> 00:18:16,366
out of movie renderkey
521
00:18:16,366 --> 00:18:18,366
now something's not looking right at this stage
522
00:18:18,400 --> 00:18:20,600
you should expect it to not look right in your final
523
00:18:20,600 --> 00:18:21,100
render
524
00:18:21,100 --> 00:18:24,366
so go back and make any adjustments at this stage here
525
00:18:24,500 --> 00:18:26,900
and to swap this out for another level sequence
526
00:18:26,900 --> 00:18:27,966
all you have to do
527
00:18:28,100 --> 00:18:30,600
is either drag that other level sequence in
528
00:18:30,600 --> 00:18:32,466
or you can select any other
529
00:18:32,466 --> 00:18:34,200
level sequence from this drop down
530
00:18:34,200 --> 00:18:36,100
and from here you can use the hotkey
531
00:18:36,166 --> 00:18:38,533
alt key to play your game
532
00:18:39,133 --> 00:18:41,666
or you can also simulate your game
533
00:18:41,666 --> 00:18:43,000
which is playing your game
534
00:18:43,100 --> 00:18:44,533
without controlling a pawn
535
00:18:44,533 --> 00:18:45,900
and now when you simulate
536
00:18:45,900 --> 00:18:47,733
your level sequence will play back
537
00:18:47,766 --> 00:18:49,766
but you won't be looking through the camera
538
00:18:49,766 --> 00:18:50,000
so you
539
00:18:50,000 --> 00:18:52,933
can view your 3D seen from an outside perspective
540
00:18:52,933 --> 00:18:56,100
so you can press Alt s to simulate your game
541
00:18:56,333 --> 00:18:57,800
you can press escape
542
00:18:58,100 --> 00:18:59,400
to stop game mode
543
00:18:59,600 --> 00:19:01,100
or you can go back and play
544
00:19:01,100 --> 00:19:02,733
your selected viewport here
545
00:19:03,000 --> 00:19:04,300
and if you ever want to get your
546
00:19:04,300 --> 00:19:07,466
mouse cursor back you can press shift and F1
547
00:19:07,466 --> 00:19:09,000
and now you can select anything
548
00:19:09,000 --> 00:19:11,366
inside of your scene and start making adjustments
549
00:19:11,366 --> 00:19:12,866
while your game is playing
550
00:19:13,200 --> 00:19:15,400
now this took me just a couple seconds to explain
551
00:19:15,400 --> 00:19:17,200
but honestly it took me months to learn
552
00:19:17,200 --> 00:19:19,366
how this entire system works together
553
00:19:19,366 --> 00:19:20,533
so leave a like down below
554
00:19:20,533 --> 00:19:21,800
if you Learned something new
555
00:19:21,866 --> 00:19:23,466
now did you know you can master all
556
00:19:23,466 --> 00:19:24,566
all the skills to make your own
557
00:19:24,566 --> 00:19:26,300
films inside of on real 5
558
00:19:26,300 --> 00:19:28,566
and be job ready in just 21 days
559
00:19:28,566 --> 00:19:30,666
and no you don't need to know how to model
560
00:19:30,666 --> 00:19:32,366
how to animate or how to code
561
00:19:32,366 --> 00:19:33,566
you can go from a complete
562
00:19:33,566 --> 00:19:35,666
beginner to creating Hollywood level visuals
563
00:19:35,666 --> 00:19:37,200
in just 30 minutes a day
564
00:19:37,200 --> 00:19:38,866
we've helped complete beginners
565
00:19:38,866 --> 00:19:41,166
and industry pros just like you
566
00:19:41,200 --> 00:19:42,966
learn the skills to be job ready
567
00:19:42,966 --> 00:19:45,566
at visual effects in virtual production studios
568
00:19:45,566 --> 00:19:48,000
all you have to do is go to unreal for VFX
569
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com fundamentals
570
00:19:49,566 --> 00:19:51,800
I've taken every lesson every template
571
00:19:51,800 --> 00:19:52,266
and every
572
00:19:52,266 --> 00:19:55,300
cheat sheet that I use on my own commercial projects
573
00:19:55,300 --> 00:19:56,466
and I'm giving them away
574
00:19:56,566 --> 00:19:59,666
for free when you join Unreal Fundamentals
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00:19:59,666 --> 00:20:00,100
this is
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00:20:00,100 --> 00:20:02,733
filmmaker focused training so you can create your own
577
00:20:02,733 --> 00:20:03,733
action scenes
578
00:20:03,733 --> 00:20:05,666
entirely in unreal 5
579
00:20:05,700 --> 00:20:08,466
these are battle tested on real world productions
580
00:20:08,466 --> 00:20:10,866
and I'm giving all my best secrets away
581
00:20:11,066 --> 00:20:13,333
so sign up today at unreal for VFX
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00:20:13,333 --> 00:20:14,700
com fundamentals
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grab it on sale before the end of this week
584
00:20:16,400 --> 00:20:17,500
and make sure to subscribe
585
00:20:17,500 --> 00:20:19,933
if you want to see more unreal visual effects in
586
00:20:19,933 --> 00:20:22,066
filmmaking videos just like this
587
00:20:22,066 --> 00:20:23,000
and you can check out this
588
00:20:23,000 --> 00:20:25,966
playlist of all of the Unreal 5 tutorials I've already
589
00:20:25,966 --> 00:20:27,066
made so far
590
00:20:27,300 --> 00:20:29,366
thanks for watching and I'll see you next time peace
44008
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