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here we have a beautiful scene
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taking place in
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like a space moon that's very cold and there's this
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abandoned center here
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we're just gonna
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try to get a cool cool cinematic look to it
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I have a move that I've already done here
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I've brought this scene in and I've done this move
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inside Maya here where I have the
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camera kind of twirling around and then it backs up and
11
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it's against this like cool bubbling thing over here
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so what I did is I just dropped in a camera
13
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into the scene here there it is
14
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and I'd like to link them up so we can make
15
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see what that move looks like in unreal
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and then eventually
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add more things to it
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so what I did was I added the camera to live link
19
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it's now projecting it over into unreal
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and I'm going to link that since
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we're already connected
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with this controller here
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as soon as I
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select the camera roll the one that's coming from Maya
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it immediately snapped
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to where its position is
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in space so if I were to come in here and then
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bring my perspective camera
29
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and actually just choose it
30
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now what's interesting here is actually
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the scene component
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is not zeroed out
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so we're going to
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zero out the scene component so that the
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Livelink controller which is
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a layer on top of it
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with a its own unique transform
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so we had to basically take the scene component
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put the camera at the center of the world
40
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and then allow for the offset to be
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sent by Unreal Livelink
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as we
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as we scrub the timeline now you can kind of see this
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this move that's happening which is
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spinning camera kind of a little disorienting
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I can go into
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unreal hit G so I can get rid of all the icons
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but we could continue to add some more moves on it here
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if I even come into the camera here
50
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auto key on so let's play it out a little more
51
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and then see if we can adjust this a little bit
52
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so let's start right about here
53
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I'm going to go to ax
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give a little bit of a
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tune here so it's conturning when it slows down
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let's bring it up
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so you can see the curve starting to happen
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and then
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from here bring it all the way and will come here
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maybe come move a little bit more right back here
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all right let's see what that does
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it might be a little too quick
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but you can see I'm doing both
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I'm looking at it over here in Maya
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and I'm adjusting those moves
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with what I'm seeing in unreal
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it might also be worth stating that some of these
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additional attributes can also be sent over
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and you can see as I'm adjusting them here
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the film aperture
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right it's adjusting inside of unreal as well
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the focal length
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and there's a few other settings
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in documentation that we can get to
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the other attribute
5409
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