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alundrigan2

Week 10 - Sequencer

During Week 10 I focused on the final parts of my project – using the sequencer and post processing effects to produce final cinematics and renders.


First of all, I imported the post processing effects, which I used sparingly in my scene. I mainly used tiny amounts bloom and exposure as they were the most effective, giving a subtle hazy, dreamlike effect on my shop.



I then watched the tutorial on learning space about how to utilise the sequencer, which was logical and less complex than it initially appeared. I created 6 various shots and collated them all into a master ‘Director’ sequencer where I edited and finalised my cinematic.



For the shots of my shop, I wanted to order it as follows; An initial large, sweeping shot of the shop, then focusing on the details on the bottom half of the shop, following the ivy up the side of the shop to showcase the details on the top half of the shop, and then a final zoomed out shot that concludes the cinematic. I felt as though this was an effective technique as it there’s a sense of cyclicality to the cinematic.


A challenge I faced during this week was animating my teacup and teapot. As I have discussed prior in my blog, my hero assets aren’t attached to the shop and float in mid-air, something that could look unnatural and accidental if left static. Therefore, I set off into researching how to animate these two assets during my cinematic.


I found this tutorial (The RealTime Essentials, 2022) which I adapted to my circumstances and added the teapot and teacup as actors within the sequencer shot. I then reset their pivot point, so it was in the centre of each mesh and rotated their position, saving this as a new keyframe further on in the sequencer. Subsequently I went into the curve editor and added a curve evaluation of ‘Oscillate (ping pong)’ which meant the animation continued infinitely, ‘ping pong-ing’ between the two keyframes I created.




I copy and pasted this for my various shots except one, which focused on the detail of my hero assets. On reflection, this was a task that I was anxious about carrying out as I thought it would be a more complex process than it was, however the sequencer set-up and curve editor were very user friendly and easy enough to navigate.


Once I had done this, I was finished with the project! I’m extremely proud with how my shop turned out, and I feel the beauty shots and cinematic does my hard work justice. I’ve learnt so much from undertaking this project – all the mistakes I made and corrected provided me with so much useful knowledge that I’ll be able to work on over the summer and in my 2nd year. Thank you for reading my blog and here are my final beauty shots to finish with 😊







References:

  • The RealTime Essentials (2022) Animating Object Movement in unreal engine! (easy tutorial), YouTube. Available at: https://www.youtube.com/watch?v=Oha-OKB6QP0&t=367s (Accessed: 5 April 2023).

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