how to make a movie in unreal engine 5 part 6

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JSFILMZ

JSFILMZ

Күн бұрын

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@Jsfilmz
@Jsfilmz 3 жыл бұрын
First 100 people gets discount on two of my ue5 courses www.udemy.com/course/indie-virtual-production-with-unreal-engine-5/?couponCode=0BB355A2F7B38FF1EB4C www.udemy.com/course/how-to-create-a-movie-in-unreal-engine-5-beginners-edition/?couponCode=985625CA1E5BE8804902
@RwanLink
@RwanLink 3 жыл бұрын
You can really push it far, very often I have my master sequence that last 4,5, 6min with all the shots and differents particles sytems and it works very well
@kickeddroid
@kickeddroid 3 жыл бұрын
Hey man just letting you know that I love your videos man. I’m originally a programmer and your videos are at a perfect pace for me. Keep up the amazing work!
@Jsfilmz
@Jsfilmz 3 жыл бұрын
Great to hear!
@snakeeyesdeclassified
@snakeeyesdeclassified 3 жыл бұрын
dude you are AWESOME!!!!!!
@srod8509
@srod8509 2 жыл бұрын
Hello, do you have a video showing hoe to set up a level for film making? Where the environment will be a sub level, the lighting will be a sub level, and characters will be a sub level? This way the environment or lighting will not be disturbed when the characters are being animated.
@Jsfilmz
@Jsfilmz 2 жыл бұрын
yea maybe for my next course its more intermediate
@unnamed7462
@unnamed7462 3 жыл бұрын
😍😍😍
@JeffersonDonald
@JeffersonDonald 3 жыл бұрын
What are the advantages of using a Sequence Master vs using a Level Sequence with Camera Cuts track?
@Jsfilmz
@Jsfilmz 3 жыл бұрын
sequence master can have unique sequences like cameras lighting for different scenarios or characters ill try to make an updates vid later
@FrostbiteCinematics
@FrostbiteCinematics 3 жыл бұрын
Gonna follow up with what you just said because they're really good points you made. It's so much better to use a master level sequence imo, then each shot in your cinematic has its own level sequence that gets added to the master sequence via a Shots Track. Some of the benefits of doing this over using one level sequence and using a camera cuts track include: - It's MUCH easier have different lighting/camera scenarios per-shot. - You get the ability to make multiple takes of each shot and swap them out super easily since the whole cinematic is modular on the timeline. Means you can experiment easier, and changing to a different take is very non-destructive. Whereas if you wanted to change a camera angle when using just 1 sequence and a camera cuts track, you have to override the camera animation of a shot completely rather than being able to swap it out with a different take. - To follow up that last point about using different takes; you pretty much need to use a master sequence with a shot track if you want to use something like a virtual camera since you'll be wanting to record many takes of each shot. It's so easy to screw it up, so it makes sense to use the method that makes it so easy to fix : P - When using a master sequence and level sequences for each shot, you're far less likely to rn into issues with rendering. For example, if your character has cloth, you may find that for one of the shots in your cinematic you need to render with a whole bunch of warmup frames for the cloth to settle, or if you're using UE5, you might need to render warmup frames for when the lighting changes and the GI needs to recalculate. All sorts of stuff like that. - Another benefit is you get to keep your sequence much tidier since there are less assets in each shot you need to keep track of. This also helps with UE5 since it doesn't like to play and render the sequence properly if there's too much on the timeline, so you can split your timeline into individual shots to make it run better. A quick tip too: ever noticed that when you playback your shots, it doesn't correctly evaluate everything? E.g a character might remain in T-pose even though there's an animation applied, or an animation plays much earlier in the sequence than it is supposed to? To fix this, my workaround was to right click the assets in each of my shots and convert them all to spawnable, meaning that rather than being actors that are tied to the level itself, they get spawned in by sequencer when they are needed. This fixes the issue mentioned above, but in some cases it means you also get the benefit of being able to replay your cinematic in many different levels. This works great for when you wanna prototype with different environments without wanting to rebuild the whole cinematic again in another level. Sorry for the wall of text, hopefully it helps someone out though haha
@JeffersonDonald
@JeffersonDonald 3 жыл бұрын
@@FrostbiteCinematics This is excellent advice and very thorough. I could never figure out why one was better over the other and was using the level sequence for each scene. Now I have a new arrow in the workflow quiver. Thanks.
@cldeez-h3v
@cldeez-h3v 3 жыл бұрын
Hi there, do you have a tutorial to install properly UE5 + BRIDGE on a Mac ? My Bridge crashes when I send assets to UE5 :(
@Jsfilmz
@Jsfilmz 3 жыл бұрын
unreal and macs dont play well sorry man ive never owned a mac in my life
@cldeez-h3v
@cldeez-h3v 3 жыл бұрын
@@Jsfilmz thanks for your help ;) I'm looking for a PC laptop but it is way out of my budget :(
@music_creator_capable
@music_creator_capable 3 жыл бұрын
Yes! million air dollars ^^
@Dreamtheory618
@Dreamtheory618 2 жыл бұрын
I'm super confused, How did you get it as 1 video clip in DaVinci instantly, When I go to import it from the folder into Davinci, its in hundreds of individual images
@Jsfilmz
@Jsfilmz 2 жыл бұрын
click sequence vs single image
@Dreamtheory618
@Dreamtheory618 2 жыл бұрын
@@Jsfilmz hmm, well at 7:30 you verbally said "png" file, and then you selected .jpg. I went with what you verbally said, could that be the issue?
@romulocastilho6506
@romulocastilho6506 2 жыл бұрын
amo isso
@Prahinsfilms
@Prahinsfilms 3 жыл бұрын
Someone told me unreal 4 is better for animation than 5
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