[Closed] Epic's cinematic workflow?
I wonder what's the cinematic workflow at Epic, especially in regards to character and camera movement coordination. Since the camera import doesn't work (sadly), it is now sort of a split workflow (final character animation in Maya, final camera movement/cutting in UE4) that I feel is quite inconvenient.
My current workflow:
Frankly, having the ability to import the camera directly from Maya/Max one-on-one would be such an enormous time saver that I wonder how you guys can live without it.
asked Mar 11 '14 at 05:00 AM in Everything Else
ue4-archive ♦♦ STAFF
The question has been closed Mar 24 '14 at 05:22 PM by Ben Halliday for the following reason:
Here is our current Production Pipeline for Creating Cinematics:
Each shot uses a camera and we view the overall piece through the director track. We edit the scene by adjusting cameras, animations, and miscellaneous items in the timeline. We also create our edit by simply adjusting where camera cuts fall in the director track. As a general rule we try to only use three cameras if possible. Some larger and more complex scenes require more cameras but keeping a limited number of cameras to begin with greatly simplifies editing timelines we have found.
Please let us know if you need instructions on how to export data and we can send that along.
Example numbering for shots # 1–3 : 010,020,030
Hi! I noticed this thread and have interest. :) Sorry me for breaking your discussion...
1 Did you ever thought about some special editor for directors/animators, or maybe to change Matinee for it?
For example, you have few "frames", which means specified camera's track. And you can see this tracks with some storyboard's pictures.
And it's also would be usefull when this tracks can be saved in different packages to allow animators work with only one track and see results separately from others.
2 I think your animators use "Maya ART tools" for this. Can you specify how exactly it works?
Hi Mike, Are you looking to implement exporting translational data / splines into 3dsMax? We're animating fish and blocking out the movement in Matinee before finessing in 3dsMax.
answered Mar 24 '14 at 04:39 PM
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