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Virtual Filmmaking with Unreal Engine 5

Virtual Filmmaking with Unreal Engine 5

By : Hussin Khan
4.8 (18)
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Virtual Filmmaking with Unreal Engine 5

Virtual Filmmaking with Unreal Engine 5

4.8 (18)
By: Hussin Khan

Overview of this book

Virtual Filmmaking with Unreal Engine 5 is the first Unreal Engine book to guide you through the complete process of virtual film production. Encompassing the full spectrum of filmmaking, this book demonstrates the use of an industry-standard tool used by studios such as Disney, ILM, DNEG, and Framestore. Walking through the process systematically, you’ll collect references and create a simple storyboard to plan your shots. You'll create virtual environments, import 3D models and add materials and textures to build photorealistic, dynamic worlds. You'll also create actors using highly customizable MetaHumans, understand how to import, re-target, and animate them. You’ll bring it all together with cinematic lighting and camera animation before exporting your film. By the end of this book, you’ll have discovered new tools for your toolkit to work on your virtual film projects in Unreal Engine 5, leveraging Quixel Megascans, Lumen, Nanite, and MetaHuman technology.
Table of Contents (23 chapters)
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Free Chapter
1
Part 1:Pre-Production: Project Development and Gathering Resources
5
Part 2: Production: Creating the Environment
9
Part 3: Production: Adding and Animating Characters
13
Part 4: Production: Shooting the Scene
17
Part 5: Post-Production: Adding Post-Processing Effects and Music

Exploring additional Unreal Engine camera properties

As discussed previously in this book, Unreal Engine’s Cine Camera Actor mimics real-world cameras. Although we have already learned about some of its important properties, such as Current Aperture, Current Focal Length, and Manual Focal Distance, let’s look at some additional properties.

Lookat Tracking Settings

Lookat Tracking Settings allows Cine Camera Actor to track a selected actor in the scene. When this feature is enabled, it will override the camera’s rotation and aim/track the selected actor. Let’s learn how to use it:

  1. Open the A_New_Beginning project, and then open Master_Sequence.
  2. Jump into Shot_06, where we have the shuttle flying across the landscape.
  3. In the CAM_06 properties, under Lookat Tracking Settings, click the Enable Look at Tracking checkbox:
Figure 13.3: Enable Look at Tracking

Figure 13.3: Enable Look at Tracking

  1. Then, for Actor to Track, you can either use...

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