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Hello Supporters!

It's taken me a while, but I finally managed  to understand how to do multi camera animations in Unreal Engine. While  it's fresh in my mind, I thought a video about the process is  appropriate.

The concept is a little different than in other 3D  apps I'm familiar with, as UE doesn't have a default global timeline  object. Although we can create one called a Level Sequence, it can  easily get messy if one such timeline were to track every moving object  in our scene. That's where multiple timelines come into play.

In  this video I'll show you how to create multiple level sequences, each of  which tracking a single camera with a small animation attached. Next we'll create a master sequence that will be used to intercut between each  camera animation to form the final movie. What a concept!

While  it's not very intuitive at first, it's a major step forward to keep  keyframes compartmentalised and allows for non-linear workflows too.  I'll also give an example of how to queue a Blueprint event from a  keyframe and explain how to make simple fades.

I hope  this will come in handy for your next Unreal Engine animation project.  I'm hatching plans to re-do my cinema title sequence, perhaps using the EPIC City Sample project. I'll let you know how that goes.

I have another video for you in a couple of days about rendering the animation out, stay tuned for that!

Files

Introduction to Multi Camera Animations in Unreal Engine

This is "Introduction to Multi Camera Animations in Unreal Engine" by Jay Versluis on Vimeo, the home for high quality videos and the people who love them.

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