Multi Camera Animations in Unreal Engine (Patreon)
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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!