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Immersion

Animating car: Working with camera rig trail/rail in UE5


Overview

The Camera Rig Rail can be used to manually define the pathway for camera movement, offering precise control over its trajectory. Additionally, it allows for the attachment of other objects, effectively replacing the camera with anything from props to lights. I used it to define the trajectory of the car movement, that aligns with the spline trajectory, to allow for car movement through the landscape populated with trees.

I worked through numerous tutorials to fully understand these techniques. These include, but are not limited to, the following sources:

Implementing camera rig rail & animation in sequencer



The images below are screenshots of my own notes, representing the process of the camera rig rail implementation within the sequencer, and in detail cover the consecutive stages and exploratory work represented within the attached screenshots.

Reflections on Using Camera Rig Rails and Sequencers

I ran into an issue with the camera rig rail that took some time to untangle. The rail kept readjusting itself back to its initial location, refusing to align with the desired position along the spline pathway I had created on the landscape actor. It was frustrating at first, but after some troubleshooting, I realized the problem lay in the transformation keys applied to the camera rig rail within the sequencer.

Because the camera rig rail was tied to the car’s sequencer, I needed to check the settings there carefully. This taught me the importance of double-checking sequencers whenever something unexpected happens, especially when working with multiple elements linked together.


Experimenting with Viewport Playback

While testing, I also explored the two main ways to play actions in the viewport:

  1. Playing the Main Level Action
    When I played the main level action, the animation logic tied to the level came to life. In my case, this was the cube moving along the spline. This method works perfectly for testing animations or behaviors tied to the overall level design.
  2. Playing Through the Sequencer
    Playing through the sequencer, however, was a more focused experience. It allowed me to test specific sequences without triggering the entire level logic. This was especially helpful when I wanted to isolate the camera rail and check its behavior independently.

Creating Cinematic Camera Movements

As I continued working, I experimented with combining a cinematic camera actor and the camera rig rail. This setup felt like stepping into real-world filmmaking. By making the camera actor a child of the rail and resetting its location to match the rail’s position, I was able to simulate smooth, professional camera movements.

It’s satisfying to see how these tools can replicate real-world production techniques in a virtual environment. Each step in this process brought me closer to understanding the intricacies of cinematic effects in game development.


Putting it all together: TESTING

The following shows the testing of the car animation using the camera rail. The car is attached to the rail, moving along a manually defined trajectory that is fixed to the floor. This setup allows for animating the car’s movement, which includes changes in its position within the coordinate space, such as translation and rotation.

The car moves in an arc, so the default settings are maintained, based on the assumption that the car needs time to accelerate and decelerate smoothly, rather than coming to an abrupt stop, which would occur with linear interpolation. For finer control over the car’s movement, a control rig was implemented in the previous phase, enabling more accurate animation, such as steering and wheel rotation, as the car follows an organic, curvy path.

Since this is a test, some things are breaking, but that’s expected! Haha

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