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Immersion

Week 3: Virtual Production Sequencer

Sequencing and Cameras in Unreal Engine

Spawnable vs. Possessable Actors

  1. Possessable Actors:
    • Always present in the scene.
  2. Spawnable Actors:
    • It exists only within the Sequencer. They appear in the scene while the Sequencer is active but disappear when the Sequencer is closed.
    • Useful for adding temporary elements like lights or aesthetic objects that won’t interfere with other cameras or views.
    • Example: Adding a rim light to highlight an object for a specific shot.
    • Tutorial reference: #UE5 Series: The Power of Spawnable Actors in Unreal Engine

Creating Sequences

Keyframes in Sequencer

  • Keyframes represent specific snapshots of time and space within the Sequencer.
  • To create a sequence within the level, use the naming convention: LS (e.g., SQ_1 in Spaceship level).
  • Shortcut to bring an actor into the Sequencer: Ctrl + A.
  • In the Outliner, spawnable actors are indicated with their association to the Sequencer.
  • Multiple Sequencers can be created per level. As a best practice, create designated folders to maintain structure and ensure easy navigation.

Combining Sequences

  • Multiple sequences can be merged into a single sequence using tracking options, allowing all shots to be combined into a final shot.

Post-Processing in Camera

  • Post-processing settings can be adjusted within the camera for enhanced visuals.

Folder Structure for Organization

  • Create structured folders to keep assets organized:
    • ShotBased/Cameras
    • ShotBased/Lighting

Sequencer Components

  • A Sequencer should include:
    • Cameras
    • Sub-sequences
    • Camera sub-sequences
    • Camera cuts for rendering

Animating on Cameras

  • Animate directly on cameras that belong to the Sequencer.
  • Create placeholder shots and move them into position using Ctrl + X and Ctrl + D.
  • Add a sub-sequence track and name it appropriately. Use colour coding for organization, e.g., Camera, Animation,and Lighting.
  • Create different shots within the Cameras folder and separate levels for animations.

Cinematic Cameras

  1. Creating a Camera: Drag and drop a cinematic camera into the scene.
  2. Piloting the Camera:
    • Shortcut: Ctrl + Shift + P.
    • Exit pilot mode when done.
  3. Preview Settings:
    • Pin down the preview via the pin icon.
    • Resize the preview window: Hamburger menu → Advanced Settings → All Settings → Camera Preview.
    • Toggle appearance on/off as needed.


  4. Using Multiple Cameras:
    • Adjust layout as a grid or split screen.
    • Activate cameras within each part of the screen via the camera icon (active cameras turn blue).

Basic Camera Settings

  1. Focal Length:
    • Locked when using prime focal length.
    • Use Universal Zoom for more control.
  2. Aperture: Determines how much light passes through the lens.
  3. Focus:
    • Adjust manually by moving the spawn plane.
    • Use the colour picker icon to simplify focus settings. The chosen area remains in focus despite camera movement.
  4. Squeeze Factor: Use this setting for an anamorphic look.

(image source: Comparison-shot-1024×572.png (1024×572))

Creating Camera Rigs

  • Rig Rail: Use for controlled camera movement along a path.
  • Crane: Simulate crane-like camera movements.

Sequencer Workflow

  1. Sequence-Based Linear Workflow: Ideal for straightforward storytelling.
  2. Shot-Based Non-Linear Workflow: Flexible for working on individual shots.
  3. Multi-Artist Collaborative Workflow: Utilize sublevels to allow multiple artists to work on different aspects of the project simultaneously.

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