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1.1 Unreal Engine

Week 3 Camera & Blocking

Learning the sequencer for this week provided a boost to the animation project as it was a good starting point to create camera, sequencer and test different camera angles within the project which allowed for a greater built idea.


However beginning scene create was priority, This process begins by accessing the quixel bridge or using built-in assets to create a rugged environment. Once the assets are imported, the terrain is constructed by arranging rocks, cliffs, and other landscape elements to form a natural, uneven surface. Various tools, such as landscape sculpting and painting features, allow for further customisation, adding detail to the terrain, such as textures, vegetation, or lighting effects.

With the scene established, the next phase involves experimenting with the camera. Using the cinecamera in UE5 offers control over focal length, aperture, and depth of field, allowing for the creation of cinematic shots. Reviewing the lecture and references to see the techniques used for camera and character animations. This experimentation is key to understanding how to frame shots, control the visual storytelling, and capture the intended atmosphere within the scene.

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