Categories
Unreal Engine

Week 3 :Sequencer and Understanding production rigs

In this time, we learning how to create a sequencer :First, right click and choose “Level sequence”, and then Find the “skeletal mesh” character, add it inside the perspective world, like this(p3). If you want the character has animation in this sequencer, then just dragging it into the sequencer inside, right click the “+”, if the character has own anmation that you can just use it. and play it.

some time when Serra teaches us, like how to use this tool, it was looks like easy, but when we do the same process by ourselves, that will totally difference, I always came out some problems, like the aniamtion is missing or the outline character option shows a red alert. So I ask Chichi for help, she told me I should first find the character have bone rig, then it can just used in animation. it means that some meshes just no rigs, so they lack skeletal mesh.

Find in Fab
put into perspective view

The second things is quite hard to learning and understanding for me which is rigs. I also use the character in class.

In the outline, we can see lots of bones connected and child links.

every ball has it own name, and the ranks is difference,taking care of the rank and the ball number. some time this part(like hand) can’t move, that you can try to add a new ball in this part and make sure the “child” part link the right “Father”.

All in all, the rigs part is quite hard to understand and hard to use. But I will keep going and learning it.

Categories
Unreal Engine

Week 2: Worldbuilding

This week, we learned many new things. Serra explained how to create a new level in UE5 and where to find all the tools. The class moved quite fast, and sometimes I struggled to follow because of the language and unfamiliar terms, but I still gained a lot.

I also learned how filmmaking in UE5 is both similar to and different from traditional filmmaking. That was really eye-opening for me, since I love game cinematics, music videos, and promotional videos—all of which can be made in UE5.

Basically, I now understand what the tools are and how to use them,like building my own scenes using assets from Fab.

We also learned how to link objects and make them follow a path using Blueprint, similar to the pendulum animation we did in Maya this week. But the Animation Blueprint felt more complex. I was a little intimidated at first, since I’ve never used Blueprint for animation before, but Serra was very patient, teaching us step-by-step and answering every question we had. I’m really thankful to her.

About the “pendulum” Blueprint,for my understanding, you select one actor as the master, make the others its children, and then add physics calculations to create swinging between the different child objects. When you think of it that way, it doesn’t seem so complicated after all.

Categories
Unreal Engine

Week 1: information of Unreal engine

in the first week, I get quite lots of imformation form sarra about UE’s function and detail, including fab and liburary…

introduction about the window and how to work in UE5.

In this class, Serra showed us animation works and blogs from Year 2 students. Then, in UE5, she taught us how to find free assets we need in the Fab library, create levels, understand the purpose of different sections, and learn what each tool does. Also how to create the file and name it, and every part of UE5 important function.

She also mentioned that with so many tools and details, we can simply use the search bar with keywords to find what we need quickly, which helps improve workflow efficiency.

I also remember she talked about “Nanite.” I was first drawn to how the word sounds, but its function is to handle highly complex geometry by using virtualized geometry representation, though honestly, it sounded quite technical and I didn’t fully grasp how to use it in practice.

Create Basic world
mian use in UE5