Virtual production in 4.22 | Inside Unreal

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AND WATCH IT IMMEDIATELY INSTEAD OF WAITING. >> GRAYSON: YEAH. YEAH. ABSOLUTELY. SO QUICK NOTE ON AUDIO -- IT IS FUNNY, BECAUSE IF YOU CAN SEE THIS MICROPHONE I HAVE GOT HERE, MAYBE NOT, BUT WE ARE USING A SIMILAR SETUP. WE CAN RECORD AUDIO INTO THE ENGINE, SO WE RECORD IT ONTO SEPARATE DRIVES, BUT WE ALSO CAN RECORD IT IN THE ENGINE SO YOU CAN QUICKLY PUT TOGETHER SCENES OR HAVE ACTORS THAT ARE PERFORMING, AND THEY ARE RECORDING AUDIO AS THEY ARE PERFORMING. IT IS A GREAT PLACE TO START. OTHERWISE YOU HAVE TO SOMETIMES GRAB OUTSIDE SOURCES AND BRING THEM BACK INTO THE ENGINE. BUT NOW, WITH TAKE RECORDER AND SEQUENCE RECORDER, YOU CAN RECORD AUDIO DIRECTLY INTO ENGINE. MOSTLY THE TAKE RECORDER. THIS IS KIND OF FUNNY; ALL OF OUR AUDIO DEVICES ARE NAMED, I THINK, AFTER JAWS, DIFFERENT CHARACTERS IN JAWS -- THAT IS ANOTHER STORY. AND THEN WE HAVE OUR PROPS. I WILL POINT THIS OUT TO YOU PRETTY QUICKLY. THIS IS JUST A WEAPON. WE CAN MARKER UP A WEAPON. WE COULD MARKER UP SWORDS OR PICKAXES -- IN FACT, WE HAVE GOT ONE BACK HERE. THIS IS RIGHT OFF THE MOCAP STAGE. I GUESS THIS IS A KENDO STICK. WE PUT GUYS -- GERRY AND JIM OVER AT THE MOCAP STAGE PUT ON SOME MARKERS, SO THIS CAN BECOME ANYTHING. IT CAN BECOME A PICKAXE, IT COULD BECOME A PITCHFORK OR SWORD. THEN IN SOME CASES, LIKE I SAID, WE DO HAVE ONE-TO-ONE PROPS THAT ARE ACTUALLY THE WEAPON THAT WE SEE, SO THE ACTOR IS PHYSICALLY ACTING WITH THE THING THAT THEY ARE HOLDING. THAT IS KIND OF COOL. >> VICTOR: YEAH. >> GRAYSON: THEY HAVE A LOT OF FUN WITH THOSE. IF WE GO BACK TO THE SLIDE FOR A SECOND HERE, THERE IS ANOTHER -- THIS IS A BLUETOOTH DEVICE, AND IT IS MARKERED UP. >> AMANDA: OH. >> GRAYSON: THIS ONE IS PRETTY COOL BECAUSE WE CAN GET LIVE INPUT. SO YOU CAN HOLD IT AND PULL THE TRIGGER, AND YOU CAN HAVE A PROJECTILE FIRE OUT OF THE VIRTUAL WEAPON THAT YOU ARE HOLDING, OR WHATEVER YOU WANT TO DO WITH IT; THERE IS ACTUALLY A BUTTON ON THE SIDE. THIS HAS BEEN PRETTY FUN. I THINK WE ARE GOING TO PROBABLY DO A BIT MORE OF THIS DOWN THE ROAD, DOING A BIT MORE WITH INTERACTIVE PROPS, AND THAT TYPE OF THING. THE LAST THING I WOULD LIKE TO POINT OUT HERE ARE THE IPHONES. WE ARE BASICALLY GETTING FACIAL. WE WILL TALK A LITTLE BIT ABOUT THAT IN A FEW MINUTES ON HOW WE GET FACIAL INTO ENGINE. IT COMES THROUGH LIVE LINK. WE ARE ABLE TO RECORD BODY MOTION AND FACIAL, AND THEN, OF COURSE, THESE PROPS. SO THAT IS KIND OF NEAT. LET US SEE IF THERE IS ANYTHING ELSE -- OKAY, SO TAKE RECORDER -- AND I WILL GO INTO DEPTH ACTUALLY HOW YOU CAN USE THIS AT HOME OR WHEREVER YOU ARE -- TAKE RECORDER IS BASICALLY AN IMPROVEMENT OF SEQUENCE RECORDER. IF YOU DO NOT KNOW WHAT SEQUENCE RECORDER IS, I WILL START WITH THAT. SEQUENCE RECORDER WE HAVE USED ON A FEW OF OUR SPECIAL PROJECTS HERE AT EPIC. WE USED IT FOR REAL-TIME LIVE, WE USED IT ON ROBO RECALL AND THE SENUA DEMO. AND WE COULD RECORD ACTORS AND PERFORMANCES. FOR ROBO RECALL, WE RECORDED ALL THE ROBOTS WITH SEQUENCE RECORDER. IT IS A GREAT TOOL. IT IS STILL IN ENGINE. WE FOUND THAT WITH VIRTUAL PRODUCTION, WE NEEDED SOMETHING THAT WAS FASTER. ONE OF THE PROBLEMS WE ENCOUNTERED WITH SEQUENCE RECORDER IS THAT EVEN THOUGH IT IS A VERY POWERFUL TOOL, THE COMPLEXITY COULD BE A LITTLE HIGH WHEN WE WERE TRYING TO DO THINGS QUICKLY IN VIRTUAL PRODUCTION. I THINK IN GENERAL, VIRTUAL PRODUCTION CAN BE A VERY FAST-PACED ENVIRONMENT WITH A LOT OF COMPLEXITY. SO ONE OF THE FIRST THINGS THAT THE STUDIO DID WAS IMPROVE SEQUENCE RECORDER FOR VIRTUAL PRODUCTION, AND THAT IS THROUGH THE UI. SO IT WAS IMPROVED UI. IF YOU LOOK AT THESE TWO BACK-TO-BACK, YOU CAN SEE. IF I HAD TO CHANGE SOMETHING IN ONE OF THESE PROPERTIES, IT WAS A BIT OF A DIG. WE STILL USE IT AND IT IS NOT TERRIBLE, BUT I THINK THIS IS MORE OPTIMIZED TOWARDS VIRTUAL PRODUCTION. SO IMPROVED UI, THEN ALSO THE AMOUNT OF DATA THAT WE RECORD, SOMETIMES, OUT ON THE STAGE WHERE YOU HAVE SEVERAL ACTORS, PROPS, CAMERAS, AND ANY NUMBER OF OTHER ACTORS OUT THERE COULD BE PRETTY SIGNIFICANT. >> VICTOR: IT IS A LOT OF DATA. >> GRAYSON: RIGHT. IT IS A LOT OF DATA, AND THEN YOU ARE RECORDING IT FOR -- WE HAVE TAKES SOMETIMES TWO TO FIVE MINUTES LONG. THAT ENDS UP BEING A LOT OF DATA TO MANAGE. SO THIS THING HELPS US MANAGE THAT. YOU CAN SEE DOWN HERE, IN THESE TRACKS, THESE ARE ALL PIECES OF INFORMATION -- WE WILL SHOW YOU THAT IN A FEW MINUTES, AND WE WILL DIVE INTO ONE OF THOSE TRACKS. YOU CAN MOVE THOSE TRACKS AROUND JUST LIKE YOU WOULD AN ANIMATION, OR OTHER TRACKS, AND SEE -- >> VICTOR: MM-HMM. MORE SIMILAR TO TRADITIONAL VIDEO PRODUCTION TOOLS, RIGHT? >> GRAYSON: RIGHT. SO THIS TAKE RECORDER WORKS IN CONJUNCTION WITH SEQUENCER. THIS IS IN 4.22, SO IT IS ALL THIS STUFF. I THINK MOST OF THIS STUFF -- EVERYTHING WE ARE SHOWING YOU IS AVAILABLE IN 4.22. >> VICTOR: YEAH, WE ARE RUNNING A BINARY VERSION OF THE ENGINE HERE FROM THE LAUNCHER. >> GRAYSON: YEAH. I THINK THAT IS IT WITH THE SLIDES. LET US GO OVER TO TAKE RECORDER REAL QUICK. CAN WE GO BACK TO THE ENGINE VIEW? >> AMANDA: YEAH. >> GRAYSON: DO THIS HERE -- THAT IS ME, SORRY. ALL RIGHT, SO THE FIRST THING IS, YOU WANT TO LOOK FOR YOUR TAKE RECORDER PLUGIN. YOU GO INTO PLUGINS -- I AM PRETTY SURE IT IS ALREADY ENABLED, BECAUSE WE ALREADY SEE IT HERE, BUT I WILL JUST SHOW YOU. YOU GO TO PLUGINS, JUST TYPE IN "TAKE" -- AND YOU WILL SEE IT HERE, TAKE RECORDER. JUST ENABLE THAT, AND THAT WILL GIVE YOU TAKE RECORDER. RESTART IT. THEN THIS IS TAKE RECORDER HERE. I APOLOGIZE, IT IS A LITTLE DIFFICULT TO WORK ON A SINGLE SCREEN HERE; I AM NOT USED TO IT, I USUALLY HAVE A BUNCH OF MONITORS. BUT I THINK YOU CAN STILL SET IT UP TO WORK THIS WAY, BUT IT IS GOING TO BE A LITTLE TIGHTER THAN I LIKE IT RIGHT NOW. >> VICTOR: YEAH, YOU DID A GOOD JOB PREPARING IT, I THINK. >> GRAYSON: OKAY. ALL RIGHT, WELL, THANKS. THANK YOU. ALL RIGHT, SO -- >> VICTOR: JUST TO FILL IN -- THIS IS NOT A SPECIAL INTERFACE HERE. WE HAVE JUST MOVED THE DIFFERENT TOOLS AND WINDOWS AROUND IN A MANNER THAT WE CAN ALL SEE IT ON JUST ONE MONITOR. >> GRAYSON: RIGHT. THIS IS JUST THE VANILLA, OLD 4.22 EDITOR. WE HAVE ENABLED THE PLUGIN, BROUGHT THE WINDOW UP HERE FOR TAKE RECORDER. ALSO, YOU CAN DOCK THINGS IN DIFFERENT WAYS. THE CONFIGURATION I USUALLY LIKE TO DO IS, I WILL HAVE SEQUENCER UP, AND I WILL JUST GRAB THIS, AND THEN I WILL DRAG IT INTO HERE AND IT WILL POP UP. I LIKE TAKE RECORDER ON THE TOP, AND YOU CAN CONFIGURE IT, WHICHEVER WAY YOU WOULD LIKE. IF YOU WOULD LIKE TO HAVE THEM ON SEPARATE SCREENS, YOU CAN. IT IS PRETTY EASY TO WORK WITH, IN THAT REGARD. I HAVE GOT A LIST OVER HERE, AND MAYBE WE CAN PUBLISH SOME OF THIS LATER. THINGS WE ARE JUST GOING TO COVER. I WILL GO DOWN THE LIST JUST TO MAKE SURE WE HIT EVERY BEAT, MAKE SURE WE GET EVERYTHING IN THERE. FIRST OF ALL, THIS IS TAKE RECORDER. THIS IS YOUR SOURCES HERE. YOU CAN ADD DIFFERENT ACTORS FROM -- THERE IS A DROP-DOWN LIST HERE, OR HOW I USUALLY DO IT IS, I WILL DO IT THROUGH THE WORLD OUTLINER. LET ME BRING THE WORLD OUTLINER UP HERE, I AM JUST GOING TO FLOAT IT OVER HERE. YOU CAN SELECT AN ACTOR THAT YOU WANT TO RECORD; LET US JUST SAY IT WAS THIS. YOU CAN DRAG IT IN TO TAKE RECORDER. YOU WILL SEE THAT ACTOR LIST POPULATE THERE. LET ME MOVE THAT AROUND. I APOLOGIZE FOR THE WINDOW-JOCKING HERE. BUT THAT IS IT. BASICALLY YOU CAN DRAG ACTORS IN FROM YOUR SOURCES. THERE ARE OTHER TYPES OF SOURCES THAT YOU CAN USE AS WELL. WE CAN ADD AUDIO, MICROPHONE AUDIO, AND THAT IS LIKE A COMPONENT THAT YOU CAN ADD TO IT. THERE ARE OPTIONS OUT THERE ON THE STAGE, OUR MOCAP STAGE. WE DO RECORDING WITH MULTIPLE CHANNELS. WE HAVE LEFT AND RIGHT CHANNELS, SO YOU CAN RECORD LEFT AND RIGHT AND GET SOME STEREO. OR HOW WE USE IT, USUALLY, IS TWO ACTORS, EACH ONE HAS THEIR OWN CHANNEL. SO YOU CAN SPLIT CHANNELS THAT WAY, WHICH IS KIND OF COOL. ADDITIONALLY, THERE ARE -- YOU CAN DO LIVE LINK THROUGH HERE AS WELL. I AM TRYING TO SEE IF IT IS IN THE LIST, I THINK WE HAVE TO HAVE LIVE LINK UP FOR THAT TO BE AVAILABLE. BUT YOU CAN ADD LIVE LINK SOURCES. AND THE COOL THING ABOUT OUR LIVE LINK SOURCES NOW IS, ONCE LIVE LINK IS IN THE ENGINE AND STREAMING, YOU CAN ACTUALLY SEE THE SOURCES. SO AT SOME POINT, WE WOULD HAVE TO TYPE THINGS INTO LIVE LINK. I WILL EXPLAIN A LITTLE BIT MORE ABOUT WHAT LIVE LINK IS IN A FEW MINUTES. SUFFICE IT TO SAY THAT WHEN YOU HAVE LIVE LINK, YOU CAN ADD IT AS A SOURCE TO RECORD. OVER HERE IS YOUR RECORDING BUTTON. IF I DO A NEW SLATE NUMBER, I CAN RECORD WITH THIS BUTTON OVER HERE. LET US SEE, THIS HAS GOT SOME KIND OF ERROR MESSAGE THERE ... WELL, BECAUSE I HAVE NOT ADDED A SOURCE. LET ME ADD A SOURCE. IF YOU SEE THAT, I DO NOT SEE A RECORDING BUTTON -- YOU HAVE TO ADD A SOURCE TO IT, TO THINGS, I THINK. JUST A MINUTE HERE. LET ME TRY THAT AGAIN. OKAY, THERE WE GO, FINALLY, THE RECORDING -- >> VICTOR: YOU HAVE GOT THE FLOOR. >> GRAYSON: WOW, WE HAVE GOT THE RECORDING BUTTON! YEAH, THAT IS THE RECORDING BUTTON. AND THAT WILL LET YOU STOP AND START RECORDING. LET US TRY SOME OF THE THINGS HERE. YOU CAN SET YOUR TAKE LOCATION. THIS IS SOMETHING THAT WE ARE NOT GOING TO NECESSARILY DO RIGHT NOW, BUT YOU CAN SET IT UNDER PROJECT SETTINGS, I BELIEVE. YOU CAN SET UP HERE, YOU CAN SET YOUR TAKE RECORDER LOCATION -- "ROOT TAKE SAVE DIR." BY DEFAULT, IT GOES TO GAMES/CINEMATICS/TAKES, BY DEFAULT IT WILL PUT IN THE DAY, TODAY'S DATE, IN A FOLDER, AND IT WILL GIVE YOU ALL OF YOUR TAKES THAT YOU HAVE IN THERE FOR TODAY'S DATE. THAT IS PRETTY USEFUL, AND THAT IS GENERALLY HOW WE ROLL FOR THE STUFF THAT WE RECORD. BUT IF YOU WANT TO CHANGE THAT LOCATION -- AND THERE ARE CASES WHERE WE HAVE A PROJECT WHERE WE DO WANT TO CHANGE THAT, WHERE WE WANT TO BUILD A DIFFERENT FOLDER STRUCTURE FOR EACH OF THESE PIECES OF DATA THAT WE RECORD, SO YOU CAN DO THAT PRETTY EASILY. I THINK DOWN THE ROAD, THAT IS LIKELY GOING TO MOVE MORE INTO THE TAKE RECORDER ITSELF -- MAYBE. BUT AS OF RIGHT NOW, IN 4.22, IT LIVES UNDER THOSE PROJECT SETTINGS. OKAY, ANOTHER THING WE SHOULD LOOK AT IS METADATA. AND THIS, I THINK, IS GREAT. AS WE ARE GOING THROUGH AND RECORDING THINGS, WE CAN HAVE A DESCRIPTION. I JUST TYPED IN "FLOOR RECORDING". AND WHEN WE RECORD WHATEVER WE ARE RECORDING HERE, IT WILL ACTUALLY GO IN AND ADD THAT DATA INTO THE FILE SO YOU CAN LOOK AT IT LATER. SO IF YOU HAVE NOTES FOR YOUR SEQUENCES THAT YOU ARE RECORDING, OR THINGS THAT YOU ARE RECORDING, YOU CAN ALWAYS ADD NOTES TO THOSE. I WILL TRY TO SHOW YOU ALL THIS IN ACTION IN JUST A FEW MINUTES HERE. THERE IS ANOTHER BUTTON WE HAVE GOT UP HERE; THIS IS THE REVIEW BUTTON. SO AFTER YOU RECORD SOMETHING -- LET US JUST GO AHEAD, I AM GOING TO GO AHEAD AND ADD SOMETHING IN HERE, LET US DO SOMETHING BASIC, LIKE A CUBE. JUST PUT A CUBE IN THERE. >> VICTOR: CLASSIC PROGRAMMER ART >> GRAYSON: YEAH, BEAUTIFUL. THIS IS WHAT WE ALWAYS SAY, PLEASE DO NOT TEST ANYTHING THIS WAY WITH JUST CUBES, AND HERE I AM DOING A CUBE AND RECORDING. [LAUGHTER] >> VICTOR: BEST PRACTICES. >> GRAYSON: OKAY. LET US SEE, LET US DO THE CUBE. I MAY JUMP AHEAD HERE. THIS IS WHERE YOUR SLATE IS STORED, SO WE USE SLATES FOR, LIKE, IF YOU ARE GOING TO RECORD A SEQUENCE, SO LET US SAY IT IS THE OPENING OF THE DURR BURGER, OR SOME OTHER SET, SAY IT IS THE DESERT. THIS IS WHERE YOU CAN NAME YOUR SLATE, AND YOU CAN CALL IT WHATEVER YOU WANT. WE USUALLY KEEP THEM TO PRETTY BRIEF NAMES SO YOU DO NOT HAVE A LONG, LONG SLATE NAME, BECAUSE ALL THIS STUFF ADDS UP. ALSO YOU MAY RUN INTO PROBLEMS IF YOU HAVE A SUPER LONG NAME. IF YOU ARE USING PERFORCE, AND YOU ARE USING A REALLY LONG WORKSPACE NAME, PLUS THE DIRECTORY STRUCTURE, PLUS THIS THING -- >> VICTOR: WINDOWS HAS A LIMITATION ON THE AMOUNT OF CHARACTERS YOU CAN DO. WHEN YOU TRY TO COMPILE IT, OR SOMETIMES EVEN JUST WORKING WITH IT, YOU CAN GET ERRORS. >> GRAYSON: WE HAVE HIT IT BEFORE, AND I THINK I AM ACTUALLY GOING TO WORK ON THAT, TOO. >> VICTOR: I BELIEVE IT IS MARKED AS EXPERIMENTAL, OR EARLY ACCESS ... I AM GOING TO SAY EXPERIMENTAL, WHERE WE DO SUPPORT LONGER THAN, I THINK, A 236 CHARACTER NAMES. >> GRAYSON: THAT IS GREAT. >> VICTOR: I THINK THAT WAS 4.22. >> AMANDA: I BELIEVE SO. THAT SOUNDS FAMILIAR FROM THE NOTES. >> VICTOR: BUT IT IS EXPERIMENTAL, BECAUSE I ALSO BELIEVE IT IS AN EXPERIMENTAL WINDOWS FEATURE THAT WE BUILT UPON. YEAH, I HAVE DEFINITELY RUN INTO THAT IN THE PAST. >> GRAYSON: I HAVE BEEN GOTTEN BY IT BEFORE. I KNOW THIS IS GETTING A LITTLE OUT THERE, BUT IN THE MULTIUSER ENVIRONMENT, IF YOU ARE IN MULTIUSER, IT CAN BE A LITTLE CHALLENGING TO KNOW WHAT HAPPENED THERE. IT IS NOT REALLY MULTIUSER, JUST THE LENGTH OF THE NAME. SO YEAH, ANYWAY, SOMETHING TO BE MINDFUL OF. SO THIS IS OUR SLATE INFORMATION HERE, AND OVER HERE IS OUR TAKE. EVERY TIME WE RECORD -- THE FIRST RECORDING IS TAKE ONE, AND THE SECOND RECORDING IS TAKE TWO. THIRD RECORDING, TAKE THREE. WE WILL ITERATE THROUGH THOSE TAKES AS WE ARE RECORDING. >> VICTOR: THAT WILL APPEND IT TO THE FILE NAME, RIGHT? >> GRAYSON: YEAH. EXACTLY. SO LET US DO THAT REALLY QUICKLY HERE. WE WILL JUST RECORD, AND I AM NOT GOING TO DO MUCH WITH THIS. YOU ARE GOING TO SEE IT DOWN HERE, TOO, IN SEQUENCER. AND GENERALLY SPEAKING, I JUST WANT YOU ALL TO KNOW, IT IS USUALLY MUCH FASTER TO WORK WITH. BUT BECAUSE I FEEL LIKE I AM ON, YOU KNOW, WE ARE DOING TWITCH STREAM RIGHT NOW, IT WILL BE A LITTLE CHALLENGING. SO HERE WE ARE RECORDING, AND YOU HAVE GOT A COUNTDOWN IN THIS WINDOW. YOU CAN MOVE THE CUBE AROUND OVER HERE -- I MAY BE LOCKED IN, ANYWAY, YOU CAN KIND OF SEE WHERE IT IS GOING. NOW, WE CAN REVIEW WHATEVER WE RECORDED THERE. IT IS ALL RIGHT, I THINK I WAS HAVING A PROBLEM CLICKING ON IT. BUT IF WE GO BACK AND REVIEW THE LAST RECORDING, WE CAN REVIEW WHAT WE RECORDED AND YOU CAN SEE THAT DATA IN HERE. LET ME PULL THIS OVER A LITTLE MORE. ALSO, THERE IS THIS UNLOCK BUTTON, SO ONCE YOU RECORD SOMETHING, AND ESPECIALLY WHEN YOU HAVE A LOT OF COMPLEX SEQUENCES, EVERYTHING BY DEFAULT IS LOCKED. SO IF YOU WANT TO DIVE INTO THESE SHOTS OR THE THINGS THAT YOU RECORDED, AND YOU WANT TO INTERACT WITH THOSE, YOU NEED TO UNLOCK THEM. THE FIRST TIME I TRIED THIS TOOL OUT, AND I DID NOT REALLY KNOW ABOUT THAT, AND SO I HAD SOME TROUBLE. I WAS, LIKE, WHY CAN I NOT CLICK ON THIS STUFF? WELL, WHEN YOU INTERACT WITH IT, IT HAS TO BE UNLOCKED. THEN YOU CAN DIVE IN THERE. AND THIS IS WHAT WE RECORDED. I WILL SHOW YOU THE DATA WE RECORDED. THIS LITTLE TOOL UP HERE, IN PREVIOUS VERSIONS, IN SEQUENCE RECORDER, IT WAS KIND OF A PROBLEM BECAUSE IN ORDER TO REVIEW -- SO LET US SAY YOU ARE ON THE STAGE, OR YOU ARE AT YOUR DESK, AND YOU WANT TO RECORD SOMETHING. YOU RECORD IT, IN ORDER TO REVIEW IT, IN THE PAST, IN SEQUENCE RECORDER, YOU WOULD HAVE TO GO INTO THE CONTENT BROWSER, LOCATE THE FILE YOU ARE TRYING TO USE, THEN DRAG IT BACK IN TO REPLAY IT -- SO THIS ONE LITTLE BUTTON IS GREAT, BECAUSE WE WILL USE IT TO REVIEW TAKES THAT WE HAVE GOTTEN OUT ON THE STAGE, AND QUICKLY ASCERTAIN WHETHER OR NOT A TAKE IS GOOD. I THINK IT IS ONE OF THE KEY FEATURES OF TAKE RECORDER, BEING ABLE TO QUICKLY REVIEW WHAT YOU HAVE RECORDED. YOU CAN SEE HERE WE WENT THROUGH TAKE TWO. LET ME SEE IF I CAN -- YEAH, OKAY, NOW WE CAN MOVE. SO I DO NOT KNOW WHAT I DID THERE, SORRY. OKAY. YOU HAVE GOT TAKE TWO HERE, YOU HAVE GOT YOUR SLATE. LET US SEE WHAT ELSE WE CAN LOOK AT. THERE IS THIS BUTTON, I AM NOT GOING TO NECESSARILY USE IT RIGHT NOW, BUT YOU CAN CREATE A NEW SLATE. THAT WILL COMPLETELY WIPE OUT ANYTHING YOU HAD DOWN HERE, ANY SLATE INFORMATION YOU HAD. THAT WILL BASICALLY JUST CREATE A NEW SLATE. CLEAN SLATE, LITERALLY. >> VICTOR: USING SLATE. >> GRAYSON: WHAT'S THAT? >> VICTOR: THAT IS WHAT THE WINDOWS ARE CALLED IN UNREAL. THAT IS ALL BUILT ON TOP OF THE SLATE. >> GRAYSON: ON TOP OF SLATE, YEAH. YEAH. OKAY, THIS IS ANOTHER COOL FEATURE. IN THE PAST, TRYING TO DIG OUT WHERE YOU RECORDED DATA TO, SOMETIMES YOU COULD GO AND USE THIS LITTLE TOOL DOWN HERE. THIS IS THE TAKES BROWSER, AND IT IS A SUPER FAST WAY OF JUST JUMPING INTO YOUR OLD FILES. ANYTHING THAT YOU HAVE RECORDED. YOU CAN SEE THE DIRECTORY STRUCTURE AS WELL. THESE ARE PREVIOUS RECORDING SESSIONS THAT WE HAVE DONE. WE USED TODAY'S DATE, WHICH IS, WHAT, THE 18TH? >> AMANDA: MM-HMM. >> GRAYSON: THEN YOU HAVE GOT THOSE FILES IN THERE. >> AMANDA: THAT IS GREAT. >> GRAYSON: YEAH, IT IS PRETTY COOL. SO ANOTHER FEATURE THAT IS KIND OF NEAT IS THAT YOU CAN ASSIGN COLORS TO THESE TRACKS. THIS IS A FEATURE A FEW OF US REQUESTED, THAT WHEN YOU RECORD THINGS, YOU CAN SELECT WHAT COLOR TRACK THEY COME OUT AS. I LIKE TO DO THIS -- SO LET US JUST SAY YOU WANT TO CHANGE IT TO RED -- WHEN WE RECORD THIS THING -- LET US SEE IF IT MAKES ME A LIAR. IT MAY MAKE ME A LIAR, BECAUSE I HAVE NOT USED IT FOR A WHILE. YEAH, OKAY. IT COMES OUT IN THE COLOR THAT I SELECTED THERE, WHICH IS, WELL, IT IS ACTUALLY KIND OF A ORANGEY COLOR, THAT IS ALL RIGHT. I GUESS THAT WAS THE COLOR I USED. BUT THIS TOOL IS PRETTY USEFUL BECAUSE IF YOU WANT TO -- SAY THERE IS A VERY SPECIFIC CAMERA YOU WANT TO LOOK AT AFTER RECORDING A BUNCH OF STUFF, OR YOU WANT TO CLASSIFY ALL CAMERAS ARE RED, ALL ACTORS ARE BLUE, ALL PROPS ARE GREEN -- IT IS A GOOD WAY TO COLOR-CODE THINGS. AND QUICKLY, ESPECIALLY IF YOU HAVE A STACK OF ASSETS THAT YOU ARE RECORDING, IT IS A PRETTY GOOD WAY TO QUICKLY ID WHAT A TRACK IS. >> VICTOR : GET AN OVERVIEW. >> GRAYSON: YEAH, BECAUSE IF YOU DO NOT, IT COMES DOWN TO HAVING TO READ THE TEXT DOWN HERE. FOR ME, IT IS MUCH FASTER FOR ME TO WORK ON. >> AMANDA: WHO WANTS TO READ? >> GRAYSON: YEAH, WHO WANTS TO READ!? >> VICTOR: I LIKE BOOKS. >> AMANDA: NICE, HANDY LITTLE TOOLS. >> GRAYSON: THIS BUTTON OVER HERE IS USING A TAKE AS BASE -- WE USE IT FOR LAYERED RECORDINGS, AND IT IS KIND OF A PART OF THE TOOL WE ARE WORKING ON A LITTLE BIT. IT IS PRETTY USEFUL, BECAUSE YOU CAN USE THAT, WHATEVER YOU HAVE RECORDED HERE, AS THE BASE FOR YOUR NEXT RECORDING. SO WHEN YOU GO THROUGH AND RECORD AGAIN, IT WILL GRAB THAT DATA AND ALLOW YOU TO RECORD, USING THAT. HOW WE USUALLY USE IT IS IN LAYERED RECORDING. WE WILL RECORD ACTOR ONE, AND THAT WILL BE YOUR TAKE ONE, AND WE WILL REVIEW THE TAKE -- IF THE PERFORMANCE LOOKS GOOD, WE WILL SAY USE THAT AS THE BASE FOR THE NEXT RECORDING, THEN IT WILL ADD ANOTHER LAYER. THEN WE CAN RECORD ACTOR TWO, OR THE SAME ACTOR PLAYING A DIFFERENT AVATAR, AND THEN THAT LETS US -- FOR EXAMPLE, FOR THE ROBO RECALL INTRO, ALTHOUGH WE DID NOT USE THIS TOOL, THE IDEA IS THE SAME, IS THAT YOU HAVE A GROUP OF ROBOTS PLAYED BY ONE ACTOR. SO YOU WANT TO CREATE A CROWD, YOU WANT TO CREATE A CROWD OF PEOPLE VERY QUICKLY -- YOU HAVE ONE ACTOR, THEY DO THE FIRST CROWD PERSON, AND THEN THEY MOVE ONTO THE NEXT CROWD PERSON AND PLAY THEM, AND THEN WE RECORD IT AND BASICALLY STACK. SO YOU CAN PRETTY QUICKLY CREATE CROWD BEHAVIORS AND STUFF, WHICH IS KIND OF COOL. >> AMANDA: THAT IS REALLY FUN. >> GRAYSON: YEAH. ANOTHER COOL FEATURE, LET US USE THAT NEW SLATE BUTTON. SO, "ARE YOU SURE YOU WANT TO CREATE..." -- YEP, I WOULD LIKE TO WIPE IT ALL OUT AND START SOMETHING NEW. ANOTHER FEATURE WE HAVE HERE ARE THE TRACK SETTINGS. AND THIS IS IF YOU WANT TO TRACK AN OBJECT, SAY -- THIS IS PRETTY COMMON IN VIRTUAL PRODUCTION, TOO, I THINK, WHERE YOU HAVE A SET, AND YOU WANT TO KEEP YOUR -- LIKE A CHAIR IS IN -- LET US JUST SAY IT IS AT THE ORIGIN, AT 0,0,0. AND FOR DIFFERENT SHOTS, YOU WANT TO TRY MOVING THAT CHAIR, OR SOME BACKGROUND OBJECT, TO DIFFERENT LOCATIONS. SO THESE TRACK SETTINGS ALLOW YOU TO DO THAT. SO YOU CAN ADD THIS ACTOR TO SEQUENCER. >> VICTOR: TAKE OUR FRIENDLY CUBE. >> GRAYSON: RIGHT, AND YOU MOVE HIM. THEN FOR THIS SEQUENCE, IT WILL BE TRACKED. WHATEVER ELSE IS GOING ON IN THE SCENE, YOU HAVE GOT AN ACTOR MOVING AROUND, CAMERA IS MOVING AROUND, LIGHTING MOVING AROUND -- YOU KNOW THAT YOU CAN FIND THAT ACTOR, AND IT WILL BE MOVED TO THAT POSITION. OF COURSE, YOU COULD RECORD IT HERE AS WELL, IF YOU WANTED TO. BUT THAT IS GENERALLY SPEAKING, THAT IS HOW IT IS USED. THEN WHEN YOU REMOVE IT, IT GOES BACK TO ITS DEFAULT LOCATION. YEAH, I TALKED A LITTLE BIT UNLOCKING THINGS IN THE TAKE RECORDER SO YOU COULD INTERACT WITH THEM. ANOTHER TOOL THAT WE WILL LOOK AT IS, REDUCTION OF KEY FRAMES. SO IF YOU CREATE A RECORDING THAT HAS A TON OF KEY FRAMES -- AND THIS IS MOSTLY FOR THE V-CAM, WHICH WE WILL TALK ABOUT IN JUST A MINUTE -- BUT THIS IS MOSTLY WHEN YOU RECORD THIS V-CAM AND YOU GET A LOT OF TRANSFORM DATA, YOU CAN REDUCE THE COMPLEXITY OF KEYS. I THINK THE BEST WAY TO DO THAT IS JUST TO SHOW IT. I WILL SHOW IT HERE, AND SHOW THE PROCESS OF THAT. LET ME SEE IF THERE IS ANYTHING ELSE WE WANT TO DO. OH, ALSO, LIKE I WAS SAYING, YOU CAN RECORD AUDIO. WE WILL ADD A MICROPHONE, AUDIO SOURCE IN HERE. MAYBE THIS IS NOT THE BEST PLACE TO DO IT; MAYBE WE WILL DO IT A LITTLE BIT LATER, BUT AT LEAST YOU CAN KIND OF SEE THAT WE CAN DO IT THERE. SO LET ME GO AHEAD AND FIRE UP THE V-CAM. I AM JUST TRYING TO THINK, THERE MIGHT BE SOMETHING ELSE THAT IS KIND OF COOL TO SHOW. BEFORE WE GO ALL THE WAY INTO THE V-CAM -- >> VICTOR: YOU CAN GET BACK TO IT. >> GRAYSON: YEAH, I THINK ACTUALLY THE CINEMATIC VIEWPORT IS SOMETHING THAT IS PRETTY USEFUL. SO BY DEFAULT, YOU GET THIS VIEWPORT. THIS SHOWS THE GAME VIEW, AND THEN SOMETIMES IF YOU GO IN HERE, LET US SAY WE WANT -- I WILL ADD A CAMERA REALLY QUICKLY HERE -- SO CINEMATIC CAMERA ACTOR. >> VICTOR: THAT LOOKS A LITTLE DIFFERENT FROM THE DEFAULT CAMERA ACTOR. >> GRAYSON: YEAH. SO IF YOU ARE NOT FAMILIAR WITH THIS, THIS IS ACTUALLY REALLY COOL. IT HAS BEEN AROUND FOR A WHILE NOW. BUT THIS IS PRETTY MUCH ALL WE ROLL WITH OUT ON THE STAGE FOR VIRTUAL PRODUCTION. THE THING THAT IS REALLY EXCITING ABOUT THIS IS THAT THIS CINEMATIC CAMERA HAS DIFFERENT FILM BACKS; YOU CAN SET THE DIMENSIONS FOR THE SENSOR. SO IN THEORY, IF YOU WANTED TO SIMULATE THIS IPAD IN ENGINE, WE COULD EASILY DO IT. WE JUST GET THE SENSOR, WE LOOK UP THE INFORMATION FOR THE CAMERA, AND THEN YOU CAN PLUG THAT VALUE INTO THE CAMERA SETTINGS HERE. YOU CAN ALSO SET, FOR EXAMPLE, LIKE THE BLACKMAGIC CAMERAS THAT WE SHOWED YOU EARLIER, LIKE THE TYPE OF LENSES THEY HAD. YOU CAN SET YOUR LENS TYPE, PLUS THE FILM BACK, AND YOU CAN GET AN ACCURATE REPRESENTATION. AND WHY THAT IS IMPORTANT IS THAT IF YOU HAVE A REAL-WORLD CAMERA, AND YOU WANT TO SWITCH BETWEEN REAL-WORLD VIEWS AND ACTORS, SAY IF YOU HAVE A FRAME UP ON AN ACTOR, THAT WAY YOU GET A ONE-TO-ONE RELATIONSHIP BETWEEN THE VIRTUAL WORLD AND THE REAL WORLD. SO WHAT YOU SEE IS ACTUALLY WHAT YOU WILL BE GETTING IN THE ENGINE. SO ANYWAY, ALL THAT IS TO SAY, THAT IS IN THE CINEMATIC CAMERA. I THINK WE TALKED ABOUT THAT AT PRETTY GREAT DEPTH. >> VICTOR: WE DID A SHOWCASE ON [INAUDIBLE] AS WELL, WHERE THAT WAS HIGHLIGHTED IN THE BLOG THAT WE WROTE, IF YOU WANT TO READ ABOUT THAT. >> GRAYSON: BUT YEAH, THEY ARE PRETTY FUN TO USE. AND IT HAS GOT TRACKING CAPABILITIES; YOU CAN DO TRACKING IN THERE, YOU CAN DO ALL KINDS OF COOL THINGS. ANOTHER FEATURE THAT WE USE VERY OFTEN -- AND I DO NOT KNOW IF YOU ALL KNOW ABOUT THIS, BUT YOU CAN GO INTO THE WORLD OUTLINER. SO YOU SELECT THE CAMERA, RIGHT-CLICK ON IT, AND YOU GO PILOT CINECAMERA ACTOR -- AND NOW YOU CAN ACTUALLY SEE, YOU CAN PILOT IT AROUND AND SEE THROUGH THAT VIEW. NOW WE WILL USE THIS A LOT TO ROUGHLY COMPOSE SHOTS OUT ON THE STAGE. I WILL SHOW YOU IN A LITTLE MORE DETAILS IN A FEW MINUTES WHEN WE GO TO THE MORE ADVANCED STUFF FOR USING CAMERAS IN TAKE RECORDER. BUT IN ORDER TO SEE EXACTLY WHAT YOU WOULD SEE THROUGH THIS CINEMATIC CAMERA, YOU WANT TO SET CINEMATIC VIEWPORT -- AND THIS IS USED OFTEN WITH SEQUENCER, IT GIVES YOU FRAME INFORMATION AND PLAY TRACKS, AND THAT WAY YOU KNOW YOU ARE ACCURATELY VIEWING THROUGH THAT CAMERA -- LET ME PILOT IT AGAIN. THE FIRST TIME WHEN YOU CLICK CINEMATIC MODE, IT WILL THROW YOU OUT OF THE CAMERA, AND THEN YOU CLICK BACK IN IT, AND YOU ARE BACK INTO THE CAMERA. NOW THIS IS -- NO MATTER WHAT SCREEN SIZE YOU HAVE, THIS VIEW WILL BE ACCURATE FOR THE CINECAMERA. ALSO, VERY BRIEFLY, THERE ARE OVERLAYS HERE THAT YOU CAN ADD. I LOVE THESE. THESE ARE GREAT FOR BALANCING SHOTS, SHOT BALANCING, SO IF YOU HAVE A CHARACTER IN THE CENTER OF THE SCREEN, YOU CAN USE THIS TO SEE WHERE THEY FALL IN THE SCREEN. YOU CAN ALSO USE LETTER BOXING, SO IF YOU WANT TO DO AN ASPECT RATIO, OR LIKE A MASK OR A CLIP, YOU CAN DO -- THIS IS CLOSE TO 2.35:1, YOU CAN SET 239, 1.77 -- WHATEVER ASPECT RATIO YOU WANT THERE. >> VICTOR: CAN YOU CHANGE ALL OF THEM AT RUN-TIME AS WELL? >> GRAYSON: IN TERMS OF THE ASPECT RATIO ON THE CAMERA? IF YOU WANT TO ADD A MASK, I WOULD PROBABLY DO IT IN POST. BUT WE CAN -- I MEAN, YOU CAN CHANGE THE FILM BACK SETTING, SO YOU GET A DIFFERENT -- YOU KNOW, ESSENTIALLY SIMILAR TO A CROP. >> VICTOR: MM-HMM. >> GRAYSON: I AM TRYING TO THINK IF THERE IS ANY WAY TO DO IT -- OFF THE TOP OF MY HEAD, I DO NOT THINK SO. BUT IT IS COOL TO PREVIEW HERE, IF YOU DO WANT TO DO A CROP. OKAY, SO LET US EJECT OUT OF THAT. LET ME DISABLE THAT -- SO YOU JUST DISABLE THAT. OKAY. LET US TALK A LITTLE BIT ABOUT THE VIRTUAL CAMERA NOW. >> VICTOR: YEAH, I FIND THIS TO BE PRETTY COOL. >> GRAYSON: YEAH, I LOVE THIS THING. THE FIRST ITERATION OF THIS WAS DESIGNED BY THIS GUY, COLIN, AND HE HAD WORKED IN THE FILM INDUSTRY FOR A WHILE. AND HE MADE THIS THING OUT OF BLUEPRINTS. HE USED UMG, BLUEPRINTS, AND HE HAD THIS IDEA KICKING AROUND OF WHAT HE WANTED TO DO WITH THIS FOR A WHILE. AND HE WENT OFF FOR A COUPLE OF DAYS, AND BASICALLY -- I DO NOT WANT TO SAY CODED IT UP, BUT BASICALLY MADE IT WITH BLUEPRINTS AND UMG, AND CAME BACK, AND HAD A PRETTY DECENT WORKING VERSION OF THIS. AND WE USED IT LIKE CRAZY FOR A WHILE. THEN IT WENT THROUGH A REFINEMENT AND CLEANUP PROCESS. THEN THAT IS WHERE WE ARE AT NOW, WITH THE IPAD. BUT I THINK IT IS PRETTY COOL, THE FACT THAT YOU CAN HAVE SOME CRAZY IDEAS. WE ARE SEEING IT WITH SOME OF OUR OTHER DEVELOPERS ON ONE OF OUR PROJECTS, THAT THEY ARE USING THINGS LIKE THE IPAD TO CREATE ALL THESE REALLY COOL TOOLS FOR VIRTUAL PRODUCTION. FOR EXAMPLE, ONE OF THE TOOLS ALLOWS US TO CONTROL CHARACTERS, AND IN A MULTIUSER ENVIRONMENT, YOU CAN CONTROL CHARACTERS ON THE STAGE. SO IF YOU ARE A DIRECTOR, YOU CAN HAVE THIS IPAD, AND YOU CAN CHANGE CHARACTER SKINS, YOU CAN TAKE OFF HATS, PUT HATS ON, CHANGE PROPS, VIEW THE DIFFERENT VIRTUAL CAMERAS THAT YOU GOT ON THE STAGE, SEE TIMECODE, ALL KINDS OF REALLY COOL STUFF. I THINK MOST OF THAT HAS BEEN -- IF NOT ALL OF THAT HAS BEEN DONE WITH UMG AND BLUEPRINTS. AGAIN, WE WILL OFTEN PROTOTYPE THAT TYPE OF STUFF. SOME OF IT CAN LIVE IN THE ENGINE PERMANENTLY, OR SOME OF IT WE WILL OFFLOAD AND HAVE IT PROPERLY CODED UP SO IT IS REAL FAST, AND PRETTY COOL. ANYWAY, SO YEAH, THIS IS THE V-CAM IPAD. AND THE ONLY THINK YOU NEED FOR THIS IS BASICALLY A WI-FI CONNECTION. YOU NEED A REMOTE DESKTOP TOO, AND I WILL SHOW YOU ALL OF THAT IN A MINUTE, IN HERE. THEN THE APP. SO IT IS PRETTY STRAIGHT-FORWARD. I THINK THE FIRST THING WE WILL LOOK AT, WE DO HAVE A LOT OF DOCUMENTATION ON THIS THING RIGHT HERE, AND I DO HAVE A LINK TO IT. I DO NOT KNOW THE BEST WAY TO -- >> VICTOR WE CAN SHARE IT. >> GRAYSON: YEAH, OKAY. DO YOU WANT ME TO DRAG THE SCREEN OVER? I GUESS WE WILL SHARE IT AFTERWARDS? >> VICTOR: YEAH, WE WILL SHARE IT IN CHAT. >> GRAYSON: OKAY, GREAT. I WOULD, IF YOU REALLY WANT TO PLAY WITH THIS STUFF, I WOULD HIGHLY RECOMMEND READING THAT DOCUMENT PRETTY THOROUGHLY. IT IS NOT TOO HARD TO SET UP, I MEAN, I AM NOT A GENIUS, I DID NOT HAVE TOO MANY PROBLEMS DOING IT. >> VICTOR: TEN MINUTES, OR SOMETHING, YOU THINK? >> GRAYSON: A FEW MINUTES. SO THE APP THAT YOU WILL NEED TO GET, YOU WILL NEED TO GO TO THE APP STORE AND DOWNLOAD, IS THE "UNREAL REMOTE 2". AND I BELIEVE THERE ARE A FEW REMOTES, BUT UNREAL REMOTE 2 IS THE ONE THAT YOU WANT, THAT IS THE LATEST ONE. THEN YOU WANT TO ENABLE THESE PLUGINS. LET ME -- >> AMANDA: IT'S THIS GUY. >> GRAYSON: YES, THAT IS IT. SO WE ARE GOING TO -- THESE PLUGINS, I AM PRETTY SURE, ARE ALREADY ENABLED IN HERE, BUT LET US JUST GO THROUGH THEM, BECAUSE YOU WILL HAVE TO GO THROUGH THE SAME PROCESS AS WELL. ALL RIGHT. SO WE GO TO THE PLUGINS, AND LOOK FOR VIRTUAL CAMERA. SO VIRTUAL CAMERA. IF YOU SEE THIS, WHILE YOU ARE AT IT, JUST ENABLE THIS. THIS IS ANOTHER VIRTUAL PRODUCTION UTILITY THAT YOU CAN USE. IT ACTUALLY HELPS YOU WITH THE V-CAM. IT IS NOT REQUIRED FOR THE V-CAM, BUT I AM GOING TO SHOW YOU TWO METHODS WE ARE GOING TO SET THIS THING UP WITH. THE FIRST METHOD IS JUST -- WITHOUT THIS, THE VIRTUAL PRODUCTION UTILITIES. AND THE SECOND METHOD IS A LITTLE MORE INVOLVED, BUT IT GIVES YOU A LITTLE MORE -- IT GIVES YOU A FEW MORE OPTIONS. SO JUST ENABLE THOSE TWO. REMOTE SESSION, I THINK, IS ANOTHER ONE WE WANT. I THINK THAT LETS THE APP COMMUNICATE WITH UNREAL ENGINE. REMOTE SESSION; ENABLE THAT GUY. APPLE ARKIT. THAT IS ENABLED BY DEFAULT. I THINK ONCE YOU ENABLE REMOTE SESSION, I THINK THIS ENABLES BY DEFAULT. BUT DOUBLE-CHECK IT. IF IT DOES NOT. TAKE RECORDER; OBVIOUSLY, WE HAVE ALREADY COVERED THAT. SO YOU KNOW ABOUT TAKE RECORDER. AND THEN VIRTUAL PRODUCTION UTILITIES WE ALSO JUST TOOK A LOOK AT. AS LONG AS ALL THAT STUFF IS ENABLED, YOU SHOULD BE GOOD TO GO, I THINK. >> AMANDA: JUST THOSE FEW THINGS? >> GRAYSON: YEAH. [LAUGHTER] JUST A COUPLE OF THINGS. EVERYTHING. JUST ENABLE IT ALL! [LAUGHTER] SO I MENTIONED YOU WANT TO ADD THE UNREAL REMOTE 2 TO YOUR IPAD. THEN I THINK ONE OF THE LAST STEPS IN HERE IS, IN ORDER FOR THIS TO COMMUNICATE WITH YOUR COMPUTER, YOU NEED TO MAKE SURE IT CAN WORK THROUGH WI-FI NETWORK. WHAT YOU WILL DO IS, BRING UP A COMMAND PROMPT AND TYPE IN "IPCONFIG" THIS WILL BE IN YOUR INSTRUCTIONS FOR THE V-CAM, BUT BASICALLY GET "IPCONFIG", AND THEN GET YOUR IP ADDRESS. ONCE YOU LAUNCH THE APP THAT IS ON HERE, YOU CAN MANUALLY ENTER THAT IP ADDRESS INTO THE APP, AND THEN THAT WILL ALLOW THIS TO CONNECT TO YOUR MACHINE. >> VICTOR: THERE IS NO IMPLEMENTATION THAT YOU HAVE TO DO IN REAL-LIFE, SO YOU DO NOT HAVE TO TRANSFER ANYTHING FROM THE IPAD, RIGHT? >> GRAYSON: I DO NOT THINK SO. YOU RUN THE APP ON THE IPAD, YOU RUN UNREAL ENGINE ON THE PC, TYPE IN THE IP, CONNECT. >> AMANDA: MM-HMM. >> GRAYSON: IT IS PRETTY COOL. THIS ALL WORKS. I AM JUST GOING TO READ THROUGH SOME OF THE OTHER THINGS OVER HERE TO MAKE SURE THAT I AM NOT FORGETTING ANYTHING THAT YOU GUYS NEED. I THINK WE ARE GOOD. HERE, I AM GOING TO BRING THIS OVER HERE SO YOU CAN READ IT WITH ME. ALL RIGHT, SO WE ARE GOING TO GO TO -- WE HAVE GONE THROUGH "IPCONFIG" HERE. UNDER VIEW OPTIONS, JUST MAKE SURE ALL CONTENT IS SHOWING, PLUGINS CONTENT. THIS MAY NOT BE NECESSARY, BUT I WILL SHOW IT TO YOU. WE ARE GOING TO LOOK AT THE VIRTUAL CAMERA PLAYER CONTROLLER. THIS IS PART OF A BLUEPRINT SCRIPT; THIS IS A LITTLE MORE COMPLICATED, BUT IT MIGHT BE WORTH TAKING A LOOK. I WILL SHOW YOU WHERE WE SWITCH OUT BETWEEN ARKIT. AS I SAID EARLIER, WE CAN PUT MOCAP MARKERS ON THIS AND NOT USE ARKIT, AND TRACK IT IN THE MOCAP SYSTEM, WHICH IS PRETTY COOL. LET ME SHOW YOU WHERE THAT IS, IF I CAN FIND IT MYSELF HERE ON THE CONTENT BROWSER. I THINK ONE OF THE EASIEST WAYS TO DO IT IS GOING TO WORLD SETTINGS -- YOU ARE GOING TO HAVE TO DO THIS EVENTUALLY ANYWAY, BUT JUST SET TO VIRTUAL CAMERA GAME MODE, BECAUSE WE ARE GOING TO USE A SPECIAL TYPE OF GAME MODE TO SEE THE UI FOR THIS DEVICE. >> VICTOR: BECAUSE IT SPAWNS A SPECIAL PAWN, RIGHT? >> GRAYSON: I BELIEVE SO. IT IS ITS OWN. SO WE USE THAT. I AM GOING TO USE THAT; WE COULD SEARCH FOR THIS THING, BUT IT MIGHT BE EASIER JUST TO LOCATE IT THROUGH. THIS IS HOW I DO STUFF SOMETIMES, I WILL JUST ADD IT INTO THE WORLD, OR IN THIS CASE IF IT IS A GAME MODE. AND IF I WANT TO FIND A COMPONENT OF IT, I WILL JUST GO THROUGH AND FIND IT THAT WAY. SO I JUST USE THE FIND TOOL, OPEN THIS THING UP. THEN HERE, THIS IS THE EXCITING NAME, THE VIRTUAL CAMERA PLAYER CONTROLLER. THIS IS WHERE YOU CAN SELECT YOUR INPUT SOURCE. SO BY DEFAULT, I THINK IT IS ARKIT. IF NOT, DOUBLE-CHECK IT, IF YOU WANT TO USE ARKIT. THIS LIVE LINK TARGET NAME IS NOT NEEDED. THIS WOULD BE USED IN CONJUNCTION WITH LIVE LINK AND THAT IS WHEN WE ARE OUT ON THE STAGE AND WE HAVE THESE THINGS MARKERED UP, KIND OF LIKE THE KENDO STICK BACK HERE. I JUST WANTED TO SHOW YOU THIS STUFF, JUST SO YOU KNOW THAT IS WHERE THOSE THINGS LIVE. I FORGET WHAT THE DEFAULT IS, BUT JUST DOUBLE-CHECK THAT, AND MAKE SURE THAT IS GOOD. OKAY, SO THAT IS ABOUT IT. I THINK WE CAN START TO THINK ABOUT FIRING THIS THING UP NOW. >> VICTOR: IT IS READY. WE ARE ALL WAITING. >> GRAYSON: YEAH, RIGHT. RIGHT, RIGHT. LET US SEE, SORRY, YOU ALL. IT BETTER WORK TOO, RIGHT? OTHERWISE, ALL THIS BUILD-UP -- >> GRAYSON: ALL RIGHT, COOL. SO LET US TRY THIS. SO AT THIS POINT, YOU JUST LAUNCH -- AND YOU HAVE TO LAUNCH IT, THIS THING DOES NOT YET WORK OUTSIDE OF PIE (PLAY IN EDITOR). OUR HOPE IS THAT IT WILL, IN THE NOT TOO DISTANT FUTURE. BUT THIS IS KIND OF COOL, BECAUSE THEN YOU CAN ALSO BIND INPUTS AND THINGS INTO HERE THAT YOU COULD NOT NECESSARILY DO IN EDITOR MODE. LET US JUST GO LAUNCH THIS -- THEN I AM GOING TO CONNECT WITH THE APP IN HERE. I THINK THIS LOOKS LIKE OUR IP. >> VICTOR: I BELIEVE, I DO NOT THINK IT HAS CHANGED SINCE YESTERDAY. >> AMANDA: I GUESS WE WILL FIND OUT! >> GRAYSON: CONNECTING, YOU GET NO SIGNAL. LOOK AT THAT THAT! UH-OH. >> AMANDA: UH-OH. OH, TA-DA! >> GRAYSON: CAN YOU SEE THIS? NOW WE ARE CONNECTED. THAT IS PRETTY COOL. ALL RIGHT, IT WILL DO. ALL RIGHT. LET ME MOVE IT AROUND A LITTLE BIT -- DIDN'T I ADD SOMETHING IN HERE? ANYWAY, YOU CAN KIND OF SEE -- >> AMANDA: IS IT THE WHITE CUBE AGAINST THE WHITE BACKGROUND? >> GRAYSON: I DO NOT KNOW WHERE I PUT IT, BUT -- THIS IS A NOT A GREAT DEMO. IT ACTUALLY GETS BETTER, I PROMISE. THERE IS OTHER STUFF WE ARE GOING TO SHOW, THE SOFTWARE, A LITTLE BIT. >> VICTOR: MAKE A LITTLE MINI-GAME. FIND THE CUBE. >> GRASYON: AT LEAST YOU CAN SEE IT WORKS. YOU CAN LOOK AROUND YOUR ENVIRONMENT. I THINK THERE ARE SOME VIDEOS, AND I THINK COLIN'S MADE SOME VIDEOS IN THIS, THAT SHOW THE FUNCTIONALITY. THERE IS A LOT OF STUFF THIS THING CAN DO. I THINK THAT ALMOST COULD BE ITS OWN THING. BUT SUFFICE IT TO SAY THAT THIS DEVICE HAS A LOT OF CAPABILITIES. YOU CAN CHANGE EVERYTHING -- WE HAVE, LIKE, MOTION STABILIZATION IN THERE, YOU CAN STABILIZE YOUR MOTION. >> AMANDA: THE MENU YOU BROUGHT UP IS FROM YOUR IPAD? >> GRAYSON: RIGHT. >> AMANDA: SO WHAT YOU ARE SEEING -- >> VICTOR: YEAH, THE UMG ELEMENT IS CURRENTLY IN THE PIE WINDOW, GRAYSON ALSO HAS ON THE IPAD. >> GRAYSON: YEAH, YOU PROBABLY COULD -- >> VICTOR: THE WINDOW THAT WE ARE SEEING ON THE PC IS THE SAME ONE WE ARE SEEING ON THE IPAD. >> GRAYSON: EXACTLY. AND IT IS KIND OF COOL, BECAUSE YOU CAN HAVE MULTIPLE OPERATORS ON THIS POTENTIALLY. YOU CAN HAVE THE PERSON WHO IS HOLDING IT CAN OPERATE IT THEMSELVES, WHICH IS USUALLY HOW WE ROLL. BUT YOU CAN ALSO, IF YOU HAVE AN OPERATOR ON THE PC, OR DEVICE THAT THIS IS RUNNING OFF OF, THEY CAN ALSO INTERFACE WITH MOUSE CLICKS ON THOSE SAME BUTTONS. >> AMANDA: OH, COOL. >> GRAYSON: SO SOMETIMES, YOU KNOW, IF YOU ARE DOING FANCY STUFF, YOU CAN HAVE MULTIPLE PEOPLE WORKING ON THIS, WHICH IS COOL. FOR EXAMPLE, ONE OF THE THINGS WE DO -- THIS IS A LITTLE DIFFERENT, BUT SOMETIMES WE MAY HAVE THIS DEVICE, DRIVING OUR CAMERA AND HAS ALL THE LENS AND MOTION IN IT. BUT THEN WE MAY HAVE A SEPARATE OPERATOR USING A GAME CONTROLLER DEVICE TO PULL FOCUS. SO YOU COULD -- AND SIMILAR TO THE DEMO THAT WE DID FOR REAL-TIME LIVE. SO YOU CAN OFFLOAD CERTAIN THINGS TO DIFFERENT OPERATORS, AND MULTIPLE PEOPLE, IN MULTIUSER. >> AMANDA: REALLY HANDY. >> GRAYSON: YEAH -- OR EVEN JUST ON ONE BOX, YOU COULD DO IT, IF JUST AT HOME, YOU HAVE A FRIEND OR SOMETHING, A CONTROLLER. OKAY, SO LET ME EXIT OUT OF HERE. AND ACTUALLY, BEFORE I DO, LET ME TAKE A LOOK AT SOMETHING ELSE HERE ... WE ARE GOING TO LOOK AT THIS. SEE THIS CAMERA HERE? THIS CAMERA JUST SHOWED UP. AND BY DEFAULT, WHEN YOU LOAD UP THE V-CAM, TAKE RECORDER WILL GRAB THE V-CAM. IT WILL BASICALLY CREATE A CINEMATIC CAMERA COMPONENT, FROM WHAT I UNDERSTAND. IT WILL BE A TRANSIENT ACTOR, SO IT WILL BE A SPAWNABLE. I DO NOT KNOW IF YOU KNOW THE DIFFERENCE BETWEEN SPAWNABLES AND POSSESSABLE ACTORS, BUT BASICALLY IT IS A TRANSIENT ACTOR, AND YOU CAN ADD IT TO TAKE RECORDER. IT WILL AUTOMATICALLY ADD THAT ACTOR IN TAKE RECORDER. SO WHEN YOU RECORD IT, IT WILL RECORD THAT ACTOR. LET US JUST DO IT REALLY QUICKLY, HERE. I AM JUST GOING TO KIND OF WIGGLE THE CAMERA AROUND, SO YOU CAN KIND OF SEE THE RECORDING. IT IS NOT BEAUTIFUL, BUT AT LEAST YOU CAN SEE. WE WILL FORGET THE SLATE NAME FOR NOW. >> VICTOR: I THINK THE CUBE MIGHT BE MAYBE UP ABOVE? >> AMANDA: YEAH, THEY MENTIONED IT IS ABOVE YOU. >> GRAYSON OH, IT IS? SOMEBODY KNOWS THIS -- >> VICTOR: THERE IT IS! >> GRAYSON: THANK YOU, WHOEVER MENTIONED THAT. EVERYBODY THAT WAS MENTIONING, IT WAS, LIKE -- LET ME WIDEN THE LENS OUT. >> AMANDA: WE ARE ALL ABOUT CROWDSOURCING. >> GRAYSON: CROWDSOURCING, YEAH, DEFINITELY. THAT IS WHAT -- YEAH, ANYWAY. SEE, THAT IS KIND OF THE WAY WE ROLL IN VIRTUAL PRODUCTION. THERE IS USUALLY A BUNCH OF US OUT ON THE STAGE, SOMETHING LIKE, WHERE IS THE CUBE? I DO NOT KNOW! ALL RIGHT, SO THIS IS IT. YEAH, COOL. ACTUALLY, AND YOU CAN SEE TOO, I JUST MADE THE LENS SUPER-WIDE, SO IT WAS NOT SO OVERLY ZOOMED IN THERE. BUT, YEAH, COOL. LET US RECORD THIS, AS AWFUL AS IT LOOKS, BUT WE CAN AT LEAST KIND OF SEE HOW IT WORKS, HERE. I WILL JUST HIT THE RECORD BUTTON. ACTUALLY PUT THAT UP. AND THEN I DO NOT KNOW IF YOU CAN SEE THIS, BUT IT HAS GOT A COUNTDOWN ON IT. >> VICTOR: I THINK THE PIE WINDOW GOT MINIMIZED. >> GRAYSON: I THINK SO, HERE. I WILL SHOW YOU THE THING IN A MINUTE. ALL RIGHT, LET US GO AHEAD AND STOP THAT. I AM JUST GOING TO GO AHEAD AND EXIT OUT OF HERE. I THINK I NEED ANOTHER ARM HERE. >> AMANDA: WOULD YOU LIKE ONE OF US TO HOLD SOMETHING FOR YOU? >> GRAYSON: NO, IT IS OKAY. I THINK WE HAVE GOT IT. OKAY. >> VICTOR: WE CAN CALL IN ONE OF OUR SUPER ASSISTANTS. >> GRAYSON: LET US SEE IF WE GOT THE DATA. YOU KNOW, THERE IS NOTHING QUITE LIKE DOING THIS LIVE ON A TWITCH STREAM WHERE YOU ARE LIKE, I DO NOT KNOW, DID I DO IT RIGHT? ALL RIGHT, HOLD ON A SECOND. >> VICTOR: IT IS THE SAME FOR EVERYONE. >> GRAYSON: YEAH, IT IS THE SAME FOR EVERYBODY? ALL RIGHT, WE WILL SEE. LOOK AT THAT BEAUTIFUL CAMERA WORK! SO THIS IS THE REVIEW MODE -- AND I AM JUST JOKING. OBVIOUSLY THIS IS HORRIBLE CAMERA WORK, BUT AT LEAST YOU CAN KIND OF SEE HOW -- THIS IS WHAT WE WERE SHOOTING. WE WERE SHOOTING WITH A REALLY, REALLY WIDE LENS. NOW NOT THAT WE WOULD WANT TO USE THIS REALLY FOR ANYTHING, BUT IF WE DID, WE COULD ALWAYS GO IN, AND SAY I WANTED TO FIX THAT LENS IN HERE. I COULD PROBABLY ADD A FOCAL LENGTH CHANGE HERE. SO LET US JUST MAKE IT A LONGER LENS, YOU COULD ZOOM IT IN, YOU KNOW WHAT I MEAN? >> VICTOR: MM-HMM. >> GRAYSON: AND THEN -- WHOOPS! LET US GET RID OF THAT, LET US PULL THAT OVER THERE. >> VICTOR: NOW YOU ARE ESSENTIALLY MANAGING SOME OF THE KEYS FOR THE FOCAL LENGTH, RIGHT? >> GRAYSON: EXACTLY. I JUST CHANGED THE LENS FOCAL LENGTH ON THERE. I AM JUST USING IT AS AN EXAMPLE HERE OF SOME OF THE STUFF THAT YOU CAN DO. SO ONCE YOU HAVE GOT YOUR SHOT, YOU CAN GO IN AND YOU CAN START MODIFYING IT. YOU CAN CHANGE YOUR FOCUS DISTANCES, YOU CAN ADD FOCAL LENGTH. IF YOU WANT TO CHANGE THE FILM BACK, YOU CAN CHANGE THE FILM BACK. AND HOW WE WILL USE THIS IN AN OPERATIONAL ENVIRONMENT IS PRETTY SIMPLE. YOU WILL GET YOUR SHOT, AND THEN IT IS NOT QUITE RIGHT, SO WE WILL COME BACK AND POLISH IT. OR MAYBE YOU GET THE SHOT AND IT IS PERFECTLY FINE, AND YOU CAN ROLL THAT WAY, TOO. BUT I LIKE BEING ABLE TO GO BACK SOMETIMES, AND JUST TOUCH THINGS UP. LET ME SHOW YOU SOMETHING ELSE HERE THAT I FIND TO BE PRETTY USEFUL. SO WHEN WE RECORD THIS DATA, YOU CAN SEE THERE IS A HECK OF A LOT OF TRANSFORM DATA. IF YOU ARE USED TO KEY FRAMING CAMERAS, THIS WILL PROBABLY LOOK LIKE A NIGHTMARE TO YOU. BUT YOU CAN OPTIMIZE THAT BY -- SO YOU BRING UP THE CURVE EDITOR HERE, I WILL GIVE YOU A CASE OF HOW I USED THIS IN THE NOT TOO DISTANT PAST FOR A DEMO, AND IT IS A PRETTY GOOD EXAMPLE. WHAT YOU DO IS -- OOPS, LET ME GET BACK TO THAT -- I AM HAVING A LITTLE TROUBLE NAVIGATING HERE. >> AMANDA: IT IS A NEW COMPUTER. >> GRAYSON: I WILL BLAME THE COMPUTER. YOU CAN GRAB ALL THAT DATA, SO THERE IS A KEY REDUCTION. I AM HAVING TROUBLE SEEING IT, I AM GOING TO HAVE TO BRING THIS WAY OVER. ARE YOU KIDDING ME? I MAY HAVE TO TEAR THIS THING OFF IN A SECOND TO DO IT RIGHT, WELL, I MAY NOT BE ABLE TO SHOW THIS OFF. I WILL JUST KIND OF TRY TO DESCRIBE IT TO YOU. BUT I THINK IT IS JUST BECAUSE OF MY SCREEN, AND I AM A LITTLE HESITANT TO GO MOVING STUFF AROUND SO WE DO NOT SCREW UP THE TWITCH STREAM HERE. BUT BASICALLY, YOU CAN GO IN THERE, THERE IS -- THE VERY END OF THE CURVE EDITOR, THERE IS A LITTLE DROP-DOWN ARROW THAT YOU CAN PRESS, AND IT HAS GOT SOMETHING CALLED "REDUCE KEYS" ON IT. YOU CAN GIVE IT A VALUE FROM 0 TO 1, AND 1 WILL GET RID OF PRETTY MUCH EVERYTHING. SO I WILL USUALLY START OFF WITH 0.2, AND IT WILL REDUCE ALL OF THOSE KEYS DOWN TO A VERY SIMPLE, EDITABLE CURVE. HOW WE USE THIS TYPE OF STUFF IS, WE HAD A DEMO FOR, I THINK IT WAS NVIDIA REFLECTIONS DEMO, SOMETHING LIKE THAT. >> AMANDA: MM-HMM >> GRAYSON: AND WE WANTED TO SHOW OFF REFLECTIONS, RAY TRACING. ONE OF OUR GUYS ASKED ME IF WE COULD DO, LIKE, A TWO-MINUTE LONG CAMERA MOVE, CONTINUOUS CAMERA MOVE, THAT SHOWED ALL OF THE STUFF OFF. >> AMANDA: OH, WOW. >> GRAYSON: HAND KEYING THAT IN THE PAST WOULD BE, LIKE, OH MAN, THAT WOULD TAKE US A WEEK TO DO AND GET IT ALL RIGHT, POTENTIALLY. SO INSTEAD OF THAT, THIS WAS IN OUR TOOL BOX. SO WE DECIDED TO TRY THIS. I GAVE HIM THE CAMERA, AND HE ACTUALLY SHOT THE THING. WE TURNED IT AROUND IN A DAY. AND AFTER WE GOT THE BASIC CAMERA MOVES -- THERE WAS A LITTLE BIT OF WIGGLE IN THERE, SO I WAS ABLE TO USE THIS KEY REDUCTION WITHIN TAKE RECORDER AND THIS CAMERA TO GET ESSENTIALLY A TWO-MINUTE LONG, VERY SCRIPTED CAMERA MOVE THAT SHOWED ALL THESE DIFFERENT PARTS, IT WAS CAPTAIN PHASMA FROM STAR WARS, THE REFLECTIONS AND STUFF IN THERE. >> AMANDA: SUCH A BEAUTIFUL DEMO. >> GRAYSON: YEAH. >> VICTOR: DO YOU MAINLY USE THAT FEATURE AS A MEANS TO FILTER OUT THAT JITTER? OR CAN IT ALSO BE USED AS A -- BEFORE WHEN YOU TRYING TO HERE, ESSENTIALLY GET RID OF SOME KEYS SO THAT IT IS EASIER TO WORK WITH? IS IT -- >> GRAYSON: YEAH, YOU CAN USE IT AS A FILTER. THERE ARE CASES WHERE IT DEFINITELY WORKS TO SMOOTH THINGS OUT. ALTHOUGH A LOT OF TIMES WHAT I WILL TRY TO DO IS USE THE MOTION FILTERING HERE, AND IF THAT STILL DOES NOT CUT IT, THEN YEAH, WE CAN USE IT TO FILTER NOISY DATA. I FIND MORE AND MORE THAT I JUST DO SINGLE AXIS FILTERING. THE GOOD THING ABOUT USING THIS IS, YOU DO GET A LITTLE BIT OF A HAND-HELD LOOK TO IT, SO YOU CAN REDUCE THAT, AND THEN YOU CAN GO DOWN TO EVEN A SINGLE TRACK. SAY YOU HAVE GOT TOO MUCH TILT, YOU KNOW, OR MAYBE THE CAMERA IS REALLY NOT TILTING UP THAT MUCH, BUT YOU WANT TO FINE-TUNE THAT. YOU CAN REDUCE JUST THAT ONE TRACK DOWN TO SOMETHING VERY MINIMAL, BUT THEN IT IS MANAGEABLE. THEN YOU CAN EVEN REDUCE IT DOWN TO NOTHING AND THEN RE-KEY FRAME VERY SUBTLE CHANGES, IF YOU ARE GOING TO FRAME THE TOP OF SOMEONE'S HEAD, OR WHATEVER. >> VICTOR: SO DOES IT WOULD WRITE A KEY FOR EVERY FRAME? >> GRAYSON: YEAH, THIS DOES. WHEN WE ARE RECORDING IT, ABSOLUTELY, YEAH. IT WRITES A KEY FOR EVERY FRAME. SO YOU HAVE GOT A LOT OF DATA YOU CAN WORK WITH, WHICH IS PRETTY COOL. LIKE I SAID, THAT CAN BE CHALLENGING IN POST, IF YOU WANT TO TAKE IT AND USE THAT AS A BASE. BUT WITH KEY REDUCTION, THAT GIVES YOU THE OPTION TO DO THAT. I AM GOING TO CLOSE THIS DOWN. MAYBE AT THE END OF THE SHOW, I WILL TEAR THIS OFF, AND WE CAN LOOK FOR THAT LITTLE BUTTON, IF YOU WANT TO SEE IT. MAYBE LET ME KNOW IF YOU WANT TO DO THAT. OKAY. LET US GO BACK. OKAY. I THINK WE HAVE GOT THE BASICS. I THINK YOU GET THE BASIC IDEA OF HOW WE USE THIS. I AM GOING TO OPEN UP ANOTHER LEVEL, AND I AM GOING TO SHOW YOU THE LEVEL STRUCTURE OF HOW WE ACTUALLY DO VIRTUAL PRODUCTION; CERTAIN LEVEL STRUCTURE THAT WE USE. AND THE VP ROOT ACTOR, WE WILL TALK A LITTLE BIT ABOUT THAT. THIS WILL BE A LITTLE BIT MORE FORMAL USE OF THIS CAMERA, YOU CAN SEE IT IN ACTION. BEFORE WE DO THAT, THOUGH, I WOULD LIKE TO TALK A LITTLE BIT ABOUT TWO COMMANDS THAT WE CAN USE TO IMPROVE THE PERFORMANCE OF THIS. THEY ARE REMOTE.QUALITY 0 TO 100, AND THEN REMOTE.FRAMERATE, AND THEN YOU WOULD SPECIFY A FRAME RATE. WHAT THAT DOES IS, IF YOU DO REMOTE.QUALITY, LET US JUST SAY 25, THE IMAGE THAT IS ON THIS WILL BE MORE PIXELATED, IT WILL NOT LOOK BEAUTIFUL. THE FINAL PIXELS ARE FINE, BUT IT IS ALL FOR PERFORMANCE REASONS, SO YOU CAN REDUCE THE COMPLEXITY OF IMAGES THAT ARE BEING TRANSFERRED. BASICALLY, IT MAKES IT FASTER. I FIND THAT THIS IS KIND OF USEFUL IN CONJUNCTION WITH UNLIT MODE SOMETIMES ON MACHINES, ESPECIALLY IF YOU ARE REALLY JUST INTERESTED IN GETTING A BEAUTIFUL CAMERA MOTION, OR JUST NAILING THAT. I THINK SOMETIMES WE DO LOOK FOR WAYS TO MAKE THINGS RUN EVEN FASTER THAN THEY ALREADY ARE, SO THAT IS PRETTY USEFUL. THEN REMOTE.FRAMERATE, SAME THING. IT WILL ACTUALLY GIVE YOU -- IF YOU REDUCE THE FRAME RATE, I BELIEVE IT JUST GIVES YOU A LITTLE BIT BETTER PERFORMANCE SOMETIMES. THOSE TWO COMMANDS, ONCE YOU ARE IN PIE, BRING UP THE CONSOLE, ENTER THE COMMANDS, THEN YOU CAN ADJUST THOSE UP OR DOWN. ALSO, I DO NOT KNOW IF YOU ALL KNOW ABOUT THIS, BUT I THINK THAT YOU CAN DO REMOTE -- LIKE SO IF YOU DO A CONSOLE COMMAND LIKE REMOTE.QUALITY-SPACE-QUESTION MARK, IT WILL ACTUALLY GIVE YOU THE INFORMATION OF WHAT -- OFTENTIMES IF THERE ARE COMMENTS IN THE CODE, IT WILL GIVE YOU INFORMATION ABOUT WHAT THE DIFFERENT VARIABLES DO. A PRETTY USEFUL TOOL. SOME "GOTCHAS" TO LOOK OUT FOR -- I PROMISE WE ARE GOING TO GET TO THE NEXT SECTION IN A SECOND -- BUT GOTCHAS TO LOOK OUT FOR WITH THE V-CAM; TWO THAT I HAVE HIT BEFORE -- MAKE SURE YOU ARE IN PIE BEFORE YOU LAUNCH THIS, BECAUSE OTHERWISE IT WILL NOT CONNECT. SO GET INTO PIE BEFORE YOU LAUNCH THIS. THEN ALSO MAKE SURE YOUR CAMERA IS -- IT SOUNDS STUPID, BUT MAKE SURE YOUR CAMERA ON THIS IPHONE IS ENABLED BEFORE YOU TRY TO LAUNCH IT, BECAUSE I HAVE HAD A CASE WHERE SOMEBODY TURNED THE CAMERA OFF, AND I COULD NOT FIGURE OUT WHY WE COULD NOT GET A CONNECTION AND THINGS WERE NOT WORKING. SO SILLY THING, BUT JUST MAKE SURE SOMEBODY HAS NOT TURNED YOUR CAMERA OFF ON YOUR IPHONE. OR YOUR IPAD. I AM GOING TO BRING THIS OVER HERE FOR A SECOND. WE ARE GOING TO LOOK AT THE VP ROOT ACTOR. AND THIS IS AN ACTOR THAT WAS WRITTEN TO HELP US WITH THE VIRTUAL PRODUCTION, AND ALSO TO HELP US WITH THE V-CAM. IN THE PAST WHEN WE TRY TO USE THE V-CAM ONSTAGE, IT WAS A VIRTUALIZED CAMERA COMPONENT, SO IT WAS NOT AN ACTOR IN THE WORLD, BASICALLY; IT JUST WAS ALMOST SPAWNED INTO THE WORLD AS A VIRTUAL ACTOR. IN ORDER TO GRAB THAT AND INTERACT WITH THAT CAMERA, IT WAS A BIT COMPLEX. WE WOULD HAVE TO DO A LOT OF SCRIPTING TO GET AROUND THAT, AND I THINK A REAL GOOD EXAMPLE OF THIS IS, SO WE DID WANT TO HAVE A PERSON WHO WAS GOING TO PULL FOCUS ON ONE OF THE CAMERAS, FOR A CAMERA THAT WE WERE DRIVING ON THIS. IT WOULD REQUIRE SOME BLUEPRINT SCRIPTS TO GET THAT ALL WORKING. SO WE ASKED FOR -- WE WERE, LIKE, WE WOULD JUST LIKE TO HAVE THE CAMERA BE A PHYSICAL ACTOR IN THE WORLD, JUST LIKE ANY OTHER CINEMATIC CAMERA THAT THIS THING DRIVES. THAT IS WHAT WE GOT, BASICALLY, WITH A VIRTUAL -- A VP ROOT ACTOR. ALSO, THE VP ROOT ACTOR DOES SOME OTHER THINGS. YOU CAN MOVE YOUR SCENES AROUND, AND IT JUST OVERALL HELPS WITH VIRTUAL PRODUCTION, IT GIVES YOU A LITTLE MORE FLEXIBILITY. LET US TAKE A LOOK AT HOW THOSE ARE SET UP. I HAVE GOT A LEVEL HERE, I AM GOING TO OPEN. WE WILL JUST CALL IT "VPP". SO THIS LEVEL HAS A FEW SUBLEVELS IN IT. I AM GOING TO GO THROUGH THIS, BECAUSE THIS IS PRETTY IMPORTANT FOR US FOR OUR WORKFLOWS, FOR VIRTUAL PRODUCTION. IT IS NOT NECESSARY, YOU DO NOT HAVE TO DO IT, BUT I RECOMMEND YOU DO IT. USUALLY WE HAVE A PERSISTENT LEVEL THAT HAS, IF YOU WANT TO HAVE SCRIPTS OR OTHER BASIC THINGS IN IT, WE USUALLY HAVE JUST A PRETTY SIMPLE CONTAINER LEVEL. THEN WE HAVE VIRTUAL PRODUCTION ART -- AND THAT IS ANY OF THE BACKGROUNDS THAT YOU SEE IN THERE, ANYTHING THAT IS ART-RELATED. THEN WE HAVE VIRTUAL PRODUCTION CINE. AND CINE LEVELS FOR VIRTUAL PRODUCTION WILL HAVE ALL THE CINEMATIC CAMERAS, VIRTUAL PRODUCTION ACTORS, THAT TYPE OF THING. LET US TAKE A LOOK REAL QUICK AT -- PUT THIS ASIDE -- TAKE A LOOK AT WHAT IS IN THE LEVEL. I DO NOT KNOW IF YOU ALL USE THIS MUCH, BUT I LOVE THIS FEATURE. "ONLY IN CURRENT LEVEL". >> THIS IS ESPECIALLY USEFUL FOR VIRTUAL PRODUCTION, BECAUSE SOMETIMES WE HAVE A BIG SET WITH THOUSANDS OF ACTORS, OR THOUSANDS OF PIECES OF STATIC MESHES, TRIGGERS, EFFECTS SYSTEMS, LIGHTS, WHATEVER THEY ARE. THIS HELPS US NARROW DOWN JUST THE THINGS WE WANT TO LOOK AT. I WILL SAY THAT WHEN WE GET HOT AND HEAVY OUT THERE ON THE STAGE, AND WE ARE TRYING TO SHOOT A LOT OF CONTENT, BEING ABLE TO EASILY SEE WHAT YOU WANT TO WORK ON IS VERY IMPORTANT. OTHERWISE IT GETS A LITTLE BIT ON THE SCARY SIDE, TRYING TO SORT THROUGH TONS OF ACTORS. SO "ONLY IN CURRENT LEVEL" IS A COOL FEATURE. IN THIS LEVEL, WE HAVE ADDED THE VP ROOT ACTOR, AND THIS COMES FROM THAT PLUGIN -- I THINK IT WAS THE -- THE NAME OF THE PLUGIN WAS, LET ME LOOK IT UP HERE AGAIN -- VIRTUAL PRODUCTION UTILITIES, YEAH. THAT IS WHERE THIS THING COMES FROM. THIS IS AN ACTOR THAT YOU CAN -- SO IF WE GO UP HERE, VP ROOT ACTOR. THIS IS WHAT YOU WANTED TO ADD TO YOUR LEVEL. THE WAY THAT THIS WORKS ALSO IS THAT IT MUST LIVE IN ITS OWN LEVEL. YOU HAVE TO CREATE A PERSISTENT LEVEL, THEN IT HAS TO LIVE IN ITS OWN LEVEL UNDER THERE. THIS ESSENTIALLY LETS YOU ADD IN A CAMERA THAT YOU CAN -- THAT IS GETABLE FOR THE V-CAM. LET ME JUST SHOW YOU, WE WILL CLICK ON THIS. CLICK ON THE VP ROOT ACTOR, AND UNDER THERE, YOU COULD GET A CINEMATIC CAMERA. THIS IS WHERE YOU WILL ASSIGN, OUT OF THE CAMERAS THAT YOU HAVE AVAILABLE, THAT IS WHERE YOU WILL ASSIGN YOUR V-CAM. I BUILT ONE OF THESE IN THE LEVEL, SUPER SIMPLE CINEMATIC CAMERA HERE. >> VICTOR: THOSE ARE REFERENCES TO CAMERAS CURRENTLY IN THE WORLD, RIGHT? >> GRAYSON: RIGHT. MM-HMM. THIS IS THE PLACEABLE -- LET US JUST FIND IT HERE IN THE WORLD SO YOU CAN KIND OF SEE IT -- IT IS PROBABLY EASIER TO VISUALIZE. I THINK IT IS ONE OF THESE CAMERAS DOWN HERE -- YES, THERE IT IS. I JUST STUCK IT AT THE ORIGIN. THE COOL THING IS, NOW WE CAN ACTUALLY SEE THIS. THIS IS WHAT THE V-CAM IS GOING TO DRIVE, AND YOU CAN INTERACT WITH IT. IF YOU HAVE NOT USED THE V-CAM A LOT, YOU ARE PROBABLY, LIKE, YEAH, BIG DEAL. BUT TRUST ME, TO BE ABLE TO ACCESS THIS THING PRETTY EASILY IS A GOOD THING. WE HAVE ALSO, IN THIS VIRTUAL LEVEL, OR THE VIRTUAL PRODUCTION LEVEL, I HAVE ADDED JUST ONE CINEMATIC CAMERA, AND I JUST CALLED IT "UE_VIRTUALCAMERA_01" -- WHEN WE ARE SHOOTING ON STAGE, I LIKE TO HAVE, IF WE CAN, HAVE A FEW CAMERAS FOR COVERAGE. IT IS VERY EASY JUST TO ADD A FEW CINEMATIC CAMERAS IN THERE, PILOT THEM, AND THEN RECORD THEM. LET US JUST SAY WE WANT A COVERAGE OF SOME KIND OF SHOT; WE WANT A SHOT KIND OF LIKE THIS. WE JUST WANT TO SEE WHAT HAPPENS THROUGH THAT ONE CAMERA. SO WE CAN RECORD MULTIPLE CAMERAS AT THE SAME TIME. IN THEORY, YOU COULD ADD, LIKE, 10 CINEMATIC CAMERAS ALL AT THE SAME TIME, AND -- >> VICTOR: SWITCH BETWEEN THEM, THEN USE THE SAME V-CAM -- I HAVE HAD -- >> GRAYSON: YEAH, SO YOU CAN DO MULTIPLE CAMERA COVERAGE. IF YOU EXPAND THAT OUT EVEN TO A BIGGER MODEL, YOU CAN ATTACH CAMERAS TO CHARACTERS, SO YOU COULD EASILY DO OVER-THE-SHOULDER SHOTS WITH POV SHOTS, FRONT-ON SHOTS, A BIT OF PERSPECTIVE CAMERAS THAT HAVE -- THEN YOU CAN ADD LOGIC TO THOSE. THEN ALL OF A SUDDEN, YOU HAVE GOT ALL THESE CAMERAS AFTER THE SINGLE SHOOT, THAT YOU HAVE A LOT OF FOOTAGE THAT YOU CAN THEN PUT OUT, THEY COULD GO IMMEDIATELY TO EDITORIAL. THAT IS PRETTY COOL, BECAUSE THEN YOU GET INTO, LIKE, VERY QUICK EDITING, AND YOU HAVE A LOT OF OPTIONS THERE. >> VICTOR: CAN YOU USE SEVERAL IPADS CONNECTING TO THE SAME PC, RECORDING? >> GRAYSON: NOT THE SAME PC. IN MULTIUSER, I THINK WE MAY HAVE SOME ISSUES WITH THAT. >> VICTOR: OKAY. >> GRAYSON: I HAVE NOT REALLY EXPERIMENTED TOO DEEPLY WITH THAT. BUT I BELIEVE WE CAN. I THINK WE CAN. >> VICTOR: OKAY. >> GRAYSON: YEAH. ALL RIGHT, SO LET US LOOK AND SEE WHAT ELSE IS IN HERE. SO WE HAVE GOT THE V-CAM DOWN HERE THAT WE HAVE ADDED, THE VIRTUAL CAMERAS. JUST TO PILOT AROUND, LET US DO SOME KIND OF A SHOT UP HERE. ACTUALLY, YEAH, THIS IS BETTER, WE WILL LEAVE THAT. THEN WE HAVE SOME -- THESE ARE JUST SOME EFFECTS THAT ARE IN HERE. THAT IS NOT REALLY THAT IMPORTANT. WHAT IS IMPORTANT, THOUGH, IS THIS GUY, THE "STAGE_ORIGIN". SO THIS IS JUST A BLANK ACTOR THAT I HAVE BROUGHT IN AN EMPTY ACTOR FROM THE MODES PANEL, AND I JUST CALLED IT 'STAGE_ORIGIN' AND ATTACHED EVERYTHING UNDERNEATH THAT. EVERYTHING IS A CHILD OF THAT ACTOR. SO IF WE MOVE THAT ACTOR AROUND, EVERYTHING THAT IS ATTACHED TO IT, OBVIOUSLY, IS GOING TO MOVE AROUND WITH IT. THE REASON WHY WE DO THAT IS THAT IF WE WANT TO MOVE A SHOT -- SO WE RECORD ALL THE STUFF, AND LET US SAY THE SUN IS IN THE BACKGROUND FOR THIS ONE SHOT, AND WE ARE, LIKE, WE DO NOT WANT THE SUN IN THE BACKGROUND. WE WANT TO SEE THE CITY THAT IS ACTUALLY 90 DEGREES OVER THIS WAY. WE CAN TAKE THE WHOLE SHOT, AND IN ONE OPERATION MOVE IT SO THAT EVERYTHING IS NOW LINED UP THIS WAY. YOU KNOW WHAT I MEAN, SO THE CAMERA IS NOW POINTING THIS WAY, WE DO NOT SEE THE SUN, WE SEE THE CITY IN THE BACKGROUND. IF YOU DO NOT DO THAT, THEN YOU RUN INTO THE PROBLEM WHERE SOMEBODY HAS TO GO THROUGH AND ADJUST THE CAMERA. ALL RIGHT, NOW ADJUST THE CHARACTER, NOW ADJUST ALL THE EFFECTS, NOW ADJUST ALL THE BUILDINGS, ALL THE PARTICLE SYSTEMS, LIGHTING AND EVERYTHING. YOU HAVE TO DO ALL THESE OPERATIONS. GENERALLY SPEAKING, THAT IS ONE OF THE REASONS WHY WE USE THE STAGE ORIGIN SO THAT WE CAN QUICKLY -- AND WE CAN KEY FRAME THAT IN SEQUENCER. YOU JUST ADD A TRANSFORM KEY TO IT AND THEN ROTATE IT, OR MOVE IT WHEREVER IN THE WORLD YOU WANT. THAT GIVES US A LOT OF FLEXIBILITY. I THINK THAT MOSTLY COVERS IT FOR WHAT WE WANTED TO SHOW HERE. I AM GOING TO GO AHEAD AND START ADDING ACTORS, SO LET US JUST CALL THIS ... IF YOU NOTICE THAT IN THIS TAKE, THIS AUTO UPDATED IT TO 1, BECAUSE THIS DOES NOT EXIST ANYWHERE. SEQUENCER AND TAKE RECORDER ARE SMART ABOUT THAT, THEY KNOW THAT IF YOU HAVE A NEW SLATE HERE, IT WILL UPDATE TO 1. YOU CAN ALWAYS CHANGE THAT TO WHATEVER YOU WANT. BUT THAT IS KIND OF A COOL FEATURE. I NEED TO COVER PRESETS AT SOME POINT, TOO. YOU KNOW WHAT, LET ME POPULATE THIS SLATE FIRST WITH ACTORS AND STUFF, AND THEN WE WILL LOOK AT THAT, AND I WILL SHOW YOU HOW WE USE THAT. LET US GET SOME CAMERAS IN HERE. WE ARE GOING TO RECORD THIS V-CAM, SO I AM JUST GOING TO DROP THAT IN. LET US RECORD THIS VIRTUAL CAMERA, WE WILL DROP THAT IN THERE, TOO. PULL THIS DOWN. >> VICTOR: WE HAVE GOT PLENTY OF QUESTIONS, TOO. >> OKAY, COOL. GREAT. HOW ARE WE DOING ON TIME OVERALL? WE DOING PRETTY GOOD? >> VICTOR: WE ARE DOING ALL RIGHT. WE TECHNICALLY ONLY HAVE 15 MINUTES LEFT, BUT I THINK WE CAN GO A LITTLE LONGER. >> GRAYSON: OKAY. ALL RIGHT, COOL. WE STILL HAVE STUFF IF WE WANT, WE CAN ALWAYS DO IT. >> AMANDA: LET US BE HERE ALL AFTERNOON! >> GRAYSON: ALL RIGHT. WELL -- ALL RIGHT. LET US SEE. WE HAVE GOT A MANNEQUIN HERE, WE ARE GOING TO RECORD THIS MANNEQUIN AS WELL. I THINK THAT IS ABOUT IT. I THINK THAT IS ALL WE WANT TO RECORD FOR NOW. WE COULD TRY THE AUDIO, IF YOU WANT. LET US JUST ADD SOME AUDIO HERE, MICROPHONE AUDIO. ALL RIGHT, SO WE ARE GOING TO RECORD THE MANNEQUIN, RECORD THE MICROPHONE AUDIO, VIRTUAL CAMERA AND THE V-CAM, ALL RIGHT. LET ME FIRE THIS THING UP. GO JUMP INTO PIE HERE, I ACTUALLY MAY HAVE TO DO A LITTLE OF THIS. ARE WE GOOD WITH THE AUDIO RECORDING TOO? IF I JUST GRAB THE [INAUDIBLE]? >> VICTOR: YEAH, YEAH, WE ARE. >> GRAYSON: LET US TRY IT. >> VICTOR: AM I SUPPOSED TO ACT AS A [INAUDIBLE]? >> GRAYSON: OH YEAH, IF YOU WANT TO. THAT WOULD BE GREAT. THAT WOULD BE AWESOME. >> VICTOR: WE WILL DO THAT MULTI-- >> GRAYSON: ALL RIGHT, SO HERE WE GO. ACTUALLY, THAT IS SOMETHING -- WE WILL DO IT IN THE NEXT RUN HERE. WE WILL JUST DO -- I AM JUST GOING TO DO A QUICK CAMERA RECORDING HERE, WE ARE GOING TO CHANGE THE LENS, VERY BRIEF. I JUST WANT TO SEE WHAT THE OUTPUT IS THAT WE GET HERE. I DO NOT KNOW WHY THAT CHANGED -- >> AMANDA: WINDOW MANAGEMENT. >> GRAYSON: WINDOW MANAGEMENT. RIGHT. >> VICTOR: MANNE MANAGEMENT, TOO. >> GRAYSON: WE ARE GOING TO FOCUS IN ON HIS FACE. >> VICTOR: YEAH, YOU ARE USING SOME OF THE UMG ELEMENTS TO SWITCH THAT ON THE IPAD. >> GRAYSON: YEAH, I AM USING THE SWITCHING ON THERE. I AM GOING TO GO THROUGH THIS PRETTY QUICKLY, I THINK EVERYBODY GETS THE IDEA WHAT WE ARE TRYING TO DO HERE, SO I AM NOT GOING TO GET TOO FANCY WITH IT HERE. JUST DO A QUICK RECORDING. YOU CAN SEE THE COUNTDOWN, AND WE SHOULD BE RECORDING AT THIS POINT. LET US DO A -- FROM FEET, LET US PAN UP, TILT UP, HERE WE GO. ALL RIGHT? WE ARE GOING TO CUT THAT RIGHT THERE, EXIT OUT OF HERE. REVIEW WHAT WE HAVE GOT. ALL RIGHT, SO RIGHT NOW, WE ARE ACTUALLY VIEWING THIS FIRST SOURCE, THE CAMERA CUTS IS VIEWING THROUGH THAT VIRTUAL CAMERA THAT WE ADDED. SO THAT KIND OF SHOWS YOU HOW THAT STUFF WORKS. IF THIS WAS AN AUTOMATED CAMERA, IT COULD BE TRACKING THAT CHARACTER, OR YOU COULD SET IT AT ANY NUMBER OF DIFFERENT LOCATIONS. LET US GO DOWN TO THE V-CAM, WE NEED TO UNLOCK THE SEQUENCE, PULL IT OVER HERE, UNLOCK THAT GUY. WE ARE GOING TO GO IN THERE. NOW YOU CAN SEE ALL OF THE RECORDING DATA THAT WE HAVE GOT. THIS SHOULD LOOK LIKE WHAT WE SHOT. COOL. >> VICTOR: YOU CLICKED THE CAMERA ICON THERE ON THE V-CAM TO GET THAT PERSPECTIVE, TO SEE THE ONE BEING PLAYED BACK, RIGHT? >> GRAYSON: RIGHT. >> VICTOR: BECAUSE YOU CAN ALSO VIEW IT FROM THE OTHER CAMERAS THAT WAS IN THE SCENE, RIGHT? >> GRAYSON: CORRECT. AND YOU CAN SET, IF YOU WANTED TO -- USUALLY WHAT WE WILL DO IS A BASE -- LET ME GO UP HERE, AGAIN, I AM GOING TO PULL THIS OUT. WHAT WE WILL DO IS SET -- WE CAN ALWAYS SET THAT CAMERA UP ON THE TOP LEVEL TRACK HERE. LET US GO THERE -- YOU CAN GO AND RIGHT-CLICK THIS AND SAY PROPERTIES, AND THEN SET WHAT CAMERA YOU ACTUALLY -- WHAT BINDING YOU WANT. IN THIS CASE, LET US JUST DO THE V-CAM, AND THEN THAT WILL BE THE V-CAM BINDING. IF YOU COMMIT TO THAT, IT WILL DO THAT. AND THE OTHER WAY TO DO IT TOO, THIS IS -- HONESTLY, WHAT I WILL OFTEN DO IS, I WILL JUST DELETE THIS AND THEN GO THROUGH THERE. THAT IS NOW THE V-CAM. YOU COULD DO IT EITHER WAY, BUT YEAH, THAT IS HOW YOU COULD QUICKLY CHANGE THAT. THIS IS INTERESTING, BECAUSE IF YOU ARE CREATING A SCENE, YOU CAN BASICALLY QUICKLY CHANGE WHATEVER CAMERA YOU WANT, SO YOU COULD SHOOT SEVERAL TAKES ALL AT ONE TIME, A DIFFERENT CAMERA PERSPECTIVE FOR THIS ONE SHOT, AND THEN DECIDE IN POST, AFTER YOU ARE ASSEMBLING IT -- ACTUALLY, I WANT TO USE THIS ONE THAT IS A LITTLE BIT CLOSER, OR A LITTLE BIT FARTHER AWAY, OR WHATEVER IT IS. IT IS KIND OF COOL. >> VICTOR: YEAH. >> GRAYSON: LET ME SHOW YOU SOMETHING ELSE HERE. LET US DO -- OKAY. I AM GOING TO TRY TO ADD SOMETHING THAT IS -- ANOTHER SEQUENCE THAT IS IN HERE. GIVE ME A SECOND TO SET THIS UP HERE, IT WILL BE A MINUTE. WE ARE GOING TO TRY TO SET UP ANOTHER SEQUENCE THAT JUST -- THAT PLAYS, SO WE CAN SHOOT WITH IT. COPY PASTE, ADDITIVE ANIMATION, ANIMATION -- I THINK WE WILL USE THIS ONE. >> VICTOR: THAT IS A SEQUENCER ASSET? >> GRAYSON YEAH, SO WHAT WE ARE GOING TO DO IS, WE ARE GOING TO ADD A SUB-SCENE, AND THIS SUB-SCENE -- LET ME DO THE SUB-SCENE TRACK. IF I DO THIS RIGHT -- I MAY SCREW IT UP, AND IF I DO, I APOLOGIZE, EVERYBODY. BUT IF I SET THIS UP PROPERLY, WE SHOULD BE ABLE TO PLAY THE SUB-SCENE, AND WE WILL SEE AN ACTOR IN THE BACKGROUND RUNNING AND JUMPING OVER SOMETHING. WE ARE ACTUALLY GOING TO USE THIS SEQUENCE LATER ON TO TALK ABOUT ADDITIVE ANIMATION, IF WE HAVE TIME. BUT THIS WILL SHOW HOW YOU CAN ADD AND RECORD ANIMATION IN FROM OTHER SEQUENCES IN HERE. LET ME JUST ADD THIS IN THERE, IN THE SCENE. THEN I WILL GO OVER HERE. ALL RIGHT, SO WE HAVE THIS GUY OVER HERE THAT WE ARE GOING TO HAVE HIM -- I THINK HE JUMPS OVER A CHAIR, ALL RIGHT, AND THEN HE HITS A WALL. ALL RIGHT, IT IS KIND OF SILLY. BUT THAT IS THE THING I AM GOING TO TRY TO SHOOT WITH THE V-CAM. NOW THIS IS A LITTLE SHOOTING FROM THE HIP HERE, BUT LET US SEE IF WE CAN GET IT TO WORK. I NEED TO SET HIS -- I THINK BY DEFAULT, HE IS HIDDEN, SO I WILL UNHIDE HIM. WE DO THIS QUITE A BIT IN VIRTUAL PRODUCTION WHERE WE SHOW AND HIDE STUFF ALL THE TIME, AND IT GETS A LITTLE MADDENING. SOMETIMES WE JUST MAKE HOTKEYS FOR THIS, ESPECIALLY IF WE ARE RUNNING IN PIE, WE CAN JUST HIT A KEY, TOGGLE VISIBILITY STATES ON THE CHARACTERS SO WE DO NOT HAVE TO GO THROUGH AND DO ALL THESE LITTLE OPERATIONS. ALL RIGHT. SO WE ARE GOING TO PLAY THAT SEQUENCE, AND THEN WE ARE GOING TO RECORD THE V-CAM. I AM GOING TO TRY TO SHOOT THAT SEQUENCE, IF I CAN GET THIS DOWN HERE. >> VICTOR: LET US SEE WHAT YOUR VIRTUAL CAMERA SKILLS ARE. >> GRAYSON: YEAH, WE WILL SEE. I AM A LITTLE CONCERNED. IN THIS ONE, WE CAN ACTUALLY TRY TO RECORD THE AUDIO FOR IT, TOO, WITH THE V-CAM. DRAG THAT IN THERE, AND I THINK THAT IS ALL WE NEED. SO WE SHOULD HAVE -- ACTUALLY, WE NEED THIS ACTOR, TOO. >> VICTOR: NOW YOU ARE MARKING THEM TO BE RECORDED, RIGHT? >> GRAYSON: RIGHT. SO THAT IS THE SOURCE, IN HERE. AGAIN, IF WE HAD LIVE LINK, WHICH WE WILL TELL YOU, IF WE HAVE TIME WE CAN TALK ABOUT THAT. BUT THAT WOULD BE -- YOU CAN ADD THESE DIFFERENT SOURCES IN, IT WILL SHOW YOU DIFFERENT SOURCES THERE. OKAY. SO LET US FIRE THIS UP. >> VICTOR: ARE YOU GOING TO DO AUDIO? >> GRAYSON: WE CAN TRY AUDIO. WE SHOULD TRY IT, YEAH. WE WILL SEE IF EVERYTHING, I THINK, IS LIVE THERE. OKAY, WE MAY GET THIS GUY IN FRAME, BUT MAYBE NOT A BIG DEAL. OKAY. ALL RIGHT, I AM GOING TO DO THE CAMERA HERE. >> AMANDA: HE LOOKS SO PUMPED AND READY. >> GRAYSON: HE IS, LIKE, "YEAH, I AM READY" -- I DO NOT KNOW IF THIS IS PRETTY CLEAR, BUT I REALLY HAVE NOT REHEARSED THIS MUCH. THIS IS PRETTY MUCH RIGHT HERE, RIGHT NOW. OKAY. MAYBE I COULD GIVE IT TO YOU TO -- >> AMANDA: DO YOU WANT ME TO HOLD SOMETHING? >> GRAYSON: YOU WANT TO? THAT WOULD BE GREAT. >> AMANDA: SURE. >> GRAYSON: TRY TO FOCUS ON THE RUNNING GUY OVER THERE ON THE LEFT? AT LEAST FOR A SECOND. WHAT I AM GOING TO DO IS, I AM GOING TO KEY OFF THIS SEQUENCE, HERE. THEN BASICALLY AS HE GOES, JUST TRY TO TRACK HIM ACROSS THE SCREEN. >> AMANDA: ALL RIGHT. HERE WE GO. >> IF I DO NOT SCREW SOMETHING UP. SO WE ARE RECORDING IN THREE, TWO, ONE. THERE YOU GO. TRACK HIM, TRACK HIM, TRACK, CATCH UP WITH HIM. THEN, OH! >> AMANDA: OH! >> GRAYSON: OH, ALL RIGHT, WELL, I FORGOT TO UNHIDE SOMETHING. >> AMANDA: NO WALL. [LAUGHS] >> GRAYSON: ACTUALLY, YOU CAN DO THIS. LET US DO ANOTHER -- >> AMANDA: IT IS JUST A FORCE FIELD, THAT IS ALL. >> GRAYSON: YOU KNOW WHAT? LET US DO ANOTHER TAKE, REALLY QUICKLY, AND LET US CHANGE THIS. THIS IS WHAT THE TAKE SYSTEM IS FOR, TOO. HIDDEN -- SO WE ARE GOING TO UNHIDE THAT CHAIR SO WE CAN ACTUALLY SEE THE CHAIR HE IS JUMPING OVER, AND UNHIDE THIS THING OVER HERE. YOU READY TO GO IN A SECOND, TOO? LET ME DO THAT. WE WILL GIVE IT A SECOND, IT ONLY TAKES A SECOND TO CONNECT. OKAY, GREAT. GOOD, YOU READY? >> AMANDA: THERE HE IS. >> GRAYSON: OKAY, HERE WE GO. TAKE TWO. I DO NOT KNOW WHY IT SAYS "TAKE NINE," I APOLOGIZE, IT IS MY FAULT. I THINK I DID SOMETHING SILLY THERE. ALL RIGHT, TAKE TWO. ACTION. THERE YOU GO. >> VICTOR: CHE, CHE, CHE, CHE, ERRRR! >> AMANDA: I SHOULD NOT BE A CINEMATOGRAPHER. [LAUGHTER] >> GRAYSON: ALL RIGHT, SO LET US SEE WHAT WE HAVE GOT. THIS IS THE REVIEW FOOTAGE, AND DRUM ROLL, PLEASE. >> VICTOR: [DRUM ROLL] >> GRAYSON: I AM GOING TO REMOVE THIS, SEE IF I CAN DELETE THAT TRACK -- OR NOT. ACTUALLY, I HAVE TO UNLOCK IT FIRST. MY FAVORITE PART IS UNLOCKING THINGS, YOU KNOW? REMOVE THAT. AND THEN OUR AUDIO, YOU CAN SEE THE WAVE FORMS HERE. I DO NOT KNOW, CAN WE PLAY THAT BACK FOR THE AUDIENCE? LET US PLAY IT BACK IN CONTEXT, SO YOU CAN -- >> VICTOR: MY ONOMATOPOEIA SKILLS ARE COMING TO FRUITION, HERE. >> GRAYSON: YOU KNOW WHAT, THIS IS THE V-CAM HERE. GO IN THERE, ALL RIGHT, HERE WE GO. CAN YOU -- YOU SAID YOU CAN HEAR IT PLAY BACK AND STUFF, TOO? >> VICTOR: YEAH. >> GRAYSON: HOLD ON A SECOND. WELL, I HAVE ROYALLY SCREWED IT UP HERE, I APOLOGIZE. I HAVE DONE SOMETHING HORRIBLE. LET ME GO BACK TO THE -- OH BOY, THERE IT IS. HOLD ON A SECOND. REMEMBER THIS THING? I WONDER IF I CAN JUST HIT UNDO. DO YOU THINK UNDO WOULD WORK? >> VICTOR: I AM NOT SURE WHAT YOU DID. TRY IT. >> GRAYSON: JUST DO IT LIVE HERE? >> AMANDA: DO WE JUST NEED ANOTHER TAKE? >> GRAYSON: DO IT. >> VICTOR: [RECORDED] CHE CHE CHE CHA-HOO, CHE CHE CHE CHE, ERRR! >> AMANDA: OH, THERE IS A COUPLE OF THEM. >> VICTOR: THAT WAS THE SHOT, BUT WE DO NOT SEE MANNE. >> YEAH, WE DO NOT SEE THE ACTOR. I DO NOT KNOW WHAT -- >> AMANDA: I SAW TWO OF THEM RUNNING HERE. >> GRAYSON: WELL, SO MUCH FOR THAT. >> AMANDA: [LAUGHTER] >> GRAYSON: CUT, CUT! THAT DID NOT WORK. I AM SORRY, THAT IS MY FAULT. >> AMANDA: IT IS ALL GOOD. >> GRAYSON: WOULD ONE OF YOU MIND HELPING ME BRING THAT BACK UP? BECAUSE I THINK I HAVE LOST MY PLACE IN THAT. >> VICTOR: YEAH. SO, YEP, AND THEN GO DOWN, SCROLL DOWN. >> GRAYSON: MM-HMM? >> VICTOR: THEN IT SHOULD BE -- >> GRAYSON: THAT ONE? OKAY, COOL. WELL, THAT IS A BEAUTIFUL DEMO. WELCOME TO VIRTUAL PRODUCTION. >> AMANDA: THAT IS REPRESENTATIVE. >> GRAYSON: IT IS PROBABLY ME. >> AMANDA: IT OCCASIONALLY HAPPENS. >> GRAYSON: I THINK I HIT THE WRONG BUTTON. ANYWAY, SO WHAT WE SHOULD SEE, WHEN I AM DOING THAT PROPERLY, IS, WE SHOULD SEE THE MANNEQUIN -- LET US SKIP THAT -- WE WILL SEE THE MANNEQUIN GOING ACROSS THE SCREEN WITH THE CAMERA, YOU SAW THE CAMERA WORKING. SO GET A PRETTY GOOD IDEA OF HOW THAT WORKS. I THINK AT THIS POINT WE COULD EITHER TRY TO RESHOOT THAT, OR IF YOU WANT, I THINK EVERYBODY GETS THE IDEA OF HOW THIS STUFF WORKS. >> VICTOR: YEAH. >> GRAYSON: I THINK WE NEED TO ROLL INTO PROBABLY THE OTHER 4.22 FEATURES, IF YOU ALL ARE GOOD WITH THAT. >> AMANDA: SURE. >> VICTOR: YEAH, THAT SOUNDS GOOD. >> GRAYSON: ALL RIGHT, COOL. LET ME OPEN THAT LEVEL BACK UP. OKAY, ALL RIGHT. LET US LOOK AT THE CONTENT BROWSER HERE. I THINK THE NEXT THING ON THE LIST IS TALKING A LITTLE BIT ABOUT LIVE LINK AND HOW WE USE LIVE LINK ON THE STAGE, AND SOME OF THE VARIOUS FORMS OF LIVE LINK. SO THE DEFINITION, LET ME GIVE YOU A QUICK DEFINITION OF LIVE LINK, HERE. THE PURPOSE OF LIVE LINK IS TO PROVIDE A COMMON INTERFACE FOR STREAMING AND CONSUMING ANIMATION DATA FROM EXTERNAL SOURCES, FOR EXAMPLE, DDC TOOLS OR MOCAP SERVERS INTO UNREAL ENGINE 4. IN BASIC TERMS, IT IS HOW WE GET STREAMING DATA INTO THE ENGINE. SO WE COULD BE DOING MOCAP, AND WE WILL GET THE -- LIKE, FOR EXAMPLE, IF WE ARE STREAMING THIS PROP BACK HERE, WE CAN STREAM IT THROUGH VICON INTO MOBU, AND THEN IT COMES IN THROUGH LIVE LINK IN THE ENGINE, AND LETS US RECORD THE TRANSFORM DATA ON THIS PROP. WE CAN ALSO RECORD THINGS LIKE FACIAL DATA, SO THAT IS HOW WE RECORDED A LOT OF THE FACES ON THE IPHONES RIGHT NOW, SO WHEN PEOPLE ARE EMOTING, WE CAPTURE THE FACIAL ANIMATION, AND THAT ALL COMES IN AS TONS AND TONS OF LITTLE KEY FRAMES. IT IS ACTUALLY EDITABLE; I HAVE EDITED SOME OF OUR FACIAL IN LIVE LINK. I THINK GETTING THAT OUT OF ENGINE BACK INTO MAYA, IF YOU WANT TO, IS COMING DOWN THE ROAD AS WELL, I THINK. I THINK. DO NOT HOLD ME TO THAT, BUT I THINK THAT IS THE CASE. BUT ANYWAY, THAT IS HOW WE USE LIVE LINK. IT IS A PRETTY COOL LITTLE TOOL. I AM TRYING TO THINK IF THERE IS ANYTHING ELSE THAT WOULD BE USEFUL FOR THAT. IT IS AVAILABLE IN 4.22, AND THEN I WANT TO SAY THANKS TO WES AND ANDREW FOR THE LINKS AND THE VIDEOS. I THINK WES DID A LONG -- I THINK HE DID QUITE A STREAM ON HOW TO USE LIVE LINK RIGHT? >> VICTOR: I AM NOT SURE ABOUT THAT. I SAW THE ONE WITH THE CINEMATIC CAMERA ON. >> AMANDA: YEAH, WE DID ONE ON LIVE LINK. >> VICTOR: OKAY. >> GRAYSON: CAN WE FIRE THAT VIDEO UP, AND TAKE A LOOK AT THAT REAL QUICK, JUST TO KIND OF SHOW YOU. PULL THIS OUT OF THE WAY. SO OVER HERE, THIS IS ANDREW IN MAYA. HE HAS GOT AN OBJECT HE IS GOING TO MOVE. HE IS GOING TO GIVE THAT OBJECT A NAME, AND ULTIMATELY THAT WILL BE THE SOURCE NAME. THAT WILL BE THE NAME THAT WE SEE IN ENGINE FOR LIVE LINK. I WILL SHOW YOU ALL IN A MINUTE WHERE LIVE LINK LIVES IN THE ENGINE. SO ALL THIS IS, HE IS MOVING SOME CUBES. YOU CAN SEE IT RIGHT HERE, ACTUALLY. HE IS GOING TO ADD THE SOURCE, IF YOU GO INTO THE WINDOWS, THERE IS A WINDOWS DROP-DOWN, THERE IS SOMETHING CALLED LIVE LINK, YOU CAN BRING THAT UP. YOU CAN ADD A SOURCE FROM MAYA. HOW WE USUALLY USE IT, AGAIN, IS WE HAVE MOCAP THAT IS COMING IN THROUGH LIVE LINK, SO WE WILL ACTUALLY DRIVE BODIES THAT WAY. THAT IS HOW WE GET IN OUR BODIES ANIMATING. HERE HE IS JUST SHOWING THAT YOU BASICALLY ADD A SKELETAL MESH, SO IT IS THE SAME THING AS WHAT YOU SEE IN MAYA. THEN THERE IS A LIVE LINK POSE THAT YOU CAN ADD IN AN ANIMATION BLUEPRINT, AND THAT IS HOW YOU GET THAT LIVE LINK DATA INTO ENGINE. SEE IF THERE IS ANYTHING ELSE. ALSO, RIGHT NOW THIS IS RUNNING IN PIE, TO SEE THE UPDATES, YOU HAVE TO RUN IT IN PIE. BUT ALSO, YOU DO NOT HAVE TO BE IN PIE, YOU CAN BE JUST IN EDITOR. IN THAT CASE, YOU HAVE TO -- IF YOU ARE IN YOUR ANIMATION BLUEPRINT, YOU NEED TO HAVE A LIVE LINK COMPONENT IN THE ANIMATION BLUEPRINT. THAT WILL LET YOU DRIVE THINGS LIVE IN EDITOR. THAT IS HOW WE DO THINGS OUT ON THE VIRTUAL PRODUCTION STAGE HERE. WE ACTUALLY DRIVE THINGS, MOSTLY, IN EDITOR, EXCEPT FOR THE V-CAM, WHICH WE DO IN PIE. BUT IN MULTIUSER ENVIRONMENT, EVERYBODY CAN BE IN EDITOR -- MOST PEOPLE CAN BE IN EDITOR, AND WE HAVE SOMEBODY IN PIE DOING THINGS LIKE THE V-CAM. >> VICTOR AND YOU CAN SEE THE MOCAP ACTORS MOVING IN REAL-TIME, AND RECORD? >> GRAYSON: YEAH. I MEAN, I THINK OVERALL, I LIKE TO BE IN EDITOR, BECAUSE THEN YOU HAVE FULL FUNCTIONALITY OF EVERYTHING. THAT IS BASICALLY WHAT THAT LITTLE VIDEO SHOWS THERE. IT JUST GIVES YOU SOME CONTEXT FOR HOW LIVE LINK WORKS. AND THERE IS SOME DOCUMENTATION THAT I HAVE ADDED, AND THIS IS IN MY DOCUMENT HERE, AND WE CAN PROBABLY SHARE IT OUT. >> VICTOR: I WILL MAKE SURE TO SHARE THEM ON THE ANNOUNCEMENT FORUM POST. >> GRAYSON: OKAY. SO LET US LOOK AT SOME OF THE IMPROVEMENTS IN 4.22 FOR SEQUENCER, AND SOME OF THESE REALLY COOL FEATURES. THESE ARE THINGS THAT I THINK I END UP USING PRETTY MUCH ON A WEEKLY OR DAILY BASIS. LET US LOOK AT ANIMATION BLENDING FIRST. I AM GOING TO GET RID OF TAKE RECORDER, I THINK. YEAH, LET US JUST GET RID OF THAT FOR NOW. ANIMATION BLENDING LETS US EASILY BLEND BETWEEN TWO ANIMATIONS. IN THE PAST, WE WERE NOT ABLE TO VERY EASILY BLEND ANIMATION. THIS NEW TOOL IS GREAT FOR QUICKLY BLENDING IN GAME ANIMATION. SO TAKE A LOOK AT THIS. THIS IS UNBLENDED ANIMATION. YOU CAN SEE THERE IS A BIG POP HERE. IF WE FRAME THROUGH THESE FRAMES, THERE IS ABOUT 10 FRAMES. >> VICTOR: USING THE ARROW KEYS THERE? >> GRAYSON: YEAH, IT IS THE ARROW KEYS. BUT YOU CAN SEE THE HAND POP? >> AMANDA: YEAH. >> GRAYSON: POP POSITION, THE STOMACH AREA, UP HERE. SO WHAT WE ARE GOING TO DO, YOU WILL NOT BELIEVE THIS, BUT WE HAVE ACTUALLY USED THIS FOR FINAL RELEASE DEMOS. I THINK WE DID IT FOR THE STAR WARS DEMO THAT WE HAD, A HEAD TURN -- I PROBABLY SHOULD SHOW YOU THE FEATURE FIRST, BUT I WILL JUST TALK ABOUT IT -- THE FIRST -- WE WANTED TO HAVE ONE OF THE CHARACTERS TURN THEIR HEAD TO THE SIDE, AND WE HAD THE ANIMATION OF THE HEAD BEING -- YOU KNOW, ONE POSITION WAS THIS LONG, SO WE CHOPPED THAT AND WE BROUGHT IT BACK INTO THE ANIMATION, AND THEN WE BLENDED -- IT BLENDED REALLY SMOOTHLY RIGHT INTO WHERE WE WANTED IT TO BLEND TO. SO LET ME DRAG THIS OVER HERE. THEN YOU BASICALLY JUST -- YOU CAN SHOVE IT, YOU CAN JUST PUSH THAT ANIMATION RIGHT THROUGH THE OTHER ANIMATION, AND YOU SHOULD GET A RELATIVELY SMOOTH BLEND. NOW IF YOU FRAME THROUGH THIS, THERE IS NO POP! >> AMANDA: THAT IS GREAT. >> GRAYSON: YEAH, IT IS AWESOME. I MEAN, IT REALLY IS ONE OF THOSE THINGS -- >> AMANDA: YOU DID NOTHING BUT OVERLAP THOSE TRACKS, RIGHT? >> GRAYSON: YEAH. >> VICTOR: YOU DID NOT SELECT A CROSSFADE OR ANY SORT -- >> GRAYSON: YEAH. AND YOU CAN, IF YOU WANT TO MICRO-TUNE IT -- LET US JUST DRAG IT OUT HERE -- YOU CAN ADJUST THE CURVE ON THESE SO YOU CAN CHANGE THAT VALUE, IF YOU WANT TO. AND YOU CAN DO IT PRETTY MUCH ANYWHERE YOU WANT, SO YOU JUST DO IT RIGHT FROM THERE. I THINK IN TERMS OF CINEMATICS AND EVEN GAME ANIMATION TYPE STUFF, I THINK THIS IS ONE OF THE MORE POWERFUL ANIMATION TOOLS WE HAVE SEEN IN A WHILE FOR JUST EVERYDAY USE STUFF. WE USE IT ALL THE TIME, AND IT MAKES LIFE A LOT EASIER. OKAY, SO THAT IS ONE. LET US SEE, THE NEXT ONE WOULD BE COPY AND PASTING OF ANIMATIONS. THIS IS ANOTHER ONE THAT DRIVES ME NUTS. IF YOU DO MUCH LAYOUT, OR DO MUCH CINEMATIC WORK, IF YOU JUST TRY TO COPY AN ANIMATION FROM ONE TRACK DOWN TO THE REST OF THE TRACK, IN THE PAST YOU HAVE NOT BEEN ABLE TO DO THAT. BUT NOW, IT IS PRETTY COOL, YOU CAN DO IT PRETTY EASILY. YOU SHOULD BE ABLE TO COPY, CONTROL-C, THEN YOU PULL YOUR SCRUB BAR DOWN HERE, YOU CAN COPY AND PASTE IT. I KNOW THAT LOOKS REALLY SIMPLE, BUT THAT DID NOT WORK FOR A WHILE. THE OTHER COOL THING THAT YOU CAN DO IS COPY THIS, AND THEN PASTE IT INTO MULTIPLE TRACKS AT THE SAME TIME. HOLD ON FOR A SECOND, LET ME DO THIS. SORRY. YOU CAN COPY AND PASTE -- USUALLY I WILL DELETE THE OTHER EXISTING ANIMATION THAT WAS IN THERE. BUT THIS ALLOWS YOU TO DO COPY AND PASTE ANIMATIONS TO A LARGE GROUP OF ACTORS -- GO BACK OVER HERE -- IT DOES NOT SOUND THAT EXCITING, BUT IT IS REALLY USEFUL FOR CROWDS, BECAUSE WHAT YOU CAN DO, SAY YOU HAVE ONE ACTOR -- OR SAY YOU HAVE THREE ACTORS. YOU HAVE ONE LONG PIECE OF ANIMATION, AND INSTEAD OF MANUALLY GOING THROUGH AND ADDING EACH OF THESE ANIMATION TRACKS TO EACH OF THE ACTORS, YOU CAN JUST COPY AND PASTE IT ALL, AND THEN SLIDE YOUR TIMINGS DOWN LIKE THIS. LET US DO THIS REAL QUICK. I AM BASICALLY JUST GOING TO PULL THESE OUT -- THESE ARE LOOPING ANIMATIONS. I WILL JUST PULL THESE ANIMATIONS OUT, AND I WILL VERY MINIMALLY ADJUST THE TIMINGS, SO NOW THEY ARE ALL A LITTLE BIT DIFFERENT TIMINGS HERE. NOW THAT HELPS RANDOMIZE IT. OTHERWISE, THEY WOULD ALL BE PLAYING THE SAME ANIMATION AT THE SAME POINT. SO IT IS BASICALLY COPYING AND PASTING ANIMATIONS. PRETTY SIMPLE. >> VICTOR: YOU HAVE GOT YOUR CROWD OF MANNES. >> GRAYSON: YEAH. ALL RIGHT. >> VICTOR: THAT WAS GREAT. >> GRAYSON: OKAY. >> VICTOR: YOU CAN EVEN USE THAT IF YOU HAVE, FOR SOME REASON, YOU NEED TO DO A LAST SORT ANIMATION EDIT, EVEN FOR SOMETHING THEY USE IN A GAME, RIGHT? >> GRAYSON: YEAH. YEAH, IT IS PRETTY NEAT. ALL RIGHT. SO, ADDITIVE ANIMATION: LET US SEE WHAT WE HAVE GOT HERE. SO THIS IS THE CHARACTER THAT WE WERE SEEING EARLIER THAT WAS JUMPING ACROSS THE CHAIR. WE COULD ROLL IT TWO DIFFERENT WAYS HERE; ONE, I COULD KIND OF SHOW YOU AND TALK YOU THROUGH IT, OR I COULD REBUILD THIS WHOLE THING FROM SCRATCH IF YOU WANT. IT DEPENDS ON TIME, IT DEPENDS ON WHAT YOU THINK. BUT THE IDEA HERE IS THAT WE HAVE GOT KEY FRAMES -- SO THESE ARE A BUNCH OF ANIMATIONS THAT WE STRING TOGETHER. THEY DO FLOW TOGETHER CORRECTLY, BUT WHAT WE WANTED TO DO WAS ADD SOME -- WE HAD A BASIC TRANSFORM OF THIS CHARACTER, SO DURING THIS ANIMATION POSITION, HE IS -- WITHOUT THESE TRANSFORMS, HE IS JUST GOING TO STAY IN PLACE. LET ME DISABLE THAT FOR A SECOND TO SHOW YOU. SO WITHOUT TRANSFORMS, THIS IS THE ANIMATION -- BASICALLY OUR ANIMATION WITH THE TRANSFORMS. THIS IS WHERE I AM ACTUALLY MOVING HIM THROUGH THE SPACE. SO THIS IS MOVING HIM 400 UNITS, BY THE TIME HE HITS THIS TRANSFORM, IT IS 400 UNITS. THEN THIS IS, LIKE, ANOTHER 150 UNITS, I THINK, OVER, AND THEN ANOTHER 400 UNITS, AND THEN HE HITS IT. WHAT I HAVE DONE IS, ADDED THIS NEW TRACK THAT YOU CAN ADD. YOU CAN DO ADDITIVE, ABSOLUTE, RELATIVE. THE THING I WOULD LIKE TO REALLY MOSTLY FOCUS ON RIGHT NOW, BECAUSE THESE ARE LONGER DISCUSSIONS, IS ADDITIVE. JUST TO SHOW YOU HOW THIS WORKS. THIS IS AN ADDITIVE TRACK THAT WE ARE BASICALLY PULLING THE CHARACTER UP WITH. THE COOL THING ABOUT THIS, IS IT ADDED AN ADDITIVE TRANSFORM TRACK. SO INSTEAD OF GOING IN AND DESTROYING OR MODIFYING THE EXISTING TRANSFORM TRACK, YOU CAN ADD THIS LAYER OF TRANSFORM ONTO THIS ACTOR. OF COURSE IN THE PAST, WE MIGHT HAVE GONE TO THE Z-AXIS AND MODIFIED THAT VALUE. BUT I LIKE THE FACT THAT IF I DO NOT LIKE IT, I DO NOT LIKE WHAT I HAVE DONE, I CAN JUST REMOVE IT AND START OVER WITHOUT HAVING TO RESET A BUNCH OF VALUES. AGAIN, YOU CAN SLIDE THOSE AROUND. YOU CAN ALSO RETIME THEM. YOU CAN DO ALL KINDS OF COOL STUFF WITH THAT. THAT IS A NEW FEATURE. I THINK IT IS AN IMPROVED FEATURE THAT IS GOING TO CONTINUE TO BE -- FROM WHAT I UNDERSTAND, IS GOING TO CONTINUE TO BE REFINED OVER TIME. BUT THAT IS IN 4.22. THAT IS PRETTY USEFUL. >> VICTOR: YEAH. >> GRAYSON: LET US SEE, OBJECT BINDING TRACK. OKAY. THIS IS A PRETTY SIMPLE EXAMPLE OF BEING ABLE TO -- I HAVE JUST TO COMPILE SOME SHADERS THERE -- BASICALLY WHAT WE ARE GOING TO DO IS, WE ADD -- YOU CAN CHANGE A MATERIAL, YOU CAN CHANGE A MESH, YOU CAN CHANGE WHATEVER YOU WANT THROUGH THESE KEY TRACKS. IT IS PRETTY COOL BECAUSE YOU CAN VERY QUICKLY UPDATE. IN THIS CASE, WE JUST UPDATED A LOGO. LET ME SHOW YOU A LITTLE BIT ABOUT HOW THAT IS DONE. I HOPE THAT MAKES SENSE. >> VICTOR: YEAH, YOU ARE USING -- >> GRAYSON: YOU CAN MODIFY, YEAH, TEXTURES, OR WHATEVER YOU WANT. I BELIEVE IN THE PAST -- AND I WILL BE HONEST, I HAVE NOT DONE A LOT OF THIS, BUT I BELIEVE IN THE PAST WE WOULD USUALLY USE EVENT TRACKS, AND A VARIETY -- SOMETIMES YOU COULD USE MATERIAL SWITCHERS IN THE TRACK SYSTEM HERE, BUT THIS MAKES IT PRETTY CLEAN. LET ME DELETE THIS AND SEE IF I CAN DO IT OUT OF SCRATCH HERE. >> VICTOR: SO ADDING A NEW TRACK? >> GRAYSON: BASICALLY A MATERIAL SWITCHER, RIGHT? SO MATERIAL SWITCH, AND THEN YOU CAN GO DOWN HERE, AND LET US JUST DO LOGO. SO BASICALLY WE ARE CHANGING A LOGO ON THE CHARACTER'S CHEST. RIGHT THERE. THE YOU WOULD ADD -- YOU SAW THAT EARLIER, I WOULD BASICALLY GO IN HERE AND THEN ADD IT, CHANGE THE DIFFERENT ASSETS, WHATEVER MATERIAL I WANT IN THERE. SEE IF THE LOGO IS IN THERE. LET US JUST US "SHOW ENGINE CONTENT" AS WELL. I WOULD ASSUME EVERYBODY KNOWS ABOUT THIS, BUT IF NOT, IF YOU DO NOT SEE PLUGINS, IF YOU DO NOT SEE STUFF, MAKE SURE YOU HAVE THESE ENABLED. BECAUSE I USUALLY LIKE TO SEE ALL THE CONTENT AND THINGS. LET US ADD THAT AGAIN, TYPE IN "LOGO", "M_ENGINELOGO" HERE. THAT SHOULD CHANGE IT ONCE IT HITS IT. SO YOU GET THE IDEA. THEN WE COULD GO BACK IF YOU WANT TO ADD ANOTHER KEY. COOL. SO THAT IS THAT FEATURE. LET US LOOK AT ONE MORE HERE. LET US LOOK AT MULTIPLE OBJECT BINDING. THIS ONE IS PRETTY SIMPLE. I BELIEVE THIS WORKED IN MATINEE, BUT IT HAS NOT WORKED IN SEQUENCER FOR A LONG TIME. THIS IS GREAT FOR EFFECTS ARTISTS, SO IF YOU ARE A AN EFFECTS ARTIST AND YOU WANT TO TRIGGER A SERIES OF -- LIKE IN THIS CASE, THERE IS A SERIES OF PARTICLES THAT FIRE OFF, I THINK THEY ARE EXPLOSIONS. IN THE PAST YOU WOULD HAVE TO ADD A TRACK FOR EACH ONE OF THESE, WHICH IS REALLY TEDIOUS. I COULD GO THROUGH HERE, BUT IT IS PROBABLY BEST NOT TO. WHAT I WILL DO INSTEAD IS, I WILL ADD ONE OF THESE TO SEQUENCER, ADD ACTOR TO SEQUENCER, THEN I WILL SELECT ALL THE OTHER PARTICLE SYSTEMS IN HERE, AND ASSIGN -- ADD ALL THOSE SELECTED. NOW WE HAVE FIVE OF THESE EMITTERS ON THIS ONE TRACK. THE GREAT THING ABOUT THIS IS THAT, YOU DO NOT HAVE TO GO THROUGH EACH TRACK. YOU CAN TRIGGER ALL THIS THROUGH A SINGLE TRACK, AND IT WILL FIRE OFF. SO IT IS MULTIPLE OBJECT BINDING, BASICALLY, WHICH IS A PRETTY SIMPLE THING. BUT IT IS EXTREMELY USEFUL FOR BIG, COMPLICATED SEQUENCES >> VICTOR: YES, IF YOU HAVE AN INTENSE SHOOTING SCENE, OR A CAR CRASH WITH MAYBE EVEN HUNDREDS OF PARTICLES GOING OFF, SOME OF THEM ARE FIRING AT THE SAME TIME. >> GRAYSON: YES. >> VICTOR: YOU HAVE ONE TRACK. >> GRAYSON: ONE TRACK TO CONTROL IT ALL, WHICH IS COOL. >> THERE IS A FUN QUOTE THERE THAT I CAN -- >> GRAYSON: YEAH, YEAH. YEAH, THAT IS MOSTLY IT. >> VICTOR: YEAH, THAT IS GREAT. WE HAVE RECEIVED A TON OF QUESTIONS, SO I THINK WE SHOULD TRY TO GO THROUGH THEM. WE WILL TRY TO BE QUICK, BUT I KNOW THAT SOME OF THESE ARE IMPORTANT, AND WE MIGHT JUST TALK ABOUT THEM A LITTLE BIT. >> GRAYSON: OKAY. >> VICTOR: LET US SEE, SO FIRST OF ALL, THEY ARE ASKING GENERAL QUESTIONS ABOUT TAKE RECORDER, AND WHEN YOU ARE DOING THAT KIND OF PLANNING A MOCAP AND V-CAM, AND VIRTUAL PRODUCTION. THEY ARE ASKING WHAT PERCENTAGE OF GAMEPLAY AND CINEMATIC ANIMATION IS HAND-ANIMATED, OR VIRTUALLY CAPTURED AND TOUCHED UP? >> GRAYSON: OKAY, SO RIGHT NOW A LOT OF THE DATA -- I WILL BE VERY HONEST ABOUT -- THIS IS ONE OF THE PIPELINES. WE HAVE A VARIETY OF DIFFERENT WAYS OF DOING THINGS. FOR ONE OF THE PROJECTS I AM WORKING ON RIGHT NOW, WE DO A LOT OF CAPTURE IN ENGINE, WHERE WE WILL CAPTURE THE MOTION ONSTAGE, WE WILL RECORD IT WITH TAKE RECORDER. WE WILL USE TAKE RECORDER TO PLAY THAT BACK VERY QUICKLY TO SEE WHAT WE GOT IN THE ENVIRONMENT WITH ALL OF THE STUFF THAT IS IN UNREAL ENGINE. I THINK THAT IS THE GREAT POWER OF THAT. SIMULTANEOUSLY, WE ARE CAPTURING MOCAP DATA. WHAT WE CAN OFTEN DO IS, WE WILL TAKE THAT DATA THAT WE CAPTURED IN UNREAL ENGINE AND BEGIN TO DO LAYOUT, EVEN SOMETIMES THERE ON THE STAGE, WHICH IS REALLY COOL, BECAUSE THEN YOU CAN VERY QUICKLY ITERATE. SIMULTANEOUSLY, THE DATA THAT WE CAPTURED ON THE MOCAP STAGE IS BEING PROCESSED AND CLEANED UP, A ROUGH CLEANUP. THEN AT SOME POINT WE DO CIRCLE TAKES, WHERE THINGS WILL BE THAT WE REALLY LIKE, AND WE WILL HAVE THAT DATA THEN PROCESSED COMPLETELY, AND THEN WE WILL BRING THAT BACK INTO ENGINE FOR FINAL ANIMATION. WE ARE NOT NECESSARILY GETTING FINAL ANIMATION OUT. THAT SAID, IT DEPENDS ON YOUR QUALITY BAR, AND IF YOU ARE LOOKING FOR SUPER HIGH-QUALITY ANIMATION. RIGHT NOW WE ARE NOT THERE YET. >> VICTOR: YEAH. >> GRAYSON: ALTHOUGH IT STILL LOOKS, FOR MOST PEOPLE, AS FAR AS I AM CONCERNED, IT LOOKS GREAT. I THINK FOR MOST THINGS, WE CAN GET SOME PRETTY GOOD DATA OUT OF IT. THAT IS WHERE WE ARE AT. I THINK ONE OF THE -- OUR STUDIO SUPERVISOR, CG SUPERVISOR, ANDREW HARRIS, AND I DID A TALK ABOUT A WEEK AGO, WHERE WE TALKED A LITTLE BIT ABOUT THIS STUFF. BUT I THINK THROUGH MACHINE LEARNING DOWN THE ROAD, WE WILL BE ABLE TO TAKE SOME OF THESE ANIMATIONS THAT COME OFF THE STAGE AND CLEAN THEM UP RIGHT THERE AND THEN, OR TRAIN MACHINES TO BETTER ANIMATE THEM BASED ON EXAMPLES THAT WE GIVE THE PROGRAMS, WHICH IS PRETTY COOL. >> VICTOR: SO USING MACHINE LEARNING, ESSENTIALLY, TO DO WHAT USED TO BE MANUAL? >> GRAYSON: YES. IT COULD BE GREAT. BECAUSE THAT WAY, YOU LITERALLY LEAVE THE STAGE WITH -- POTENTIALLY, IN THE PERFECT WORLD, YOU LEAVE WITH FINAL ANIMATION, OR DAMNED NEAR FINAL ANIMATION. >> VICTOR: THEY ARE WONDERING, HOW ACCESSIBLE WOULD YOU SAY A HOME VIRTUAL PRODUCTION SETUP WOULD BE? SOME OF THE FOLLOW-UP QUESTIONS THAT WERE SIMILAR, WHERE IS THE ENTRY POINT TO GET INTO VIRTUAL PRODUCTION? THEN THEY ARE ASKING A LITTLE BIT ABOUT THE MINIMUM EQUIPMENT THAT THEY WOULD NEED. >> GRAYSON: YEAH. I WILL BE PRETTY FRANK WITH YOU, I DO NOT KNOW WHAT TRULY THE MINIMUM IS, BECAUSE WE HAVE HAD A LOT OF -- WE ARE VERY FORTUNATE IN THAT REGARD. WE HAVE GOT A LOT OF ACCESS TO PRETTY MUCH EVERYTHING WE NEED. BUT I WILL SAY THAT -- IT IS FUNNY, BECAUSE SOME OF THESE SMALL PROJECTS, OR THINGS THAT I DO AT MY DESK, IS REALLY NOTHING. I MEAN IT IS NOT THAT COMPLICATED. I FEEL LIKE YOU CAN DO A HECK OF A LOT WITH VERY LITTLE, ESPECIALLY WITH THIS ENGINE. I THINK THAT IS THE REAL POWER OF IT. SO YOU CAN HAVE A BIG TEAM WITH PEOPLE IN MULTIUSER, AND A LOT OF EXPERTS, BASICALLY, DOING STUFF. OR YOU CAN HAVE ONE OR TWO PEOPLE WHO KIND OF KNOW WHAT THEY ARE DOING, EVEN ONE PERSON. LIKE, AT SIGGRAPH THERE WAS THIS ONE GUY -- AND I ALWAYS LOVE THIS -- HE WAS ONE OF THE COMPETITORS AT SIGGRAPH. HE HAD AN XSENS SUIT, USING THE SAME TECHNOLOGY AR KIT IPHONE, AND HE PLAYED THESE BABIES, THESE CRAZY-LOOKING BABIES ON STAGE, AND HE WON SIGGRAPH. WE WERE ONE OF THE COMPETITORS AT SIGGRAPH, HE WON IT, AND HE DID A GREAT JOB. THAT IS, LIKE, THE ONE MAN BAND EXAMPLE. I THINK IT SHOWS THE POWER OF THE ENGINE. BUT TO ANSWER YOUR QUESTION DIRECTLY, I THINK THAT YOU CAN PROBABLY BUY ONE OF THESE, EITHER NEW OR USED. IT DOES GIVE YOU THE ABILITY -- SO YOU CAN USE ARKIT IN HERE, OR IF YOU WANT, YOU CAN USE A VIVE SYSTEM, YOU CAN PUT A TRACKER ON THE BACK OF THIS THING. AND TRACK IT WITH A VIVE SYSTEM. FOR MOCAP, OBVIOUSLY IF YOU WANT TO RUN A MOCAP SYSTEM, THAT CAN BE PRETTY -- OBVIOUSLY, THAT GETS EXPENSIVE. BUT YOU CAN USE -- I THINK THERE ARE SOME OPTIONS OUT THERE FOR TRACKING USING VIVE PUCKS. >> VICTOR: YEAH, WE USE SIX OF THEM. >> GRAYSON: YEAH. SIX OF THEM. THEN THAT WILL -- I MEAN, YOU CAN START DOING SOME PRETTY PASSABLE STUFF WITH THAT. THEN YOU HAVE AN IPHONE THAT HAS POTENTIALLY ARKIT CAPABILITY WHERE YOU GET A HELMET AND YOU CAN MOUNT THAT. OR, IF YOU DO NOT EVEN WANT TO DO THAT, YOU CAN STILL CAPTURE BODY MOTION AND ESSENTIALLY ADR FACIAL ANIMATION LATER, WHICH MEANS YOU CAN CAPTURE YOUR BODY MOTION AND THEN DO YOUR FACIAL -- YOU SET A MOUNT UP ON YOUR DESK, POTENTIALLY, AND THEN RECORD FACIAL IN POST FOR USING TAKE RECORDING. SO I WOULD GUESS THAT A FEW -- IF WE ARE GOING TO PUT A NUMBER TO IT, MAYBE FOUR OR FIVE THOUSAND DOLLARS, ESSENTIALLY, SOMETHING LIKE THAT? >> VICTOR: YEAH, THAT SOUNDS ABOUT RIGHT. >> GRAYSON MAYBE LESS THAN THAT, DEPENDING IF YOU ARE USING NEW OR USED EQUIPMENT. SO, THAT IS A PRETTY MINIMAL SETUP. BUT I HAVE SEEN PRO-COMPANIES, LIKE FILM INDUSTRY COMPANIES, USING VIVE STUFF TO CAPTURE BODIES. SO I KNOW THAT AT LEAST FOR PRE-VIS AND HIGHER-END STUFF, THAT IS POSSIBLE. >> VICTOR: WE HAVE IK SOLVERS IN THE ENGINE THAT YOU CAN RIG UP IN THE ANIMATION BLUEPRINT TO DO SOME OF THAT, WHICH OTHERWISE YOU WOULD DO IN POST, AT RUN-TIME, WHILE IT IS BEING RECORDED. >> GRAYSON: IF I HAD TO GUESS, THE NEXT 10 YEARS, THE NEXT 5 YEARS, I MEAN, I WOULD THINK THAT WE WOULD HAVE MORE MACHINE VISION TYPE STUFF THAT MIGHT FREE PEOPLE UP TO GET MORE INTO VIRTUAL ENVIRONMENTS, TOO. THAT IS A LOT OF PIE IN THE SKY STUFF. BUT, I MEAN, THE REALITY IS, I THINK THESE TECHNOLOGIES ARE INTERESTING TO EVERYBODY, AND I THINK THAT WE ARE INTERACTING WITH VIRTUAL WORLDS MORE AND MORE EVERY DAY. >> VICTOR: THAT IS NOT TOO FAR OFF, BECAUSE MAINLY IN THE VR SPACE, WE ARE LOOKING FOR WAYS TO BE ABLE TO TRACK YOUR OWN BODY IN REAL-TIME. >> GRAYSON: YEAH. >> VICTOR: SO THERE IS A CONSUMER FACING -- WELL, NOT NEED, BUT THERE IS A WANT FOR THAT KIND OF PERIPHERAL -- >> GRAYSON: YEAH. >> VICTOR: -- WHICH IS THE SAME, WHERE THE VIVE PUCKS COME FROM, RIGHT? AND WE WILL BE ABLE TO USE THEM FOR THIS TECHNOLOGY. >> GRAYSON: YEAH. IT IS REALLY COOL. IT IS PRETTY EX-- I HAVE HAVE BEEN IN THIS INDUSTRY, WHAT, 15, 16 YEARS NOW? I FEEL LIKE THIS VIRTUAL PRODUCTION STUFF IS REALLY EXCITING, BECAUSE IT IS LIKE THIS MIX OF REAL-WORLD STUFF AND THE VIRTUAL STUFF. AND I THINK IT IS PRETTY COOL. >> VICTOR: LET US SEE. THEY ARE ASKING, HOW CAN I SIMULATE HAND-HELD CAMERA MOVEMENTS RIGHT INSIDE OF UNREAL ENGINE? >> GRAYSON: OKAY, SO THERE IS A COUPLE OF WAYS TO DO THIS. I WILL GIVE YOU AS MUCH INFORMATION AS I CAN. SO NUMBER ONE, IF YOU WANT TO FORGET ALL HARDWARE DEVICES, OBVIOUSLY YOU CAN START WITH KEY FRAMING AND YOU CAN USE CAMERA ANIM TRACKS. WHAT A CAMERA ANIMATION TRACK IS, IS IT WILL GIVE YOU A MATINEE THAT YOU CAN EITHER IMPORT MAYA, SO YOU CAN EITHER CAPTURE INFORMATION OR YOU CAN HAND-KEY IT IN THERE, AND YOU CAN HAND-KEY NOISE, RIGHT? THEN YOU CAN PLAY THAT NOISE TRACK, ONCE YOU GET A LONG SECTION OF NOISE THAT YOU LIKE, OR YOU FEEL IS PRETTY GOOD, YOU CAN THEN PLAY THAT ON ANY CAMERA IN SEQUENCER AS A GENERAL NOISE TRACK AND CONTROLLED PROPERTIES. THERE IS ALSO AUTOMATED BLUEPRINT TYPE CAMERA NOISE THAT WILL GIVE YOU RANDOM FLUCTUATIONS IN YOUR TRANSFORM DATA, THAT IS PRETTY COOL. SOMETHING THAT I HAVE USED BEFORE IS, JUST GRAB AN OLD -- IF YOU HAVE A VR SYSTEM, OR EVEN A CHEAP VR SYSTEM, WHATEVER IT IS, YOU CAN GRAB THE CONTROLLER AND YOU CAN ACTUALLY RECORD THAT CONTROLLER WITH TAKE RECORDER, AND -- >> VICTOR: I ACTUALLY SHOWED A LITTLE BIT OF THAT IN A PREVIOUS STREAM WE DID, WHERE I SET UP A SPECTATOR CAMERA, AND YOU CAN GRAB THE CAMERA IN GAME AND THEN RECORD WITH IT. THAT IS A VERY GOOD WAY, BECAUSE IT IS ACTUALLY -- >> GRAYSON: IT IS HAND-HELD. YEAH, TOTALLY, OR CONTROLLER, OR WHATEVER. YEAH, THOSE ARE A FEW WAYS. THEN OF COURSE YOU HAVE GOT THIS SYSTEM. >> XBOX CONTROLLER, LIKE ANYTHING THAT IS SORT OF HUMAN DEVICE INPUT WILL HELP YOU GET THAT HAND-HELD -- >> GRAYSON: HAND-HELD LOOK, YEAH. I MEAN, I DO FIND THE VIVE IS A REALLY -- ANYWAY, ANY VR CONTROLLER, SUPER, SUPER EASY WAY OF GETTING, VERY QUICKLY, ANIMATIONS. YOU CAN EVEN -- THIS IS KIND OF CRAZY, BUT YOU CAN EVEN USE THE HEADSET IF YOU WANT AS YOUR CAMERA, AND YOU CAN KIND OF SEE THINGS THAT WAY, BECAUSE YOU CAN SEE IT ON THE SCREEN. I HAVE USED THE HEADSET AS A CAMERA, LITERALLY, AS A CAMERA. AND YOU CAN ALSO -- LIKE IF YOU WANT TO TIME IT TO IMPACT OR SOMETHING, YOU CAN GIVE IT A LITTLE SHAKE. YOU CAN USE THAT IN CONJUNCTION WITH TAKE RECORDER, THEN YOU CREATE KEYS THAT YOU CAN THEN PUT INTO CAMERA ANIM, SO YOU CAN ACTUALLY STORE THOSE AS A VARIETY OF DIFFERENT CAMERA ANIMATIONS. KIND OF THE RABBIT HOLE OF WAYS TO CAPTURE STUFF. >> AMANDA: OH, MY GOODNESS. >> GRAYSON: HOW WE USUALLY DO IT, VERY BRIEFLY, IS WE WILL CAPTURE IT ON STAGE. IF WE WANT TO CREATE IT AS A CAMERA ANIM, WE WILL JUST CAPTURE A VARIETY OF DIFFERENT CAMERA ANIMATIONS AND STUFF ON STAGE. >> VICTOR: THEY ARE WONDERING IF THEY CAN GET CAMERA TRACKING BY FIXING AN IPAD TO A DSLR AND NO ADDITIONAL HARDWARE FOR SIMPLE GREEN SCREEN COMPOSITIONS. >> GRAYSON: I WOULD LOVE TO ANSWER THAT IN DETAIL, BUT I REALLY AM NOT EXTREMELY FAMILIAR WITH THE COMPOSITING, AND ALL THE PERMUTATIONS OF THAT. I FEEL MUCH MORE COMFORTABLE TALKING ABOUT PROBABLY -- >> VICTOR: I WOULD SAY THAT DUE TO THE FACT THAT THE IPAD IS NOT ONE-TO-ONE WITH THE VIRTUAL CAMERA, FOR GREEN SCREEN, THAT IS PROBABLY NOT THE BEST WAY TO DO IT. >> GRAYSON: PROBLEMATIC. YEAH. >> VICTOR: BECAUSE THEN YOU WILL -- THAT IS HARD TO LINE IT UP. IN THAT REGARD, IT IS MUCH BETTER TO ATTACH A VIVE PUCK TO THE ACTUAL CAMERA THAT YOU ARE USING, BECAUSE THEN YOU ACTUALLY GET -- >> GRAYSON: ONE-TO-ONE. >> VICTOR: YEAH, SUBMILLIMETER ACCURACY, WHERE THAT IS TRACKED IN SPACE, AND THE VIRTUAL SPACE. >> GRAYSON: THEN YOU ACCOUNT FOR WHAT THE FILM BACK AS WELL, THE FILM PLANE, WHERE IT IS IN SPACE, SENSOR -- THE FILM -- THE CAMERA SENSOR. >> VICTOR: SPECIFICALLY FOR DOING VR GREEN SCREEN, THERE ARE A FEW PLUGINS THAT CAN DO THAT, ACTUALLY. I THINK WE CAN DO IT STRAIGHT IN THE ENGINE. >> GRAYSON: YEAH, SOME OF THE NEW COMPOSITING TOOLS, FROM WHAT I UNDERSTAND, ARE REALLY COOL. I HONESTLY DO NOT PLAY WITH THEM THAT MUCH, BUT I THINK THERE IS A LOT OF REALLY GOOD STUFF WE CAN DO THERE. THAT IS ALMOST A WHOLE OTHER PART OF -- A VERY LARGE PART OF VIRTUAL PRODUCTION THAT WE ARE -- WE ARE NOT REALLY -- WE ARE JUST KIND OF NOT EVEN TALKING ABOUT THAT HERE, BUT... >> VICTOR: YEAH. >> GRAYSON: IT IS EXCITING STUFF. >> VICTOR: THEY ARE WONDERING IF UNREAL REMOTE 2, IT IS CURRENTLY ON THE APP STORE, BUT IT IS ONLY FOR 4.21. WILL IT BE UPDATED? >> GRAYSON: I DO NOT KNOW DEFINITIVELY. I WOULD ASSUME YES. >> VICTOR: YEAH, I WOULD THINK SO. WE CAN TRY TO FOLLOW UP ON THAT. SEE IF IT THERE IS A TIMELINE. >> YEAH, I KNOW THE PERSON WORKING ON IT DIRECTLY, I WILL TALK TO HIM, RIGHT AFTER THE TWITCH STREAM. I WILL GO ASK HIM, BECAUSE NOW I AM CURIOUS. >> AMANDA: YOU ARE STILL ABLE TO USE IT, YOU HAD IT ON THE IPAD. SO EVEN THOUGH WE ARE RUNNING 4.22 HERE -- >> GRAYSON: RIGHT. IT IS STILL COMPATIBLE. >> AMANDA: YEAH. >> VICTOR: IT IS THE SAME APP, RIGHT? YOU DO NOT HAVE A DIFFERENT VERSION THAT IS -- YEAH. IT WORKS. LET US SEE. YEAH, THEY ARE WONDERING IF YOU CAN EXPORT THE RECORDED CAMERA DATA TO A DCC TOOL LIKE MAYA. >> GRAYSON: I BELIEVE SO, YEAH. I THINK THAT IS THE USD -- PART OF THE USD PIPELINE STUFF THAT WE HAVE. SO I COULD BE WRONG, BUT FROM WHAT I UNDERSTAND, LIKE, ONE OF THE THINGS WE ARE REALLY WORKING ON HARD HERE AT THE STUDIO IS, COMPANIES THAT HAVE THEIR OWN PRODUCTION PIPELINES IN MAYA, WE WANT TO BE ABLE TO GET STUFF IN AND OUT OF ENGINE EASILY; OVER TO MAYA, BACK FROM MAYA, WHETHER THAT IS STATIC MESH ASSETS, OR CAMERA ANIMATIONS -- WHATEVER IT MAY BE, BECAUSE I THINK ACROSS THE BOARD, EVERYBODY WANTS TO BE ABLE TO HAVE CROSS-COMMUNICATION BETWEEN THESE DIFFERENT -- WHATEVER TOOL THEY ARE COMFORTABLE USING. I WORK PRIMARILY IN THE ENGINE, AND I HAVE WORKED WITH COMPANIES, PARTNERS OF OURS, THAT USE PRIMARILY MAYA, AND WE HAVE BEEN ABLE TO GET STUFF BACK AND FORTH PRETTY WELL. I WOULD ASSUME YES. THAT SHOULD NOT BE AN ISSUE. >> VICTOR: LET US SEE. YEAH, AND THAT MIGHT INCLUDE DIGITAL FUSION, NUKE, AND AFTER EFFECTS AND SUCH? >> GRAYSON: TO WHAT EXTENT WE WE ARE ABLE TO GET IN AND OUT OF THAT, I AM NOT THE EXPERT ON THAT, BUT I WOULD THINK WE HAVE SOME -- DEFINITELY SOME TOOLS TO DO IT. >> VICTOR: I THINK IT IS NOTED IN THE DOCUMENTATION. >> GRAYSON: I THINK THAT GETS INTO USD TERRITORY, MAYBE POTENTIALLY. >> VICTOR: OKAY. LET US SEE. IS THERE A WAY TO STABILIZE AND SMOOTH OUT THE RECORDED VIRTUAL CAMERA IN POST? >> GRAYSON: IS THERE A WAY TO SMOOTH OUT -- >> VICTOR: SMOOTH OUT THE RECORDED VIRTUAL CAMERA? >> GRAYSON: YES. ABSOLUTELY. YOU COULD EITHER EXPORT THE DATA TO MAYA, IF YOU WANT TO USE MAYA TO DO IT, YOU COULD DO THAT. I THINK I MENTIONED A LITTLE BIT IN THE STREAM IS THAT WE CAN DO IT IN ENGINE AS WELL. USUALLY WHAT I WILL DO IS, USE KEY REDUCTION, USUALLY ON SPECIFIC AXES. IT IS, LIKE, IF IT IS Z-AXIS, OR WHATEVER, REDUCE KEYS ON THAT. THEN IF I HAVE TO, I WILL MOVE THE CURVES DOWN AND KIND OF SMOOTH THINGS OUT A LITTLE BIT, OR JUST DELETE EXTRA CURVES, ANYTHING THAT LOOKS TOO NOISY. I THINK THERE ARE A LOT OF DIFFERENT WAYS YOU CAN SMOOTH MOTION OUT. I WILL SAY THAT ALTHOUGH THE IPAD DOES HAVE NOISE REDUCTION, YOU CAN REDUCE SHAKING NOISE AND ROTATIONAL NOISE. WE HAD A PROJECT WHERE WE CREATED A BLUEPRINT THAT HAD SOME SCRIPT THAT EXECUTED, THAT BASICALLY TOOK EVEN ALL THAT DATA AND STILL REDUCED -- GAVE US SOME THRESHOLD, SO IT COULD NOT SHAKE PAST A CERTAIN POINT. SO IF YOU LIKE PROGRAMMING TYPE STUFF, YOU CAN CREATE BLUEPRINTS THAT REDUCE NOISE AND SMOOTH THINGS OUT QUITE A BIT. AND YOU CAN HAVE MULTIPLE LAYERS OF THAT, IF YOU WANT TO, SO YES. >> VICTOR: LET US SEE. >> GRAYSON: OF COURSE, THAT IS REAL-TIME. IT WOULD BE A RUN-TIME. BUT YOU COULD ALWAYS TAKE THAT DATA, RE-RECORD IT AND PROCESS IT IN THAT WAY, TOO. I WOULD RECOMMEND THAT YOU EITHER GO THROUGH MAYA AND CLEAN IT UP THERE, OR GO THROUGH THE ENGINE AND REDUCE KEYS. >> VICTOR: CAN WE EXPORT .MOV FILES? IF NOT, WHAT ARE THE OTHER FORMATS? >> GRAYSON: I THINK WE CAN. >> VICTOR: YEAH? >> GRAYSON: I WILL BE VERY HONEST, I DO NOT DO A LOT OF EXPORTING. I WILL DO RENDERS OUT, AND I WILL GET OUR RENDERS OVER TO EDITORIAL, THAT TYPE OF THING. BUT I DO NOT DO A LOT OF MOVING OF FILES OVER. THAT MIGHT BE SOMETHING WE GET ONE OF OUR TECH GUYS TO ANSWER. >> VICTOR: I WILL MAKE SURE I PUT A NOTE AND I CAN FOLLOW-UP ON THAT. >> GRAYSON: I AM TRYING TO THINK, I THINK IT IS QUICKTIME SUPPORT IN 4.22, EXPORTING THAT OUT, I THINK. I THINK THAT IS ONE OF THE KEY THINGS OF 4.22, FOR THAT TYPE OF THING. >> VICTOR: IS THERE ANY WAY TO RENDER OUT OBJECT ID MASKS, THESE MULTIPLE COLOR MAP? >> GRAYSON: AGAIN, THAT SOUNDS LIKE A COMPOSITING QUESTION. >> VICTOR: YEAH. >> GRAYSON: I WILL TRY TO ANSWER IT. AS FAR AS I KNOW, I BELIEVE YOU CAN LAYER OUT, OR YOU CAN RENDER OUT A VARIETY OF LAYERS WITH IDS, AND THEN ACTUALLY -- FORGET THIS IS -- THIS IS GETTING OBVIOUSLY BEYOND MY KNOWLEDGE RANGE HERE. BUT I DO THINK IN 4.22, AND POTENTIALLY MOVING TOWARDS 4.23, THERE ARE SOME THINGS THAT ALLOW US TO EXPORT COMPOSITING LAYERS AND SEE IT AS A SINGLE FILE, AND CLICK THROUGH THAT FILE AND SEE EACH LAYER IN ITS OWN WAY. I DO NOT KNOW IF THAT HELPS, BUT THAT IS ALL I KNOW ABOUT THAT. >> VICTOR: THAT IS GOOD. I THINK IT IS TIME FOR THE LAST QUESTION, BECAUSE IT IS ALMOST 4:00 NOW. CAN YOU REPORT DIRECT INPUT LIKE BUSKING OR RIDING THE LEVELS, IF YOU KNOW WHAT I MEAN? >> GRAYSON: I DO NOT. >> VICTOR: OKAY, MOVE AN OB-- HE DID GIVE US SOME DETAILS. MOVE AN OBJECT WHILE RECORDING, AND THE SEQUENCER REMEMBERS ALL MOUSE MOVEMENTS. >> GRAYSON: NOT NECESSARILY THE MOUSE -- YES AND NO. LIKE, IN TERMS OF IT RECORDING YOUR MOUSE INPUTS DIRECTLY? NO. IN TERMS OF THE RECORDING THE TRANSFORM DATA, THE OBJECT THAT YOU ARE MOVING? YES, YOU CAN. SO YOU COULD -- LET US JUST SAY HYPOTHETICALLY -- HERE IS A HYPOTHETICAL. THIS MAY BE OVERLY COMPLICATED -- LET US TAKE YOUR MOUSE CURSOR AND LET US PUT A RED SPHERE, YOU KNOW, YOU HAVE GOT SCRIPT THAT IS CONSTANTLY UPDATING ON TICK, AND IT IS MOVING THAT SPHERE ANYWHERE YOUR MOUSE MOVES IN THE 3D VIEWPORT. YOU COULD EASILY RECORD THAT. YOU COULD RECORD THAT SPHERE WITH TAKE RECORDER AND PLAY IT BACK. >> VICTOR: ESSENTIALLY, WE CAN RECORD ANY ACTOR IN THE SCENE THAT IS BEING MOVED, NO MATTER HOW IT IS BEING MOVED. >> GRAYSON: YEAH, AND ALSO THERE ARE PARAMETERS, I BELIEVE, IN TAKE RECORDER WHERE YOU CAN EXPOSE, IF YOU WANT TO RECORD CERTAIN COMPONENTS, DIFFERENT PARTS OF THINGS. YOU CAN ADD THOSE. BY DEFAULT, IT HAS ONLY LIMITED THAT LIST OF ASSETS THAT YOU CAN RECORD, ALTHOUGH YOU CAN RECORD ALL KINDS OF STUFF. BUT IF YOU GET DOWN INTO BLUEPRINTS, LIKE DIFFERENT COMPONENTS AND STUFF, I BELIEVE YOU CAN ADD THOSE INTO TAKE RECORDER TO RECORD, SO IT MAY BE POSSIBLE. >> VICTOR: THAT IS AWESOME. WE APPRECIATE IT SO MUCH, GRAYSON, COMING OUT, YEAH, TALKING ABOUT EVERYTHING. >> GRAYSON: THAT IS A LOT OF FUN. IT IS ALWAYS FUN TO DO IT LIVE, TOO, DOING -- IT IS, LIKE, OH, WE ARE JUST GOING TO TRY THIS THING. >> VICTOR: THIS IS THE LONGEST STREAM I HAVE EVER DONE HERE. IT WAS GREAT. IT IS ALSO REALLY USEFUL INFORMATION. WE APPRECIATE IT. >> GRAYSON: WELL, THANK YOU FOR HAVING ME ON, TOO. I LOVE THIS STUFF. IT IS A LOT OF FUN. >> AMANDA: WE ARE HAPPY TO HAVE YOU. THERE ARE LOTS OF QUESTIONS FROM CHAT, A LOT OF PEOPLE ARE REALLY INTERESTED IN THIS, ESPECIALLY SINCE THIS IS A NEWER FORM OF TECHNOLOGY. SO ANY INFORMATION THAT WE CAN -- ANY KNOWLEDGE THAT YOU CAN BESTOW UPON US AND OUR COMMUNITY IS VERY, VERY MUCH APPRECIATED. >> GRAYSON: IT IS FUN LEARNING ALL THIS STUFF, TOO. IT IS NEW TO ALL OF US IN SOME WAYS. SOME WAYS IT IS. SO IT IS PRETTY COOL. >> VICTOR: YEAH. >> AMANDA: AWESOME, THANK YOU. >> AND AS ALWAYS CHAT, IF YOU HAVE FEEDBACK FOR US -- TOPIC REQUESTS, YOU KNOW, TELL US WHAT YOU WANT TO SEE HERE, AND MAKE SURE YOU FILL OUT THE LOVELY SURVEY -- SHOULD PRONOUNCE THAT RIGHT. AND FOR EACH PARTICIPANT, WE DO A T-SHIRT RAFFLE. IF YOU FILL OUT THE SURVEY, WE WILL PICK ONE -- >> AMANDA: IF YOU INCLUDE YOUR EMAIL ADDRESS. >> VICTOR: IF YOU INCLUDE YOUR EMAIL ADDRESS, YES, THEN WE WILL BE ABLE TO ASK WHAT SIZE YOU WOULD LIKE. AS ALWAYS, MAKE SURE YOU CHECK FOR YOUR LOCAL UNREAL ENGINE MEETUPS, AND MAKE SURE YOU HIT US UP ON THE FORUMS, AT UNREALENGINE.COM, UNREAL SLACKERS ON DISCORD. YOU CAN ALSO REACH OUT TO US THROUGH COMMUNITY@UNREALENGINE.COM. IF YOU WOULD LIKE TO HAVE A 30-MINUTE DEVELOPMENT VIDEO CROPPED DOWN TO FIVE MINUTES AT THE BEGINNING OF OUR LIVESTREAMS, THAT IS ALSO THE EMAIL THAT YOU SHOULD GO AHEAD AND SEND IT TO, OR JUST POST IT ON THE FORUMS, EITHER WAY WORKS FOR US. AND IF YOU ARE STREAMING UNREAL ENGINE ON TWITCH, MAKE SURE YOU PUT IN THE CATEGORY "UNREAL ENGINE", THAT WAY WE CAN FIND YOU, AND MAYBE DROP IN AND SAY "HI," AND HAVE A GOOD TIME. AS ALWAYS, A SPECIAL THANKS TO ALL OF OUR SPONSORS, EVERYONE IN OUR COMMUNITY, ALL OF OUR DEVELOPERS, EVERYONE AROUND THE WORLD WHO IS WORKING WITH UNREAL ENGINE. AND I HOPE THAT WE WILL GET TO SEE YOU NEXT WEEK. >> AMANDA: WHAT DO YOU HAVE ON? >> VICTOR: NEXT WEEK WE HAVE -- AS ALWAYS -- EVERY TIME, YOU ASK ME THIS. I SHOULD PUT IT IN MY NOTES HERE. >> GRAYSON: NOW YOU ARE IN THE HOT SEAT! >> VICTOR: NOW I HAVE TO THINK ABOUT NEXT WEEK, AND NOT JUST THE NEXT TWO MINUTES UNTIL THE CAMERA SHUTS OFF. LET US SEE, NEXT WEEK WE HAVE GOT DAN REYNOLDS COMING OVER. ACTUALLY, HE WILL BE STREAMING IN FROM SEATTLE, AND HE IS GOING TO SHOW US HOW TO MAKE INTERACTIVE MUSIC BLUEPRINTS USING THE NEW TIME SYNTH THAT WE HAVE IN 4.22. >> GRAYSON: THAT IS COOL. >> VICTOR: YEAH, AND SO HE IS GOING TO SHOW US A MORE ADVANCED, LIKE, HOW THIS WOULD BE USED IN GAME PRODUCTION, MORE OF A DEMO THAT TAKES TOO LONG TO BUILD ON THE STREAM. BUT THEN ONCE HE HAS DONE THAT, HE IS GOING TO SHOW US THE FIRST COUPLE OF STEPS THAT YOU CAN TAKE IN ENGINE TO ACTUALLY GET THAT GOING. >> AMANDA: THAT SHOULD BE A LOT OF FUN. >> VICTOR: I HAVE ACTUALLY GONE AHEAD AND POSTED OUR SCHEDULE IN THE TWITCH DESCRIPTION, SO YOU CAN ACTUALLY GO ON OUR TWITCH PAGE, AND IF YOU SCROLL DOWN THERE, YOU WILL SEE A SCHEDULE OF WHAT WE HAVE GOT PLANNED FOR THE NEXT COUPLE OF WEEKS. IT MIGHT CHANGE A LITTLE BIT, DEPENDING ON DEVELOPERS' AVAILABILITY, AND OTHER VARIOUS ISSUES. BUT IT SHOULD STAY PRETTY SOLID FOR THE NEXT COUPLE OF WEEKS. SO YOU CAN CHECK THAT OUT AS WELL. ALL RIGHT. WITHOUT FURTHER ADO, WE WILL SAY GOODBYE TO ALL. >> GRAYSON: SEE YA! >> AMANDA: BYE, EVERYONE! >> VICTOR: THANKS FOR JOINING US!
Info
Channel: Unreal Engine
Views: 51,092
Rating: 4.9517345 out of 5
Keywords: Game Development, unreal engine, take recorder, virtual production, ue4, 4.22, ipad, virtual camera
Id: y7DwhY5LpBw
Channel Id: undefined
Length: 112min 13sec (6733 seconds)
Published: Fri Apr 19 2019
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