Controlling camera in an Unreal Sequence.

I am wondering how I can pass the camera control from Aximmetry to Unreal Engine during a sequence (Unreal Engine sequence not from Aximmetry sequencer).

A bit of context. I stream to Twitch and I have set up a dev account on Twitch so that I can trigger events for example someone raids my channel I can trigger an animation sequence. Currently when someone raids I have a macro set up that plays the sequence (triggered via blueprints to Aximmetry) then plays the camera path from Aximmetry camera sequencer.

My issue is that I need this to happen automatically. As such I want to remove the Aximmetry camera sequencer path and animate the camera inside of the Unreal Engine animation sequence. (You can animate the camera inside of Unreal engine in a sequence but if you use the Aximmetry camera it will ignore the movements asked of it by Unreal Engine) 

One thought is that I could parent the Aximmetry camera to a cube then animate the cube however I would need to have a way to attach the cam to the cube before the sequence and then detach after as if it was always parented it would break my free cam control (I use a joystick from a flight sim to control the free cam)

Or is there a way to have a non Aximmetry camera in the scene that I can just animate for the sequences? 
   lvlxpoker

コメント

Eifert@Aximmetry
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Hi,

Using a cube as the parent for the Aximmetry camera is the recommended approach when working within Unreal Engine. There are Blueprint nodes available that allow you to attach or detach objects as needed.
Alternatively, I think you could disable the cube's animation and position it anywhere you want with a blueprint node. The trick could be that you need to do it in every frame (tick).

Your other suggested solution that does not use the Aximmetry camera, you could use the "Set Aximmetry Video" node in your Blueprint. However, handling different transformations, videos, and camera values this way would be more complex and challenging than just using the parenting.
More about "Set Aximmetry Video" node here: https://aximmetry.com/learn/virtual-production-workflow/obtaining-graphics-and-virtual-assets/creating-content-in-unreal-editor/additional-control-with-blueprints/#passing-data-from-unreal-to-aximmetry 

I'm curious about your use case. If you need to trigger this process in Unreal, is it because an external event, such as from Twitch, can only be received there? If so, there are probably methods for receiving such events directly in Aximmetry.
However, if your Unreal scene or game has specific mechanics that need to affect the camera, then handling it in Unreal does make sense.

Warmest regards,

lvlxpoker
  -  

Thank you for the reply!

Could you point me to that blueprint for attaching and detatching?

Yes it is coming from Twitch. Twitch has documentation for the required code for integrating twitch to Unreal engine so I built the app with that code. Since there is no documentation for integrating twitch and Aximmetry it would be significantly more difficult to do that in axi. 

Unreal has better cam animation tools like the cine cam rails and cam crane. As far as I am aware Axi does not have these rigs? 

Also since the rest of the animation is a sequence in Unreal far easier to just trigger that sequence and pass cam control back to unreal from axi. Otherwise you must sequence out playing the unreal sequence then switch cam path in axi to seq, select the right path stop path, then play the path. 

If you think there is a better way (better meaning higher quality, I do not care about the difficulty) We are seeking 10m in funding as such quality has to be PRISTINE. We are using Twitch as a way to demonstrate the tech but we are starting a broadcast company once we secure the funding. We also have Zero Density and are in process of deciding between Axi and Zero Density for tech stack. 

Eifert@Aximmetry
  -  

Hi,

The blueprint nodes you need are quite straightforward: Attach Actor to Actor and Detach from Actor.
You can use these nodes along with the Get Aximmetry Trigger nodes to control when the attachment or detachment happens:

More about Get Aximmetry Trigger here: https://aximmetry.com/learn/virtual-production-workflow/obtaining-graphics-and-virtual-assets/creating-content-in-unreal-editor/additional-control-with-blueprints/#get-aximmetry-trigger 


Also, what I just realized is that animations can include Attach events (keys). This means you can add the Aximmetry virtual camera to your animation and use these Attach events to dynamically attach the camera in sync with your sequence when needed:



You could actually receive Twitch events within Aximmetry instead of Unreal. You can use the Websocket Client module for that. While the HTTP Request module can be used for session authorization of the Websocket. This setup isn’t documented in detail, but if needed, I can walk you through the process here. Note that this functionality requires a Broadcast license. You can use a Trial Broadcast license to test it out.


Aximmetry does not provide direct wrappers for the Sequencer like Unreal's Camera Rigs (cine cam rails or cam cranes). I think the main benefit of these rigs is that they can be helpful in creating realistic camera animations with certain limiting constraints, preventing unrealistic motion paths. In Aximmetry, you can recreate similar behaviors using multiple Sequence Node modules, organized in parent-child relationships, and by carefully designing the animations to avoid any unnatural movement.
Also, if you already have camera animations or other animated elements in Unreal, it might indeed be the easiest to continue developing some of your camera animations within Unreal’s Sequencer.

In Aximmetry, you would not need to switch between sequence (SEQ) and normal camera paths. It is generally best to remain in SEQ mode and develop all camera movements as sequences, switching between different SEQ paths as needed. More details about this workflow can be found here: https://aximmetry.com/learn/virtual-production-workflow/green-screen-production/virtual-camera-workflow/camera-sequencer/ 
Ultimately, you could run multiple animations in Aximmetry that simulate rail or crane animations at different times, with each animation interacting as needed. And all of this can be controlled from a custom Control Board in Aximmetry, more about Control Boards here: https://aximmetry.com/learn/virtual-production-workflow/scripting-in-aximmetry/flow-editor/special-compound-control-board/ 

Warmest regards,