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?
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,