Parenting Aximmetry camera to an animated actor

 

Hi! 


Is it possible to parent Aximmetrys tracked camera to an actor that is animated with a level sequence in UE? For example, thinking about a scene where a car is animated to drive around and the camera should follow along. Think I remember reading somewhere that we can't get the necessary data from UE to Aximmetry to be able to do that, is that still the case? Or is there possibly a workaround? Other than just rendering the backplate from UE separately.


Thank you, 


Emil

   Nestruction Studios

 
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Eifert@Aximmetry
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Hi Emil,

It remains the case that transferring the necessary data from Unreal Engine to Aximmetry, to control the Aximmetry camera directly from Unreal, is currently not possible.

Nonetheless, there are several workarounds available. The most streamlined approach would involve creating the animation within Aximmetry in the first place, utilizing virtual camera movements and the Sequencer modules for the animation. For your specific scenario, this means animating both the car and the camera with Sequencer modules. Or, if you prefer not to do so, Aximmetry's Flow Editor allows you to make a logic that can track the car, eliminating the need to animate the camera's movement separately.

Should you have any more questions or require additional guidance, please feel free to reach out.

Warmest regards,

 
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Nestruction Studios
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Thank you!

Ok so still not possible. Animating inside Aximmetry is no issue though. 

Tracking a UE animated object inside Aximmetry sounds interesting, how would that be done? This could potentially be a great solution for many situations!


Emil

 
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Eifert@Aximmetry
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Hi Emil,

You will need to animate the Unreal object (car) in Aximmetry.
For the camera or any other object to automatically follow another object, here is the logic you can employ in Aximmetry:
The Sequencer and the Sequence Node modules are used to animate the car.
The Scene Node module controls the camera's position. For this, you will need to turn on the SEQ in the Camera Paths.
Given the Scene Node's Bound To pin is linked to the Sequence Node, you can adjust its Binding Type pin, which offers several options:

  • Selecting one of the Look At options will keep the camera stationary, though it will rotate to follow the car. You can then use the Transformation pin to determine the camera's position.
  • Choosing one of the Join options will make the camera move along with the car. The Add Transform pin lets you specify the camera's position relative to the car, for instance by attaching a Copy Transformation module.

Warmest regards,