how to tilt and pan the camera freely while I track moving cube with Aximmetry_Tracked_Cam?

 

■question

how to tilt and pan the camera freely while I track moving cube with Aximmetry_Tracked_Cam?

please give me the solution.


■what I want to do

i wanna tilt and pan the camera freely while track moving cube with Aximmetry_Tracked_Cam 

(I wanna view 360° while track moving cube with Aximmetry_Tracked_Cam )


■what I did

・Attach the camera to the cube as Parent in UE and mkae sequencer to move the cube

・make BP to be able to Play sequencer in Aximmetry(picture↓)

・but only the cube move, doesnt move Aximmetry_Tracked_Cam in Aximmetry. This is my task to have to solve

・In UE5, I can tilt and pan the camera freely while track moving cube with Aximmetry_Tracked_Cam

how to tilt and pan the camera freely while I track moving cube with Aximmetry_Tracked_Cam?

   Japanese

 
Profile Image
Eifert@Aximmetry
  -  

Hi,

If I understand correctly, you want to add extra movement that moves both the tracked camera and the cube. In the case of the tracked camera, this means additional movement on top of your camera tracking.

In this case, we strongly advise against attempting to overwrite the camera's position from Unreal. The reason is that doing so leaves the camera compound in Aximmetry unaware of the camera's new position, which could potentially cause multiple issues. Instead, it is recommended to move the camera directly within Aximmetry. You can use Aximmetry's sequencer to animate this movement and apply it to both the camera and the cube.

First, you should expose the cube's transformation to Aximmetry. Use the Get Aximmetry Transformation node in the Level Blueprint of your Unreal project to do so:

Then, in Aximmetry, you'll need to open up the camera compound using Edit Compound In-Place:

You can find more details about Edit Compound In-Place here https://aximmetry.com/learn/virtual-production-workflow/scripting-in-aximmetry/flow-editor/compound/#linked-compound

Double-click on the camera compound to open it and locate the SCENE pin collector. You should expose the Base Cam Transf pin to the left side of the compound:

Once done, exit the compound and set up the following logic:

Where you can use the Sequencer module to animate the overall movement. More information about the Sequencer can be found here:https://aximmetry.com/learn/virtual-production-workflow/scripting-in-aximmetry/sequencing/sequencer-and-sequence-editor/

The Scene Node will set the cube's position. You need to change its transformation to position the cube relative to the camera.


Note that this will not move the billboard. If you wish to do so, you can lock the billboard to the camera using the Lock To Camera parameter.
how to tilt and pan the camera freely while I track moving cube with Aximmetry_Tracked_Cam?

Warmest regards,

 
Profile Image
Japanese
  -  

Thank you!

That's mostly correct.

Your interpretation is incorrect in one way.


That is, this time we will use only Unreal's Sequencer without using Aximmetry's Sequencer.

Because many animations have already been created in Unreal's Sequencer.

For these reasons, the prohibition is to use Aximmetry's Sequencer.


Based on that, I will explain it again.

When playing a sequence animation created in Unreal, the camera included in the Sequencer also moves.

For example, imagine a car commercial(https://www.youtube.com/watch?v=FFXCTfG610Y).

The camera follows the movement of the car. Up to this point, we create it in Unreal.

Then we deploy this scene to Aximmetry. What I want to do is to make the camera freely pan and tilt while following the car.

The method using Aximmetry's Sequencer is unnecessary. Please tell me a method without using Aximmetry's Sequencer.

 
Profile Image
Eifert@Aximmetry
  -  

Hi,

If you really need to use the animation in Unreal, you can overwrite transformations in the Aximmetry Camera blueprint. However, please be aware that this method may interfere with some composition features. For this reason, it's not recommended. Additionally, this approach will only work if Allow Virtuals is turned on.

To do so, first, you should parent the Aximmetry camera as you did:
how to tilt and pan the camera freely while I track moving cube with Aximmetry_Tracked_Cam?

Then locate the Aximmetry Camera Blueprint in the Content Browser panel:

Open the blueprint and search for Get Aximmetry Transformation:

You see multiple results. It's necessary to integrate the following blueprint logic into all of the above results:

For example:
how to tilt and pan the camera freely while I track moving cube with Aximmetry_Tracked_Cam?

And the same for every Billboards:

Note: The order in which the transforms are connected to the Compose Transforms node is crucial. The first pin must be connected to the Get Aximmetry Transformation nodes, as shown in the above images.


Also note that each time you re-add the Aximmetry tracked camera, for example when Unreal Editor for Aximmetry prompts you to do so after an Aximmetry version change or when using the Add Camera option:
You will lose your modification in the Aximmetry Camera blueprint!

Warmest regards,

;