Using Xbox Controller to Operate Camera Sequence

I have an idea and would like to confirm if it’s feasible.
Is it possible to use an Xbox controller to control the camera movement within a Camera Sequence, and also trigger capture via Xbox buttons?

I understand that in Flow it’s possible to control a free camera using an Xbox controller and use external devices to trigger any node button. However, I’m not sure how to control the parameters and buttons within the Sequence UI in a similar way.

Could you please advise if this is achievable, and if so, how it could be implemented?  
Thank you.


Using Xbox Controller to Operate Camera Sequence

   CUC_STU

Comments

Eifert@Aximmetry
  -  

Hi,

You can connect the XBox_Camera_Control compound to the Camera Mover modules inside the Camera_Sequence compound. This lets you use the Xbox controller to set up camera positions for the Sequence Editor. However, you cannot trigger Capture or move the Sequence Editor’s playhead from the controller. Those Sequence Editor functions are not exposed to the Flow Editor, and they are not available as assignable keyboard shortcuts in Preferences.

That said, don’t be discouraged. I think you got off on the wrong foot by using the Sequence Editor for this. Unless you specifically need the Sequence Editor to fine-tune captured positions, I recommend considering an alternative approach.
Instead of using the Sequence Editor, you can set up A and B camera paths using the Xbox controller, as described here: https://aximmetry.com/learn/virtual-production-workflow/setting-up-inputs-outputs-for-virtual-production/external-controllers/using-xbox-game-controller-to-control-a-scene/#controlling-camera-paths

You can even do this without opening the Camera compound, but instead you use and edit the [Common_Studio]:Compounds\Tools\Camera_Paths.xcomp compound as a SEQ path:
Using Xbox Controller to Operate Camera Sequence

The Camera_Paths compound adds a new Control Board called Cameras to your project, where you can change between paths and record them, and assign Xbox controller keys to it.
Inside Camera_Paths compound, you will find the Camera Mover A and Camera Mover B modules to which you need to connect the XBox_Camera_Control compound; they are located in Camera_Paths\VCam_A-B_16\VCam_A-B_Core compound.

If you need more control than Camera_Paths provides, I can show you how to build a custom system using Flow Editor modules. It could reproduce Sequencer functionalities and give you full control via the Xbox controller, for example, triggering captures and setting up durations between positions. Tell me which specific functions you want, and I’ll outline a solution in the Flow Editor.

Warmest regards,


CUC_STU
  -  

Thank you. As you mentioned, I have also used the Xbox control node and camera path. However, based on my production needs, I need to control more camera paths, as shown in the diagram. The Sequence is great, but as a free camera view, sometimes it's not precise enough. However, I did notice the new documentation about camera movement shortcuts. I would like to try using an Xbox or other external device to control the camera movement within the Sequence.
Using Xbox Controller to Operate Camera Sequence

Therefore, I need to control the camera's position, rotation, zoom, and focus parameters through the Xbox, rather than the mouse. Additionally, I want to be able to control the camera movement while also triggering buttons such as [Capture], Play, and Stop. This way, I can fully control the camera path design process using only the Xbox.

Eifert@Aximmetry
  -  

Hi,

You can easily connect the XBox_Camera_Control compound to the sequences in the Camera_Sequencer compound. The modules named "PATH ..." are just Camera Mover modules, so you can connect them as shown below. (Note: It appears you are using an older version of the Camera_Sequencer compound, where the "PATH ..." modules are named "CAM ...".)

Connecting Zoom and Focus to the Camera Movers requires additional steps. You will need to enable the Allow Numeric Edit option on the Camera Movers and add and connect the Game Controller modules (instead of the XBox_Camera_Control compound) to the Camera Mover’s Zoom Factor and Focus Distance pins.

The difficult part is controlling the Sequence Editor itself, such as triggering the [Capture] function. Unfortunately, there is currently no solution for this. I can add it to our internal feature request list, or you could create a custom solution that doesn't rely on the Sequence Editor, as I mentioned in my previous comment.

Note: If you want precise control over positions and values in the Sequence Editor, you can manually enter or modify each key’s position or time. More information is available here: https://aximmetry.com/learn/virtual-production-workflow/scripting-in-aximmetry/sequencing/sequencer-and-sequence-editor/#scalar 

Warmest regards,

CUC_STU
  -  

Thank you for your detailed explanation. I understand now, and I do agree that triggering the [Capture] function in the next version would be ideal. In fact, any button within a module could be addressed through keyboard shortcuts.

Regarding the interface buttons, I wonder if they could be controlled through an open command line, for example, using a third-party webpage or a self-written program for remote control. Of course, this might just be my personal idea. Vizrt, for instance, has almost completely opened up in terms of cmd console functionality.

Once again, thank you for your response and for providing the information.