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Getting started with the Unreal Engine based DE edition

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00:00 Introduction

In this tutorial we will show you how you can import Unreal Editor (UE) projects into Aximmetry and use them. It is important to know that only the version of UE specifically customised for Aximmetry will work. We are providing this version of UE, please use this in all cases!

Launch UE for Aximmtery. You can load your existing UE project, but in this example we will create a new one. Select the Games project category. Choose the Blank Template and press Next. Select the location of your project. Name your project if you want. We kept the default ‘My Project’. Click on Create Project.

00:53 Basic camera setup

Before you begin working in UE, find the folder of the newly created Unreal project in Windows and enter it into the content directory. After that, find your Aximmetry project folder. The default location is Documents/Aximmetry/Projects. Copy the Common_Studio/Unreal_Assets/Aximmetry_VirtualCam_2-Cam ( Use Aximmetry_VirtualCam_3-Cam instead) folder into your new project’s Content folder. Now in UE’s content browser open Aximmetry_VirtualCam_2-Cam blueprints. ( open Aximmetry_VirtualCam_3-Cam instead) Inside you will find the Aximmetry Camera blueprint. Click and drag into your 3-D scene. The position doesn’t matter as it will be controlled by Aximmetry. Move the Player Start Actor to a position where it will not be visible to the camera. This is because this will be rendered as a grey sphere by default and we don’t want it to be visible in the scene. You can read more about this problem and possible solutions in the Aximmetry DE documentation.

02:16 Basic unreal setup

Click File then Save All to save the Map. Change the name if you want. We left it as ‘Untitled’ Click Edit and find the project settings. In the Search Bar, type ‘custom depth’. Change the Custom Depth Stencil Pass from Enabled to Enabled With Stencil using the drop down menu.

This is required for the Aximmetry Camera to work properly. Still in Project Settings click Maps and Modes under the Project Category in the left panel. Set the Editor Startup Map and the Game Default Map to the map you saved earlier. In this case it’s called ‘Untitled’. Setting the Editor Startup Map is optional but setting the Game Default Map is required as the map selected here will be loaded when you open the project in Aximmetry. Click File / Save All to make sure everything is saved. Now click File and click on the Cook Content for Windows after cooking is completed exit UE.

03:41 Using Aximmetry VirtualCam_Unreal compound

Open Aximmetry Composer. Press Start. Create a new compound. In the File Browser find the previously created Unreal project ‘My Project’. Click and drag it into the FLOW tab. Next we need a virtual camera in Aximmetry. In the File Browser Search bar type ‘unreal’. Choose ‘VirtualCam_Unreal_A-B_Preview_3-Cam’ and click and drag it in. Lastly we need a talent. For this example we will use one of our test videos,

‘Green_Beige_Girl’, same as before. Click and drag it in too. Connect the pins in the following way. Switch to the CAMERAS tab. Click on the Freeview Mode to be able to look around in the virtual scene freely. Click on the BILLBOARDS tab. Click on the TEST button in the INPUT 1 box. Now we can see our test video. Click on the INPUT button in the MONITOR 1 box to be able to see the unprocessed video input.Click on the KEYER 1 box. Pick your green screen reference colour. You can do it by clicking on the three dots at the BackgroundColour. Click and drag the Sampler tool and release it at the desired spot. Click OK. Click on the KEYED button in the MONITOR 1 box to be able to see the keyed out video. We have to set the parameter of the keyer now for this test the parameters as the following. We will explain these values in another tutorial. Press Final to see the result. BILLBOARD 1 now became selected. To edit its position, turn Editing Mode on by clicking on the three arrows icon on the top of your screen. Assign it to Preview 1. Find the arrows and position the Billboard. Set the AO Opacity. Switch back to the CAMERAS tab. Click on the camera icon at CAMERA & RENDER SETUP to set a new path. Click on A and set the camera starting position. When done, click on the copy button. Click on B, then click on paste and set the final position of the camera. Once you’re done, click on the play button to see how it looks. With this you’ve completed the tutorial successfully.

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