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Connection with Aximmetry DE

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Introduction

In this document, we will describe the connections you have to create in Aximmetry DE between the Unreal scene module and Aximmetry's camera compounds.

Basic connections

Aximmetry DE can connect to Unreal Engine in two different ways. Each way is useful in different scenarios.

Cooked mode

This is the default connection mode in Aximmetry DE.

Aximmetry directly loads the content generated by Unreal, so running a separate Unreal Editor is not needed. This mode should be used in production because it provides the best performance.

In Cooked mode, Aximmetry uses the cooked version of the project.

To cook the project, in the Unreal Editor for Aximmetry, select Aximmetry / Cook Content for Aximmetry DE.

If you make changes to the project after cooking it, these changes will not show in Aximmetry. For the changes to appear, you must cook the scene again.
Also, after cooking the scene you don't have to import it into Aximmetry DE again as it will automatically update. In case the pins are changed (added/removed/renamed) on the scene's module, a small red link will appear in the upper right corner of the module in the FLOW editor. Click this icon to refresh the scene module in Aximmetry.

Live Sync

Aximmetry DE and Unreal Editor for Aximmetry must be running at the same time. All changes made to the project in UE will appear in Aximmetry, so you don't have to cook it when you would like to see the changes.

By default, the Unreal Editor runs in a reduced performance mode when it is not the active application which causes a significant decrease in frame rate in Live Sync mode. To disable this behavior, untick the "Use Less CPU when in Background" option in Edit / Editor Preferences / Performance / Editor Performance.

To use Live Sync:

  1. Press Play in Unreal Editor for Aximmetry.

  2. In Aximmetry DE select the unreal project file in the Flow editor.

  3. Set the Connection pin to Live Sync.

  4. Now you should see the same image both in Aximmetry DE and in the Unreal Editor

You can stop and then start again both the Unreal scene and the Aximmetry compound or even the Unreal Editor and Aximmetry itself, and the connection will be re-established automatically.

To use Tracked Cameras in Live Sync mode, some additional settings have to be made. You can read about these settings here:

Workflows

For each workflow, you have to place the proper Aximmetry camera in the unreal scene. This is described in the Preparing Your Unreal Project To Be Used With Aximmetry DE document.

Drag-and-drop the camera compound into the Aximmetry DE Flow editor and connect the pins which you can see on the images.

Virtual Camera

For virtual cameras you can use the following compounds:

[Common_Studio]:Camera\VirtualCam_Unreal\VirtualCam_Unreal_3-Cam.xcomp
[Common_Studio]:Camera\VirtualCam_Unreal\VirtualCam_Unreal_3-Cam_A-B-C.xcomp
[Common_Studio]:Camera\VirtualCam_Unreal\VirtualCam_Unreal_8-Cam.xcomp
[Common_Studio]:Camera\VirtualCam_Unreal\VirtualCam_Unreal_8-Cam_A-B-C.xcomp

In the example below we are using the VirtualCam_Unreal_3-Cam.xcomp compound.
You can see the connections here:

Pins

The pins starting with Cam * are sending data in connection with the virtual camera. (For example, the Cam Transform pin sends the position and rotation of the camera)
The pins starting with B* are sending data about the Billboards. (For example, B1 Data sends the position of Billboard 1)
The B1 *, B2 *, and B3 * pins correspond to Billboard 1, Billboard 2, and Billboard 3.

Please note that on the screenshot we have only connected the B1 * pins corresponding to Billboard 1. If you want to use more Billboards, you have to connect them as well (B2 *, B3 *).

Tracked Camera

For tracked cameras, you can use the following compounds:

[Common_Studio]:Camera\TrackedCam_Unreal\TrackedCam_Unreal_3-Cam.xcomp
[Common_Studio]:Camera\TrackedCam_Unreal\TrackedCam_Unreal_8-Cam.xcomp

In the example below we are using the TrackedCam_Unreal_3-Cam.xcomp compound.
You can see the connections here:

Pins

Out Size - Tells Unreal Engine what resolution the render should be.
Control Data - Sends camera transformation and data.
B * - Pins are connected to Billboard handling.

Mixed Camera

For mixed cameras, you can use the following compounds:

[Common_Studio]:Camera\MixedCam_Unreal\MixedCam_Unreal_3+3-Cam.xcomp
[Common_Studio]:Camera\MixedCam_Unreal\MixedCam_Unreal_8+8-Cam.xcomp

In the example below we are using the MixedCam_Unreal_3+3-Cam.xcomp compound.
You can see the connections here:

Since Mixed cams are simply a mix of tracked and virtual cameras, the connections will also be a mix of them. This is why (just like before in the Virtual Camera workflow part) we have only connected Billboard 1. If you want to use more billboards, connect the rest of the B* pins as well.

AR with Tracked Camera

For AR with tracked cameras, you can use the following compound:

[Common_Studio]:Camera\ARCam_Unreal\ARCam_Unreal_3-Cam.xcomp
[Common_Studio]:Camera\ARCam_Unreal\ARCam_Unreal_4-Cam.xcomp

In the example below we are using the ARCam_Unreal_3-Cam.xcomp compound.
You can see the connections here:

Pins

Reflection * pins are only necessary if you have added reflection catchers to your scene.
The same applies to Shadow and Shadow Clean Plate.
More on this in the AR with tracked camera workflow article.

LED-wall Camera

For LED-wall cameras, you can use the following compound:

[Common_Studio]:Camera\LEDWallCam\LEDWallCam_3-Cam_4-Wall.xcomp
[Common_Studio]:Camera\LEDWallCam\LEDWallCam_8-Cam_9-Wall.xcomp
[Common_Studio]:Camera\LEDWallCam Segmented\LEDWallCam_8-Cam_9-Wall Segmented.xcomp

In the example below we are using the LEDWallCam_3-Cam_4-Wall.xcomp compound.
You can see the connections here:

Pins

F* Rendered pins are the frustum for each LED wall.
LED Wall * pins are the outputs for the LED walls.

For all of the above, connect as many as you would like to use.

Passing data between Aximmetry DE and Unreal Engine

We have separate documents for

Passing data from Aximmetry DE to Unreal Engine

- coming soon

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