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5 - Finishing Up - Shots & Takes

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In the previous steps, we created our shots. Now, we tie them together using the Shot Track which enables you to add Level Sequences along the timeline for playback. We also create a Take of one of those Shots, which enables us to create a variant of that shot or use it as an additional Shot in the cinematic.

At the end of this step, you will have your own multi-shot cinematic!

Steps

  1. In the Content Browser, open the Master Level Sequence.

    SequencerQS_5_1.png

  2. Inside the Level Sequence, click the Add button and select the Shot Track.

    SequencerQS_5_2.png

  3. Click the + Shot button and add Shot01 to the track.

    SequencerQS_5_3.png

  4. Add Shot02 to the Shot Track. Notice that Shot02 extends past the red maker (which is the end of playback range). Drag the red marker to the end of Shot02 or automatically keep added sections within playback range by enabling the option in the General Options menu.

    SequencerQS_5_4.png

  5. Click the General Options button and select Keep Playback Range in Section Bounds. This pushes the end marker out for us anytime we add content and will ensure that everything is within playback range.

    SequencerQS_5_5.png

  6. Left-click and drag Shot02 down a level within the Shot Track.

    SequencerQS_5_6.png

    You can drag shots around to arrange the playback order or for organization purposes. A typical best practice is to alternate between tracks within a Shot Track to illustrate where cuts occur rather than leaving them all on the same single track.

    ShotCuts.png

    Below, we have the same number of shots without using an adddtional Track within the Shots Track.

    ShotCutsB.png

  7. Click the Lock Viewport toggle button to lock the camera to the Shot Track. Like the Camera Cuts Camera Lock button, the Shot Track will only affect the Cinematic Viewport.

    SequencerQS_5_7.png

  8. Right-click on Shot02 and select the New Take option.

    SequencerQS_5_8.png

  9. A Duplicate Asset As window will appear, click Save.

    SequencerQS_5_9.png

    Takes are automatically named. You can change the naming convention in the Project Settings under Level Sequences.

  10. Right-click on the newly created Shot and choose New Take again.

    SequencerQS_5_10.png

    When creating a Take, it does not delete the Level Sequence but creates a duplicate of it which you can then alter. Currently, when creating a Take for the first time, it replaces the Shot with the new Take (the original Shot still exists in the Content Browser but is not listed as a "Take" in the Takes Menu - see below).

  11. Right-click on the newly created shot and highlight Takes. We are currently using Take 3 in our cinematic. We can switch to Take 2 by select it from this menu.

    SequencerQS_5_11.png

  12. Double-click on the Shot0002_003 to open it. Left-click drag to select and delete each of the keyframes within it. We are going to change the current camera movement to a different motion for this take.

    SequencerQS_5_12.png

  13. Lock the Viewport to the camera. Move it near the character's face and press S to keyframe the position.

    SequencerQS_5_14.png

  14. In the Details panel for the camera, adjust the Manual Focus Distance and add a keyframe for the adjusted value.

    SequencerQS_5_15.png

  15. Jump to the end of the sequence. Move the camera back away from the character and keyframe it.

    SequencerQS_5_16.png

  16. Click the Master breadcrumb to return to the Master Track.

    SequencerQS_5_17.png

End Result

You now have a two shot cinematic, however you can use different Takes from the Take Menu.

You can re-arrange the Shots by dragging them to new locations on the Shot Track or add a Take as an additional Shot, giving you three Shots. While this is only a small fraction of what is possible with Sequencer, it highlights some of the core aspects of the tool that you can use to craft your scenes.

In the next and final step, there are some "On Your Own" challenges you can attempt to add to this scene and links to additional documentation.

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