Wednesday, May 28, 2025

18_D04_H03_01 Right way to use Camera Cranes in Unreal Engine


Session 18 Summary: Camera Crane Rig in Unreal Engine 5.6

🔧 Setup and Shot Context

  • Opened the existing camera_settings project and loaded module_7.
  • Continued working within camera_rig_shot_root sequence.
  • Began editing Shot 0040_01—a cinematic crane shot moving from outside the house through the window to two seated characters.

🏗️ Adding and Configuring the Camera Crane

  • Added Camera Rig Crane from CinematicCamera Rig Crane.
  • Named it rig_crane_4, placed into 08_camera_rigs folder.
  • Duplicated wide_camera, named it cinecam_crane, and parented it to the crane rig.
  • Reset camera’s transform (location and rotation) after parenting.

🕹️ Understanding Crane Controls

  • Pitch: Vertical tilt of the crane arm (animated from top-down angles).
  • Yaw: Horizontal pan/rotation of the entire crane.
  • Arm Length: Extends or retracts the crane’s boom to change the distance.
  • Crane Yaw Control (height adjustment): Moves the crane rig vertically.

🔒 Enabled Lock Mount Pitch/Yaw to sync camera motion with crane tilt and rotation.


🎬 Animating the Crane

  • Inserted keyframes at 0s, 5s, and 10s for:
    • Crane Pitch
    • Crane Yaw
    • Arm Length
    • Yaw Control Location
  • Created a 10-second animation where:
    • Crane starts high and outside the window.
    • Moves inward to focus on characters.
    • Arm extends, camera tilts and pans inward gradually.

🔭 Adding a Tracker for Look-at Focus

  • Added a Helper Actor named crane_cam_tracker.
  • Positioned between the two characters at table level.
  • Enabled Look-at Tracking on cinecam_crane to always face the tracker.
  • Ensured smooth tracking as the crane moved through the scene.

🎚️ Camera Tweaks

  • Adjusted focal length from 40mm to 20mm for wider framing.
  • Fine-tuned final position of crane at 10s for better composition.
  • Verified smooth movement, tracking, and actor framing.

🗂️ Organizing & Finalizing

  • Added rig_crane_4 and cinecam_crane to the crane folder inside sequencer.
  • Enabled Camera Cuts at frame 0 to switch to the crane shot.
  • Saved all sequences and nested them into the master sequence

 


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