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UDK - Turntable - Any updates?

polycounter lvl 12
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Ace-Angel polycounter lvl 12
Hey to all,

I was taking a gander at the Eat3D video on how to create a Turntable for UDK here: http://eat3d.com/free/ue_turntable

The only issue is that the video is pretty old, and uses some really weird methods of achieving said results and doesn't cover some of my questions.

For example, is it necessary to a platform so that when the character player spawns, I can view it? Is there any other way, or maybe a setup to auto-start the user in Ghost mode?

I found another place to get started: http://ubudave.weebly.com/udk-creating-a-video-sequence.html

However, again, I'm not sure how 'upto' par it is, so I would appreciate any feedback on what tutorials I could be following or if there tidbits missing that I should be aware of (and yes, this is my first time going Commando_Line in UDK).

Cheers!

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  • imbueFX
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    imbueFX polycounter lvl 5
    I haven't watched the Eat3d video, but I would guess that a very simple matinee sequence would work best (much like your 2nd link). Just use the director group with a keyframed camera, and set move/rotation keys for the object you want to showcase. Then a simple render to AVI or stills and you're good to take it in something like AE.

    That's how I'd do it, at least :)
  • Ace-Angel
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    Ace-Angel polycounter lvl 12
    Ah, OK, good to hear then, cheers!
  • Ace-Angel
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    Ace-Angel polycounter lvl 12
    BUMP Question: I spent some time wrestling with the renders, and for some odd reason, when I used tiledshot 4 command or something bigger then HD resolutions, I get weird artifacts in my Post-Process.

    Most notable would be my Bloom, as anything in the Left Upper corner of the origin of the bloom, no matter where on the screen, gets a nice big fat square cut.

    Anyone has tips about said issue?
  • Money
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    Money polycounter lvl 8
    I think tiledshot doesn't work properly with post process, essentially the same thing what happens if you leave HUD on. I remember from playing ME that you could never use it with postprocess on because they have vignette in the post process chain that would carry over to the screen grab.
    Here it helps to visualize it better how it gets cut off where "one small screen" ends.

    Not sure if you can completely avoid it, but in some angles depending on the position on the screen it seems to be less noticeable where it just leaves a live over bloomed area (pic 4). Using tiledshot 2 instead of 4 would help out a bit, makes less slices of the screen so less problematic areas, but you would still have to avoid those where it gets cut.
    Or as last resort just run some insane AA then. :D

    http://www.abload.de/img/bloomscrggqia.jpg
    http://www.abload.de/img/bloom1bodq67.jpg
    http://www.abload.de/img/bloom2zjruu.jpg
    http://www.abload.de/img/bloom39hocw.jpg

    EDIT:
    Not sure if it's just me, but even with 2 it still adds a bit of third division to the screen so it doesn't go right over mid line (same with pics above adding part of the fourth screen from 3 command). At least with some edge effect like vignette you can easy find those spots you want to avoid.

    http://www.abload.de/img/bloom4r1oy0.jpg
  • Ace-Angel
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    Ace-Angel polycounter lvl 12
    Cheers, and yes I have a vignette effect, which could explain the harsh rounded corner cut.

    Cheers again!
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