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Week 3 - Virtual Production R&D and Previs Refinement

Writer's picture: Porter JustusPorter Justus

This week I've been diving deep into virtual production prep and R&D. I had the idea to use CamTrackAR to record the camera tracking data of my Blackmagic Pocket Cinema Camera 4K, by mounting the phone to the camera and inputting the offset in Unreal Engine. Well wouldn't you know it. I found a YouTube video that proves it. So, I've started prepping to do my own tests following the tutorial, found below.

Unfortunately, I didn't get to do any testing this week, but I'll be posting my findings next week so stay tuned.


The biggest accomplishment this week was refining the Previs that we did last week. This was a huge challenge, because I was having trouble with the sequencer and camera. In a nutshell, there is a big difference between spawnable and possessable cameras. Spawnable cameras only exist in the sequencer and possessable exist in the level and can be parented to items such as null actors or Cine Cam Sliders.


I also ran into the issue of sequencer not wanting to render and preview if there was a subsequence track. No clue because, but it was no matter I worked around it by building everything in one level sequence. We also realized that building the level sequence in a sub-level upsets the whole system. So now I only work in the main level, no more funny business.


Here is the current up to date version of our Previs.



As depicted in the video we've decided to do a combination of live action and motion capture to accomplish our video. The motion capture will be accomplished with the iPhone app move.ai. Though still in beta, many people are having a lot of success with it. I look forward to testing it this week. In this previs we also tried to communicate the relationship between the actor the product, and the sound visualization elements such as the shock waves and chladni wave patterns, with some others on the way. We chose to nix the pattern on the wall and have the wall crack instead to provide that impact to justify the shock wave. We also timed out our music to be more accurate with the music coming in full at the contact with the wall.


I believe this next week will be more refinement, a stronger focus on FX and the virtual production workflow.

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"Out of the ashes of each passing project, rise to create again."

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