Introduction to CinematicMode Sai-Keung Wong Chiao Tung University, Taiwan, R.O.C. Reference: Mastering Unreal Technology (MUT)
Contents CinematicMode CutScenes Examples
Example: CutScenes In Level Editor Create a trigger Select the trigger
Example: CutScenes In Kismet Create a touched event using the trigger New Action -> Toggle -> Toggle Cinematic Mode
Example: CutScenes
Example: CutScenes Create a variable “player” to attach it to Cinematic Mode::target
Example: CutScenes Create a matinee sequence right click-> New Matinee
Example: CutScenes Create another “toggle Cinematic Mode” and connect Matinee::completed to “toggle Cinematic Mode”::disable
Example: CutScenes Add a character Content browser->staticmesh->… Select the mesh
Example: CutScenes
Example: CutScenes In level editor Right click->add SkeletonMeshMAT
Example: CutScenes Set the skeletonMeshMAT Movement::Physics as PHYS_Interpolation for movement animation
Example: CutScenes Select the skeletonMeshMAT In Matinee, Add New Empty Group Add New Movement Track
Example: CutScenes Add some key frames and set proper positions for defining the movement of the mesh
Example: CutScenes
Example: CutScenes Add a camera actor In content browser->Actor Classes->CameraActor
Example: CutScenes Select the camera In Matinee Create a new empty group Create a new movement track Set the movement for the camera Set Movement::LookAtGroupName = the group of the skeletonMeshMAT Set Movement::Rot_Mode = IMR_LookAtGroup Note: Rot_Mode := rotation mode
Example: CutScenes
Example: CutScenes Add a new director group
Example: CutScenes Select the Director At time = 0.0, press ENTER, select “camera” At time = 9.0, press ENTER, select the level name
Example: CutScenes Save and test. Touch the trigger.
Example: CutScenes Add a teleporter to join to the final position. Save and test. Cannot get back from the control after finishing the Cinematic sequence.
Example: CutScenes Solution: Add a player variable and connect to the second Toggle Cinematic Mode::Target. Save and test.
Suggestions The cameras look at something. Try out all other possible controls of the cameras, e.g. blur, depth of field, fov, etc.