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Introduction to CinematicMode
Sai-Keung Wong Chiao Tung University, Taiwan, R.O.C. Reference: Mastering Unreal Technology (MUT)
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Contents CinematicMode CutScenes Examples
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Example: CutScenes In Level Editor Create a trigger Select the trigger
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Example: CutScenes In Kismet Create a touched event using the trigger
New Action -> Toggle -> Toggle Cinematic Mode
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Example: CutScenes
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Example: CutScenes Create a variable “player” to attach it to
Cinematic Mode::target
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Example: CutScenes Create a matinee sequence
right click-> New Matinee
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Example: CutScenes Create another “toggle Cinematic Mode” and connect
Matinee::completed to “toggle Cinematic Mode”::disable
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Example: CutScenes Add a character
Content browser->staticmesh->… Select the mesh
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Example: CutScenes
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Example: CutScenes In level editor Right click->add SkeletonMeshMAT
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Example: CutScenes Set the skeletonMeshMAT Movement::Physics as PHYS_Interpolation for movement animation
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Example: CutScenes Select the skeletonMeshMAT In Matinee,
Add New Empty Group Add New Movement Track
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Example: CutScenes Add some key frames and set proper positions for defining the movement of the mesh
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Example: CutScenes
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Example: CutScenes Add a camera actor
In content browser->Actor Classes->CameraActor
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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
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Example: CutScenes
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Example: CutScenes Add a new director group
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Example: CutScenes Select the Director
At time = 0.0, press ENTER, select “camera” At time = 9.0, press ENTER, select the level name
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Example: CutScenes Save and test. Touch the trigger.
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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.
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Example: CutScenes Solution:
Add a player variable and connect to the second Toggle Cinematic Mode::Target. Save and test.
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Suggestions The cameras look at something.
Try out all other possible controls of the cameras, e.g. blur, depth of field, fov, etc.
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