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Virtual Filmmaking with Unreal Engine 5

You're reading from   Virtual Filmmaking with Unreal Engine 5 A step-by-step guide to creating a complete animated short film

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Product type Paperback
Published in Feb 2024
Publisher Packt
ISBN-13 9781801813808
Length 480 pages
Edition 1st Edition
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Author (1):
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Hussin Khan Hussin Khan
Author Profile Icon Hussin Khan
Hussin Khan
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Toc

Table of Contents (23) Chapters Close

Preface 1. Part 1:Pre-Production: Project Development and Gathering Resources
2. Chapter 1: Getting Started with Unreal Engine FREE CHAPTER 3. Chapter 2: Understanding the Principles of Photography, Film Cameras, and Lenses 4. Chapter 3: Understanding the Art of Storytelling and Creating Your Storyboard 5. Part 2: Production: Creating the Environment
6. Chapter 4: Importing 3D Objects and Creating Levels 7. Chapter 5: Creating Environments with Quixel Megascans 8. Chapter 6: Creating and Applying Materials to 3D Meshes 9. Part 3: Production: Adding and Animating Characters
10. Chapter 7: Creating Actors with Unreal Engine MetaHumans 11. Chapter 8: Retargeting the MetaHumans for Unreal Engine 5 12. Chapter 9: Adding Animations and Facial Expressions to Your MetaHuman Characters 13. Part 4: Production: Shooting the Scene
14. Chapter 10: Adding and Animating Virtual Cameras Using the Level Sequencer 15. Chapter 11: Enhancing Set Dressing, Retiming Shots, and Adding Niagara Particles 16. Chapter 12: Setting the Mood with Lighting and Adding Post-Processing Effects 17. Part 5: Post-Production: Adding Post-Processing Effects and Music
18. Chapter 13: Exploring Color Management, Additional Camera Settings, and Rendering Your Shots 19. Chapter 14: Adding Sound and Finalizing Your Virtual Film 20. Index 21. Other Books You May Enjoy Appendix: Creating Material IDs Using Blender

Organizing the Outliner

In the Outliner panel (at the top right of the screen), you can see the list of items currently populating the scene. These consist of cameras, decals, lights, and 3D static meshes. Currently, there are 1,046 items (or Actors).

Figure 4.12: The Outliner

Figure 4.12: The Outliner

Note

All the items in the Content Browser are referred to as assets, but once they are used in the Level (scene), they are known as Actors.

Let’s start by removing Actors we don’t need and moving similar Actors into their respective folders:

  1. Select all the cameras in the Outliner and press the Delete key on your keyboard.

Figure 4.13: Deleting the cameras

Figure 4.13: Deleting the cameras

  1. We also need to delete all the SphereReflectionCapture Actors and the LightmassImportanceVolume Actors too.
  2. Next, select all the Decal Actors and click the Create Folder icon at the top right of the panel.
Figure 4.14: Creating folders

Figure 4.14: Creating...

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