From b4f8f62e860c64973242e492bd8bdfdcba13bf50 Mon Sep 17 00:00:00 2001 From: BlueRose <378100977@qq.com> Date: Mon, 20 May 2024 12:55:45 +0800 Subject: [PATCH] vault backup: 2024-05-20 12:55:45 --- .../{场景流程.md => 场景流程&镜头流程.md} | 15 ++++++++++++++- 1 file changed, 14 insertions(+), 1 deletion(-) rename 02-Note/DAWA/ASoul/流程笔记/{场景流程.md => 场景流程&镜头流程.md} (61%) diff --git a/02-Note/DAWA/ASoul/流程笔记/场景流程.md b/02-Note/DAWA/ASoul/流程笔记/场景流程&镜头流程.md similarity index 61% rename from 02-Note/DAWA/ASoul/流程笔记/场景流程.md rename to 02-Note/DAWA/ASoul/流程笔记/场景流程&镜头流程.md index 5cfcd5e..e04ce7c 100644 --- a/02-Note/DAWA/ASoul/流程笔记/场景流程.md +++ b/02-Note/DAWA/ASoul/流程笔记/场景流程&镜头流程.md @@ -24,7 +24,20 @@ # LevelSequences +LevelSequence的帧数为30fps。 + - DirectorCamSetupData - Example5400x4800(大动捕室):/Game/LevelSequences/Example5400x4800/CamSetup_5400x4800 - DirectorCamGroupData:/Game/LevelSequences/Example5400x4800/General - - Dance \ No newline at end of file + - Dance + +## 创建一个新镜头的步骤 +***推荐直接复制之前制作的镜头,并在此基础上进行编辑。*** + +1. 在LevelSequences目录下新建一个LevelSequence资产。 +2. 拖入角色蓝图资产到到LevelSequence中(Spawnable),并且Attach指定的**LiveArea**Actor下,对齐直播场景的原点。拖入SoundBase资产到LevelSequence中(可选)。 +3. 角色蓝图添加CharacterMesh轨道,并且给CharacterMesh轨道指定对应的AnimationSequence资产。 +4. +5. 如果需要追踪则给CinemaCamera的FollowingMovement轨道的FollowingActor制定对应Actor,并且***填写FollowingIdolName***(例如Idol.BeiLa)。以及FollowingSocketName + +DirectorCamera