BlueRoseNote/02-Note/DAWA/ASoul/流程笔记/场景流程&镜头流程.md

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# 前言
1. 角色需要`BP_LiveArea`LiveAreaActor
2. Sequence与Camera需要`CameraRoot`Actor需要与LiveArea完全重叠
1. ~~FollowMovementComponent编写各种相机跟踪物体IdolName、Socket、Bone~~
2. 摄像机挂载FollowingComponment。
# LiveDirector
## BP_LiveArea
基类为**ALiveAreaActor**位于Source/LiveDirector/DirectorFramework/LiveAreaActor.h。直播区域占位用Actor可以用于定义
- WeatherOverride进入该区域后天气系统重载。
- WeatherBlendDuration天气系统重载过渡时间。
- CareLayers该区域加载时会自动加载关联的 DataLayer 层级。
# DirectorCam
## Core
### BP_CamPlacement_LiveArea
一般挂载在**BP_LiveArea**下面。使用LiveDirector - DirectorCam - Template下的模板生成。继承关系为**BP_CamWorkShopPlacement -> ACamWorkShopPlacementActor**位于Modules/DirectorCam/Core/CamWorkShopPlacementActor.h
## Data
### UDirectorCamGroupData
### UDirectorCamSetupData
# LevelSequences
LevelSequence的帧数为30fps。
- DirectorCamSetupData
- Example5400x4800(大动捕室)/Game/LevelSequences/Example5400x4800/CamSetup_5400x4800
- DirectorCamGroupData/Game/LevelSequences/Example5400x4800/General
- 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添加FollowingMovement组件以及轨道并且指定组件的FollowingActor为对应Actor并且***填写FollowingIdolName***例如Idol.BeiLa。以及FollowingSocketName
DirectorCamera为场景相关的相机。
1. Sequence中添加DirectorCamera之后Attach到CameraRoot下。