Previsualization
The objective of this laboratory exercise is for you to become comfortable with assembling previsualization sequences in Unreal. The exercise is designed to expose you to several different attributes of the software for authoring film sequences. You might want to take advantage of his previsualization tutorials available on the weebly site you’ve been using thus far.
https://unrealfound.weebly.com/
Note also that all of this is linked to the class Slack channel in the “resources” section, as well as on the course website.
The template scene for this project is at smb://cad-files.rit.edu/classes/current/Flip_Phillips/SOFA-516-01/public/PreVizProject and will be on Perforce at some point for reference.
Goals
Our goal this year is back to basic filmmaking along with a little bit of constraint!
Deliverables
For this laboratory, you will deliver .mp4
video files from the Unreal Editor sequencer (similar to playblasts from Maya).
Upload the sequences onto the Course Share using the naming format -
Lab2_Phillips_01.mp4
Lab2_Phillips_02.mp4
Lab2_Phillips_Final.mp4
…
one for each shot, substituting your last name, please.
Specifics
- We’ll upload a template scene environment for all of you to use (see the
public
folder on the course share). - You’re allowed to add one asset of your choice to the scene.
- Produce a minimum of 3 different previsualized sequences of the same scene.
- The scene should be 15-30 seconds in length.
More Specific
- Each scene sequence should include a minimum of 3 cuts.
- The sequences should include variable lens selections and variable framing choices.
- The sequences should explore crane or dolly moves, pan/tilt choreography, and zoom and focus changes.
- Be sure to show evidence of creative iteration across each sequence.
- If you’re ambitious, you can explore character animation using key frames or motion capture tools, but at a minimum you can move characters through your scenes using sliding translations.
- If you’re ambitious, dynamic lighting or lighting choreography beyond basic default operations in Unreal could be interesting.
- One of your iterations should be labeled Final as your chosen iteration (it doesn’t have to be your ‘last’ iteration, just the one you feel best represents the scene).
To the best of your ability, apply your understanding of film language to your previsualization sequences. Exhibit how editing and how camera moves, framing, and focus are used to tell a story. Most importantly, focus your attention on live action craft. Move cameras and actors in physically relevant ways. This exercise will expose you to the powerful tools available in Unreal, but be sure to keep a filmmaking sensibility to your sequences. We will plan to critique the sequences together when complete.
The goal here is exploration and not necessarily theater presentable polished and finished product. Creativity and exploration are key, not execution.