UDK Cameras and Cinematics
Note: You should be familiar with using Kismet and Matinee prior to working with cameras in UDK. Please read the notes on the kismet and matinee page.
Creating Cameras In UDK
Create a camera by using the actor classes browser in UDK. Alternatively you can use the viewport menu, "add camera actor here" at the very bottom of the menu.
Go to kismet and create a matinee sequence. Make sure your camera is selected in the 3D view and go into the matinee sequence. Right click in the empty space at the lower left side of the matinee window and choose "Add new camera group". Give your group a name.
You will see that the group now has a movement track and a FOV track. You can set keys in these tracks using the usual animation methods , and by doing so, you can animate your camera.
Note: When you animate the camera, it's a good idea to animate it in "World Space" (or parented to another object).
Relative mode can cause problems. To Fix this, select the "Movement" track, right click on the track, and choose "world frame" rather than "relative to initial".
To See Through Your Camera and Control Editing And Camera Cuts
To control your cameras, you need to create a director group.
Right click in the black space on the lower left of the matinee window and use "New Director Group".
To create a "cut to the camera", first make sure you are on frame zero, and then click on the director groups track andpush enter to create a key which will activate the camera you want. Ensure you choose the right camera from the drop down list that appears.
You can look through your camera by clicking the director groups camera icon, just to the right of the text "Director Group".
Links:
- Gui gave us a link to a video about working with large UDK sized levels in Maya.
- http://www.youtube.com/watch?v=Xl5kJP02K0g
- See here for a useful tutorial on camera animation in UDK:
- http://maiev.net/wordpress/?p=374
- (Do *NOT* convert the images to jpeg as shown in the tutorial, doing so will cause a major quality loss.)
Here are some additional notes, very step by step, for how to set up the camera: Open Kismet RMB > New Event > Level Loaded RMB > New Matinee Select your camera Open Matinee In the left lower column (dark grey bg) RMB > New Camera Group Type the camera name, press enter Mouse over the movement track RMB > World Frame Change time settings: Change frame rate dropdown to 24fps (says 0.5 by default) Turn all snaps on (3 buttons right beside dropdown menu) The time slider is the horizontal section with numbers Drag it with LMB Zoom with MMW The red flag are the start and end of animation Right above the movement track, there's a small camera icon, click it to active looking through the camera, then scrub the time slider Left Click on the movement track Scrub the time slider to the next keyframe for your camera Move your camera, press enter To edit a keyframe, click it, it should highlight yellow then move the camera (don't push enter again or you'll get double keys) Repeat the process for the other two cameras To change the timing on an animation: click to select a key, hold ctrl and click to add other key to the selection to move the keys, after selecting them hold ctrl and use LMB to drag them to the time you want you may need to move the red flag at the bottom to make the timeline longer To put the camera's into a sequence: In the dark grey background at the right in matinee RMB > Add New Director Group Goto frame zero on the time slider LMB Click the director track Press enter, choose cam_a Goto another frame on the time slider, where the next camera should start press enter again choose cam_b Goto another frame on the time slider, where the next camera should start press enter again choose cam_c Click the camera icon on the director track to look through the director (look through all cameras in order) push