Mannequin Motion Poster in UE4 Niagara and Sequencer Tutorial

Mannequin Motion Poster in UE4 Niagara and Sequencer Tutorial

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Mannequin Motion Poster in UE4 Niagara and Sequencer Tutorial

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[Intro]

  • Introduction: “Hi guys, I’m Asif Ali, and you’re watching the CGHOW channel! Yesterday, I created this scene in Unreal Engine 4.27, and today, I’m going to show you how I made it. This video will break down the whole scene and how I created the effects. Let’s get started!”
  • Call to Action: “Before we begin, make sure to subscribe to my YouTube channel and click the bell icon to get notified of all my new videos.”

[Scene Breakdown]

  1. Existing Tutorials:
    • Beams: “These beams (for both male and female characters) were created in a previous tutorial. You can find the exact same beam, just modified a bit for the character’s hand size.”
      • Link to Tutorial: “Check out these tutorials on my channel for more details.”
    • Power Shield Effect: “This effect is very similar to the one for the guy, just modified slightly with opacity and particle spawn rate adjustments.”
  2. Scene Setup:
    • General Scene: “Here’s how the scene looks when the camera is off. I placed some grass near the camera to add blur and depth of field. There are also speed lines visible near the camera.”
    • Camera Animation: “The camera animates along a spline path, moving from the start position, reaching the middle, and then returning to the start. It also has a focus length animation.”
      • Scene Depth: “I used rocks and characters in the scene, with effects added to each character (beams and shield effects).”
  3. Effects and Assets:
    • Speed Lines: “These speed lines are controlled with a radial material, emitting 200 particles in both directions (positive and negative Y). The particles fade in and out with varying alpha.”
    • Rocks: “The rocks in the scene come from the Infinity Blade Grass package.”
    • Character Animations: “The animations for the male and female characters are downloaded from Mixamo. The male character uses the ‘Sword and Shield Block Idle’ animation, while the female character uses the ‘Ninja Idle Anim’ animation.”

[Sequencer and Lighting]

  1. Sequencer:
    • “The animation is placed in Sequencer, where I control the timing of effects. I’ve used two lights in the scene: a yellow one and a purplish one.”
    • Post-Process Settings: “I’ve tweaked some values in the Post Process, including contrast, gamma, and shadow settings.”
  2. Sky and Fog:
    • “I adjusted the speed of the sky to make it move faster and added Exponential Height Fog with a blue color to create atmospheric depth.”

[Detailed Breakdown of Effects]

  1. Beam Effect:
    • Beam Mesh: “The beam is a twisted cylinder mesh. I added a basic gradient material with a rock texture and applied it to the mesh. The beam’s opacity is controlled by an erosion effect.”
    • Particle System: “The particles are emitted from the character’s hand, with random size, velocity, and life. The color transitions from pink to yellow.”
  2. Power Shield Effect:
    • “The shield effect is split into three parts, focusing on the hand, knee, and leg. Each part has its own particle system with different mesh shapes and materials.”
    • Sparkle Effect: “I added sparkle particles with a flash texture and tweaked size, gravity, and velocity.”
    • Dark Energy and Smoke Effects: “For the dark energy, I used speed lines and radial materials, and for smoke, I used a basic smoke material with random particle behavior.”

[Final Steps]

  • Camera and Focus: “I used a tracking focus for the camera, so it always follows the character.”
  • Testing: “After setting everything up, I played the scene to see how it looked.”

[Outro]

  • “And that’s it! I hope you liked this breakdown and found it helpful. If you want to recreate these effects, be sure to check out my individual tutorials on my YouTube channel.”
  • “Thanks for watching! Keep learning, and see you in the next video. Take care!”

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