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Immersion

Week: 3 Sequencer

This week, we focused on using Sequencer in Unreal Engine and explored how cinematics are created inside the engine. We learned how to set up a Level Sequence and how it functions as a timeline-based tool for controlling animation, cameras, and events within a scene.

The process began with creating a new Level Sequence and placing a skeletal mesh character into the scene. By adding the character to the Sequencer timeline, it became possible to assign existing animations and control when and how they play within the shot. This introduced the idea of non-linear animation, where timing, placement, and layering of motion can be adjusted without altering the original animation assets.

We also worked with basic camera setup and framing inside Sequencer, which highlighted how cinematic principles such as composition, timing, and continuity translate into a real-time engine. Adjusting transforms, animation start points, and camera movement required careful attention, as even small changes could significantly affect the readability and mood of a shot.

Overall, this session demonstrated how Sequencer acts as a bridge between animation and environment, allowing different elements—characters, cameras, and scene objects—to be coordinated in a controlled and flexible way. Understanding how to organize tracks, refine timing, and preview results in real time is essential for creating clear and effective cinematics in Unreal Engine.

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