In this GDC 2017 session, members of the Unreal Engine 4 development team demonstrate several exciting upcoming animation and physics features for the engine. These include new workflows for previewing and editing animation, new tools for creating physics simulations with improved quality and performance, and other ways to improve the quality of digital characters. Our goal is to allow teams of all sizes to easily make cutting-edge, engaging experiences!
As part of this showcase, 3Lateral presents Gene Splicer, its novel approach to parametric modeling of avatars embedded in Unreal Engine, which is both a production and runtime solution for democratizing high-end character rigs. Gene Splicer evaluates the appropriate rig for the animated avatar created by user, and this all happens in milliseconds. This solution is based on a database of scanned people, and through this database approach we’re generating truly unique characters with appropriate facial gestures for their anatomy, while keeping the ability to use the same animation across the created population. This technology is not just high-quality, but is also highly optimized for both high-end cinematics and VR applications.
Unreal Engine 4.13 has arrived! In this version you’ll find numerous improvements across the board.
Many new rendering features have been added, such as mesh decals, Blueprint drawing to render targets, GPU morph targets, refraction improvements and high quality, optimized noise functions are now available to materials. Shadow map caching allows for more shadow-casting dynamic lights in a scene than ever before!
Sequencer, our new non-linear cinematic editor, has been updated with a slew of new features for high-end cinematography. Live recording from gameplay has been significantly improved. Also, you can now transfer shots and animations back and forth from external applications. You can see these features in our SIGGRAPH Real-Time Live! 2016 demonstration.
Alembic support allows you to import complex and interesting vertex animations. And the new Physical Animation Component lets your characters respond realistically to physical forces by driving their skeletal animation through motors.
Posted in Game Engines
Winner of the SIGGRAPH 2016 Award for Best Real-Time Graphics and Interactivity, this scene based on Ninja Theory’s upcoming game, Hellblade: Senua’s Sacrifice, was shot, edited and rendered to final quality in minutes, a process that would normally take weeks or months.
This real-time cinematography project was developed by Epic Games, Ninja Theory, Cubic Motion & 3Lateral, with additional support from House of Moves, IKinema, NVIDIA and Technoprops.
Sequencer is ready to use in Unreal Engine 4.12! This is a fully non-linear, real-time cinematics and animation tool, and the successor to Matinee. It has many powerful features, including automatic keyframing, cinematic cameras, and live gameplay recording. Sequencer allows for easier collaboration on large animation projects, because you can freely organize your sequences into as many assets as you want. Sequencer will offer to import your existing Matinee animations when you open them, but Matinee is still supported as well.
Sequencer combines the power of a non-linear editor with 3D animation editing to allow you to produce in-game cinematics as well as a sequence of shots for film, television, and previsualization.
Sequencer’s non-linear workflow gives you the ability to compose and edit your shots in a creative and iterative fashion. You can easily make changes to a particular shot, like change the color of a light or add a fog element, and rollback to a previous take to experiment with how your sequence comes together. It’s also designed so that multiple artists can work on multiple shots simultaneously. Check out the Subway Sequencer Project on the Learn Tab of the Launcher to see Sequencer in action.
Rearrange shots like a traditional non-linear editing package.
Create alternate takes of a shot and rollback with ease.
Make per-shot tweaks and spawn shot-specific actors.
Designed for collaboration.
Posted in Game Engines