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Project Development: UE4 XR Camera Operator

Development Breakdown

This project has quite a large scope that for a university trimester would likely be too much for me to complete, so I have broken it down into development steps.

  1. Engineering Prototype:

    Basic functionality; Virtual camera implementation in VR space

  2. Production Prototype:

    Development on camera controls and user experience. Implementation of mixed reality components

  3. Further Development:

    Compiled UE package, instructional videos, and optional physical rig for controller positioning


Engineering Prototype

At the very least, this prototype should provide a base for virtual film production at an Unreal level.

Features

  • The operator can teleport to different locations

  • The virtual camera position and rotation is influenced by the right motion controller

    • The camera has 5 different smoothing modes

      • Raw input: Follows exact location and rotation of the controller

      • Smooth: Follows location and rotation of the controller with a smoother motion

      • Tripod: Locks the position of the camera based on the position of the controller and removes ability to roll the camera

      • Gimbal: Follows location of the controller and removes ability to roll the camera

      • SteadyCam/GlideCam: Follows location of the controller and removes ability to pitch or roll the camera.

    • The camera has 5 prime lenses that can be switched between, this array can be added to or modified to match whatever project

      • Focal Lengths:

        • 12 mm

        • 18mm

        • 35mm

        • 50mm

        • 85mm

Development Documentation

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