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.
Engineering Prototype:
Basic functionality; Virtual camera implementation in VR space
Production Prototype:
Development on camera controls and user experience. Implementation of mixed reality components
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