Exploring an Animation Studio Cinematic in Unreal Engine 5
Sir Wade Neistadt
0:00 This video is sponsored by Epic Games.
0:01 Here's a question.
0:02 How many times have you personally gotten
0:04 to actually open up a real studio project,
0:07 like the actual files for that [music] project?
0:10 And if you have and you work at a studio where you get
0:12 to do that, how many times do you get to do that for another studio,
0:15 for another production that isn't your own?
0:18 It's pretty rare, right?
0:19 That kind of access is extremely uncommon.
0:22 But that's what I wanted to talk about today.
0:25 This is the Acom Animation sample project and it is
0:28 an actual production cinematic created by Agora Studio and the entire
0:31 thing was built in Unreal Engine which is very
0:33 cool because even if you've worked in an animation studio,
0:36 chances are you probably haven't worked at one where
0:38 you actually got to see inside an Unreal Engine pipeline.
0:41 One of the things that's so special about
0:42 this project is that the rigging of the characters
0:44 and the actual animation that was all done natively
0:46 inside of Unreal as [music] well as you know effects,
0:49 blueprints and the environment and the lighting and things
0:51 like that that are a little bit more common.
0:53 Even the characters here were made in Unreal.
0:55 And this whole thing is free to download.
0:56 It's on Fab, which is Epic Games' content
0:58 marketplace where we can grab stuff for Unreal Engine,
1:00 but we can deconstruct the assets to learn from them ourselves,
1:03 or you can even reuse these assets in your own projects.
1:05 If you want to play with these characters,
1:06 if you want to grab some of the props,
1:08 if you want to use the effects, it's all just there and you can use it.
1:10 And in this video, I want to show you 10 different things
1:12 that I've learned while working with this project
1:14 because there's so much cool stuff, half of which I've never even seen before.
1:17 And I just wanted to share that with you.
1:19 Now, just to be clear, I didn't actually work on the animated cinematic.
1:23 I was doing some work with Epic Games to create
1:24 educational content to accompany this cinematic so that if anybody
1:27 wanted to learn like the animation tools and sort
1:30 of more about the software of like how this was done.
1:32 I made a bunch of videos that live over on the Epic Dev
1:35 community and some of those videos are making their way over to YouTube,
1:37 which whatever is available for you to watch,
1:39 I'll have linked down below if you want to check out the actual cinematic,
1:42 the download for the project, of course,
1:44 the videos that I created to sort of walk
1:46 you through how to actually work with these project files
1:48 and to understand everything that's in there and like what
1:50 was used and the tools and that kind of thing.
1:52 And of course, I'll have links down below to my animation courses because I
1:55 do teach animation and I also teach software and I've got classes for Maya,
1:58 Blender, and Unreal Engine,
2:00 including some upcoming classes on creating animated cinematics.
2:03 And so, if any of this is the kind of thing
2:04 that you want to be able to do on your own,
2:05 I'm going to have links down below for you to check that out.
2:07 Now, with that, let's go ahead and dive
2:08 into the 10 things I learned [music] working in this project.
2:11 Number one, planning with 3D animatics.
2:13 Now, when I say planning with animatics,
2:15 you can actually draw inside of Unreal Engine.
2:17 There's now a built-in tool called Odyssey,
2:19 which is a fully featured 2D animation program in Unreal Engine,
2:23 and you can use it in context of a 3D scene.
2:25 You can actually draw your stuff on these little cards,
2:29 and you can move those cards through space.
2:30 It's not exactly the same as Blender's grease pencil,
2:32 which is like objects in 3D space.
2:34 So, it's different, but it works with UML's camera system.
2:37 And here you can see you can actually move through the 3D environment,
2:40 and you can see those cards moving around, right?
2:43 like you can actually see if you play it from outside,
2:45 they'll go ahead and slide if you choose to do it this way.
2:47 And so this is one example of how you can do 2D previs or 2D
2:52 planning and storyboarding and that kind of thing
2:53 to create an animatic that works in 3D.
2:56 So you actually can do quite a bit
2:58 of the actual 3D layout planning while you work.
3:01 Next up is the time warp.
3:02 And for this this moment where everything goes slow motion,
3:10 there are two ways to actually get slow-mo in an animated project.
3:14 If you've ever done it before,
3:15 one of those methods is just to key frame things in slow motion.
3:19 Just animate it slow.
3:20 And that's what they did here.
3:21 But there's a second way.
3:23 If I take this shot with the fighting and we have the spin attack,
3:26 wah, and then we have this bam that punch right there.
3:29 I'll take this punch and let's go ahead and add slow motion to that one punch.
3:34 I'll go and add a time warp curve.
3:35 You can do play rate or time warp.
3:37 I'll just do play rate.
3:38 That one I don't think gets very much love.
3:39 So, I'll go ahead and just hit uh key frame on this.
3:41 And what this is is basically saying what's the speed,
3:44 the play rate, the rate of play, right?
3:46 We're just at one.
3:47 But if I want to slow that down, I'll back this up a little bit.
3:50 Let's go ahead and say that here
3:51 we're playing normally and a couple frames later,
3:53 maybe by this point I'm going to go down to like 0.1.
3:58 And I'm going to use my curve editor.
4:00 In the curve editor, you can see a little bit better that I
4:02 basically have a play rate of one up here.
4:04 Meaning that whenever the keys are up here, time moves normally.
4:07 We just hit play.
4:08 But then you'll see that right here,
4:11 things slow down and then they'll ramp back up.
4:14 And so it's it's just a quick way to control the flow
4:17 of time to add slow motion with a handful of keys.
4:21 That way you don't have to necessarily animate everything really slow.
4:25 You can sort of make that decision later.
4:27 and just slow things down or speed things up.
4:30 And it's just a it's a cool little feature.
4:31 Now, next up is the effects.
4:32 One of my favorite sections and some
4:34 of my favorite stuff that I found on the project.
4:36 There are a number of different things that they've done with effects.
4:40 Now, these things like these scorch marks, the laser bullet holes.
4:43 These are actually done with what's called decals.
4:45 These are basically stickers that if I take one and move it around,
4:49 you can see that the actual scorch mark and the bullet hole
4:52 are two separate little assets that can be moved around at will.
4:56 Let me go ahead and try to grab this and show you.
4:58 So, you can just use these, duplicate them, and create more.
5:02 Right?
5:03 So, really quick and easy way to customize
5:06 your environment with these little effects things,
5:08 and you can animate them to turn on and off visibility.
5:10 The other thing I thought was really,
5:12 really cool is it would actually animate the surfacing of those assets.
5:16 Let me show you.
5:17 It's this part of it where he's actually
5:18 running and he's getting shot by different blasters.
5:20 the actual like laser fire in some of these shots are they're
5:25 2D animated like drawings on a little plane in front of the camera
5:29 which if I come really close to the camera you can see
5:32 the lasers right so these right here if I go like that you can
5:36 see what it kind of looks like these little 2D effects are
5:39 are handdrawn but if I look at the thing he's holding right here
5:43 there's only one scorch mark and as I move back this way you
5:47 can see that more pop up right find a good frame right there.
5:51 This one is showing up right now.
5:53 So here, if I scrub around and we find these moments
5:55 where the actual little impacts happen on the door like right there,
6:00 this one just showed up.
6:01 We actually have those decals popping up.
6:04 So they're being spawned in on this frame,
6:06 but also the emissive color is being animated.
6:08 So if I crank up the intensity,
6:11 you can see that we're actually animating the shader to be
6:14 like on and bright for just a brief moment, right?
6:17 Right.
6:17 So, if I go, you can see it go pow, right?
6:21 And it turns off.
6:22 So, not only are they being used for set design,
6:24 they're also being used and attached
6:27 to the thing he's holding with shader animation, which I think is super cool.
6:30 I want to mention here this floor being destroyed.
6:33 This is very cool, too,
6:34 because if I leave the sequence and just click on the floor asset,
6:38 this floor asset was actually pre-built with this shot in mind.
6:43 There's actually a little check box here that says broken.
6:45 Yes.
6:46 And we can turn that on.
6:47 And so that gets enabled through this little blueprint that gets made.
6:51 And we can look and see how this was created by opening up that blueprint.
6:55 Now, you don't need to understand blueprints to appreciate this moment.
6:58 Here you can see that there's basically
6:59 just a little thing that says, "Hey, broken,
7:02 it's it's code that says if it if the checkbox says yes, then show damage.
7:06 If the checkbox is not checked, then then don't do it." And if you look in here,
7:09 you can actually see how this was done.
7:11 There is just the actual little piece of floor that they're swapping out.
7:16 So this is the floor asset overall.
7:18 This is a different floor asset that they
7:21 are showing visible when the floor is not broken.
7:24 And then here they have the part that they swap in when you check the box.
7:28 So they have just this little spot that swaps between a broken or a not broken
7:32 thing um which was like a manually created
7:35 piece of broken geometry which is just really smart.
7:38 So you can have one floor asset with a little spot that you know you're going
7:41 to break and you can have a little
7:42 check box so you can easily control the destruction.
7:45 Now little debris pieces are still animated on top
7:48 of that but overall one frame to have the explosion.
7:52 That's great.
7:53 Love it.
7:54 Now please indulge me.
7:54 I have one more effects thing to show you because I
7:56 just love the effects in this project here in this shot.
7:58 As these lasers are flying by let's take a look at one of these lasers.
8:02 Actually multiple of these lasers.
8:04 This asset is the blueprint for laser.
8:07 This right here is a 2D handdrawn effect.
8:11 Now, what it's doing, which, you know, we can move around and we can rotate
8:15 and do things with, but it's got a point light.
8:17 There is a light attached to the actual handdrawn sprite,
8:21 and that's why it's a blueprint.
8:22 It's just these things kind of lumped together,
8:24 kind of like a pre-MP in After Effects, if anyone's familiar.
8:26 But anyways, you've got this handdrawn thing with a light.
8:29 And you can see here that the light just has a color.
8:31 It's orange.
8:32 And the laser itself has these different parameters that they've built in.
8:35 So they decided, okay, we have three types of colors.
8:38 This orangey gradient, like a warm white, and then this like electric blue.
8:42 And those are the colors being used for these three different pieces,
8:45 the three different parts of the drawing,
8:47 like the core, the flames, and then the lightning.
8:49 And then what's really awesome about how this was built is this is actually
8:53 just a set of different drawings being
8:56 cycled frame by frame through the Niagara system.
8:59 So if I go look at this, this is the actual texture file that was created.
9:02 These are the different frames that loop
9:05 and cycle to create the fire thing, the laser.
9:08 So here you can see there's three distinct colors.
9:09 There's like the bright core, the outer flames,
9:12 and then the the lightning piece that eventually is all being
9:15 used to separate the orange from the white and the blue.
9:19 And you've got these different pieces that they can control independently,
9:22 assign certain colors to.
9:24 is you could retexture or recolor them
9:26 with that thing I showed you earlier how we came
9:27 in here and we said I had this as uh so maybe if I want to retexture
9:30 this and turn this into something like reddish
9:33 I could hit this button turn it into like
9:34 a red laser or if I want the lightning to be like green for some reason I can I
9:39 can do that I can make it green lightning if you want to mess with this you
9:42 can actually go into the sequencer here and you
9:44 can grab one of these lasers we can actually
9:46 see the point light element so we can
9:48 control the intensity and change how bright it is
9:50 or we can go to the actual artwork element
9:53 and inside that you've got all kinds of different things.
9:55 For example, we can mess with the sprite index,
9:57 which if I go ahead and just switch some stuff around,
10:00 this will allow us to manually animate
10:03 which of the different sprites we play with.
10:05 So, if I set this from zero, one, two, three, I think there's five total.
10:10 There we go.
10:10 And then back to zero.
10:11 I'll try to do this really fast.
10:16 You get the idea.
10:17 But you can actually handdraw an effect, use it as artwork, as a sprite.
10:22 I don't know how to do all this from scratch.
10:24 This is not my territory, but it's just so cool.
10:26 It's so creative.
10:28 There it is.
10:28 I don't know.
10:29 Baked animation sequences for both evaluation and sharing.
10:32 The big thing with this down inside these subsequences,
10:35 we have the actual control rig like animation data.
10:38 So, if I go find this character, I can twirl it down and we've got his layer.
10:41 And here's all the key frames, right?
10:43 I can click on them.
10:44 I can see the controls and I can see where the individual keys and curves live.
10:49 You know, what's been keyed where.
10:50 But we don't actually need all this live stuff cuz you can
10:53 see if I move around things like his hair have live dynamics on.
10:56 That's great.
10:57 But once you're done with all that work,
11:00 we don't necessarily need to keep all this just live
11:03 in the engine for other artists like lighters and effects artists.
11:06 Like they don't need to access the key frames.
11:08 They don't need this extra computation or access to this stuff.
11:11 And depending on the pipeline,
11:12 it might actually be easier just to have them not deal with any of it.
11:15 And so what you do in that particular case,
11:18 what they've done in this project at Agora is it would take
11:20 this animation work and they would bake it to an actual track here.
11:23 So we say, you can see here it says baked animations.
11:26 So if I go in here, we have beta.
11:28 And in this particular case, he no longer has his rig.
11:31 He's not a live character anymore.
11:33 He's just a skeletal mesh with an animation track.
11:37 And this animation track is really, really lightweight.
11:39 Needs to mess with.
11:40 So, if I just disable it, turn it off, he no longer does anything, right?
11:45 So, you can easily control and, you know, disable characters,
11:49 and you can see how quick it is to load and unload stuff.Oop.
11:54 Unreal really likes when things are in this mode because it's just super simple.
11:58 And you can see when I scrub, he doesn't have the live hair stuff anymore.
12:01 It's like the baked down animation.
12:02 So, it's the perfect format to share between departments.
12:05 And if you happen to have anything that's
12:07 a little bit buggy as you're developing your project,
12:09 this is a really safe way to have the actual like,
12:12 you know, live animation rig always accessible,
12:15 but you're just constantly baking out a version
12:17 that's also set up as a subsequence.
12:19 So you can easily access either copy.
12:22 Animators can jump into their work
12:23 with control ring section or other departments
12:25 can just use the baked animation stuff and mute what they don't need.
12:28 They had a specific Python script that they
12:30 created to do this on the fly really quickly,
12:32 but of course we can just rightclick and and do it the normal way.
12:35 just a smart workflow that I wanted to show the light manager.
12:38 So, there's a lot of lights.
12:39 There's all this like glowing stuff.
12:40 All these lights are on the top of the room down the hallway and so on.
12:45 If you wanted to change all this stuff individually,
12:47 that's going to take a while.
12:48 But here, you can just select the light manager they set up.
12:51 And by selecting that, there's just all these different settings.
12:54 So, you can adjust the red light color as well as the red emissive color.
12:58 So, if we just say, "All right, I want these all to glow." I have white.
13:01 I didn't mean to have white, but you saw how easy that was.
13:02 So I can just switch to something else.
13:04 I can also turn off the alarms.
13:07 Any I'll reset these back to normal.
13:08 So instead of having to do all this stuff individually, light manager blueprint.
13:13 Genius idea.
13:14 Another thing in case you've never seen
13:15 it is the actual organization of the project.
13:18 This is something that I I just think everyone should get to take
13:20 a look at at some point is how any studio sets up their actual cinematics.
13:26 This one's a little bit more involved with a specific naming convention.
13:29 Like all these folder names are not super helpful,
13:32 but that's pretty common in a lot of industry productions.
13:34 You use numbers instead of names because you rearrange things.
13:37 You change the the story.
13:39 And so, you know, it makes it just a lot
13:41 easier to organize stuff with a numbered naming convention.
13:44 But then beyond that, if we actually
13:46 look at the cinematic in the individual shots,
13:48 jumping into a subsequence, you can actually see how things are split.
13:51 Now, I've kind of hinted to this already, but you've got effects,
13:53 you've got a lighting, you've got all these different things separated.
13:56 So, if I want to take the lighting and mute it,
13:57 you can see what the lighting is actually doing
13:58 for this particular shot as opposed to the general lighting,
14:02 we can turn on this shot's lighting.
14:04 Just like that.
14:05 And so, just how they've set up the project, I think it's cool.
14:09 The way they did it is unique.
14:11 Every studio does it differently.
14:12 And so, it's worth really diving in and taking a look at, which of course,
14:16 if you want a guided tour, that's what my videos are for down below.
14:19 But, one of the things I really wanted
14:20 to show you is our next number, the camera rig.
14:23 If I come down here, if I come over here,
14:25 I can show you the actual camera asset.
14:27 So, there is the actual camera,
14:29 but instead of just animating the camera, grabbing it and moving it,
14:32 they actually have a whole control rig set up
14:34 to to mess with the camera through uh control rig.
14:37 So, you've got these different controls.
14:39 We've got the root control, all move, move control, camera control, handheld.
14:42 You can separate different motions.
14:44 So, if you want to do camera shake on one,
14:46 if you want to do sort of a handheld thing on another,
14:48 keeps it clean, but it's a really interesting workflow.
14:50 I hadn't actually seen this particular camera rig set up in Unreal before.
14:54 And if this is something you find helpful,
14:56 you could actually take this asset and move it into your other project.
14:59 So, if you enjoyed this and you're like,
15:01 I want that, you can just move it into other projects
15:03 and you can use this just like all these other assets.
15:05 This one's simple animation key frames to actually be able to look
15:08 at the actual data of what controls on the characters were keyed at what point.
15:13 You can see the cheats that were used to create the cinematic.
15:16 For example, this shot that seems like the characters
15:17 are running by the camera from wherever they're coming from.
15:19 You can see that the character is actually just running from a wall.
15:23 He's not coming from anywhere because the camera doesn't see it.
15:25 So, it's fine.
15:26 So, it's just a good way to see the little tricks
15:30 and things that have been done to to sell the shot.
15:33 And you can see all these different robots running around.
15:35 You see that this robot's in a T- pose until he
15:37 snaps in because he's really not doing much until he's needed.
15:40 So, you don't have to mess with everything, just what the camera can see.
15:44 You've probably heard this before, but anyway,
15:46 that's just another thing here that if you want to check out,
15:48 you know, how did they get a certain look?
15:50 How many frames did it take to do something?
15:51 Are they using FK?
15:52 Are they using IK.
15:53 If you really like the like wiggly quality of this robot,
15:56 you could come in here,
15:57 grab one of these controls and take a look at how they did it.
15:59 So, we can come in here to the the up and down.
16:02 And there's like up, down, up, down, up, down.
16:05 Right.
16:05 So, that's that's the curve right there for that like wiggly chest
16:08 on the robot and all this like overshoot that he's got as he fires.
16:11 So, if you want to learn more about actually animating these characters,
16:15 you can come look and see what the animators were doing and intentionally
16:18 dig in there and learn something new
16:21 about animating like a big muscly character,
16:23 the quadriped running around these robots that are kind of like stringly.
16:27 It's really cool stuff.
16:28 And so, these are just a few of the things I wanted to show you in this project.
16:31 Obviously, there's so [music] much more that you could learn by, you know,
16:35 downloading and going through this yourself.
16:36 If you're not familiar with Unreal and you don't even know
16:39 where you'd begin to like deal with all of this, again,
16:42 that's what's going to be linked down below,
16:43 as well as the actual download link for this project,
16:46 the videos that I made for Epic that actually walk
16:48 you through and help you understand like what's going on here.
16:52 And if you want to go even deeper than all
16:53 those videos go and really understand how [music] to animate,
16:56 how to work with Unreal's animation tools specifically,
16:58 or how to make cinematics,
17:00 how to actually get into telling stories [music] in Unreal Engine,
17:03 I've got all my classes linked down below.
17:05 And I've got some of those new classes coming out very soon.
17:07 So, make sure you check out the link down below
17:09 to my courses [music] and join the wait list if you haven't already.
17:11 That way, you're the first to know when these new classes come out.
17:14 And of course, a huge thank you to Epic Games for sponsoring this video.
17:16 Everything you've seen, Unreal Engine, this cinematic project,
17:19 the videos I made for the EDC,
17:20 all that stuff is just free for you to check out as resources to download.
17:24 But I hope you enjoyed the video.
17:25 Thanks again for watching.
17:26 As always, I'm Sured and I'll see you in the next video.
17:28 And happy 2026, by the