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Exporting 360 videos using gear 360 actiondirector
Exporting 360 videos using gear 360 actiondirector






exporting 360 videos using gear 360 actiondirector
  1. #Exporting 360 videos using gear 360 actiondirector movie
  2. #Exporting 360 videos using gear 360 actiondirector code

This plugin has several settings available that you can toggle via console commands, but before we get into that you should do a quick test capture to make sure things are working as expected with default settings.

#Exporting 360 videos using gear 360 actiondirector movie

When the editor reboots go back to "Editor -> Plugins -> Movie Capture" and double-check that it's ticked. Note: You may also need to quickly 'build' again, depending on whether you've got local changes in your branch, as the plugin dll shipped might be 'stale.'

exporting 360 videos using gear 360 actiondirector

You'll need to shutdown and restart the editor after this.

exporting 360 videos using gear 360 actiondirector

With the editor open, go to Edit -> Plugins then select the "Movie Capture" setting on the left and make sure that "Enabled" is ticked on "Stereo Panoramic Movie Capture."

#Exporting 360 videos using gear 360 actiondirector code

The post assumes you're on the latest version of UE4 (at time of writing this is 4.11.2), though we've been using this plugin since back on 4.9, so most of this is directly applicable (you may just require a few additional code fixes, which I mention in the troubleshooting section at the end).Įnabling the "Stereo Panoramic Movie Capture" plugin and doing a quick test capture:įirst things first then, we need to make sure that you have enabled the appropriate plugin. The rest of this post is going to cover what our particular settings and workflow are at Ninja Theory for capturing out 360 stereo movie captures like the one we just launched for public viewing: When you switch back and forth you'll notice that not only do you lose the sense of depth, but you lose all sense of scale, too, and objects tend toward being enormous.Īt about this point we started to investigate whether we could generate left and right eyes with appropriate offsets to generate true stereoscopic images, and in the process we stumbled across the stereoscopic 360 capture plugin provided by the Kite and Lightning devs.Īt this point it was basically just up on GitHub and not part of the UE4 distribution, but these days it comes "out of the box" with Unreal Engine 4 and I strongly encourage you to check it out. Try it for yourself, capturing out a stereo and monoscopic frame. It then combines that information with the fact that the object fills a large part of your view and the subsequent feeling you get is that the object is very, very large and very far away.) It can tell you have no stereoscopic convergence, and no parallax from head movements, so the object must be very far away. (My thinking on why monoscopic footage tends to lose a sense of scale and feel huge is that it's one of those subconscious things that your brain evaluates on your behalf. While this worked fine, due to the monoscopic nature of it everything felt "huge" and it didn't manage to portray any sense of intimacy with the subject of the videos, you felt like a distant observer rather than having a sense of presence within the scene, despite it being all around you. Originally we were writing our own in-house monoscopic 360 capture system that was based on cubic capture, projection onto a sphere and subsequent warping for the final image.








Exporting 360 videos using gear 360 actiondirector