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on
1
Introduction
2
Overview
3
Project Overview
4
Environment Levels Screens
5
Visual Aspects
6
Text
7
Shapes Patterns
8
External Footage
9
Customizing the Project
10
Demo Control Blueprint
11
Accessing the Data Table
12
Creating a Custom Event
13
Batch Rendering
14
Media Capture
15
Performance Requirements
16
Remote Control API
Description:
Dive into a comprehensive webinar exploring the creation of motion graphics for sports broadcasts and live events using Unreal Engine. Learn how to leverage the Hype Chamber sample, a flexible, real-time broadcast graphics package originally developed for the Rocket League Championship Series live esports broadcasts. Discover techniques for building highly customizable graphic packages that enable artists to switch 3D models, textures, materials, and lighting from a single Blueprint controller. Explore motion design and templating in Unreal Engine, master Blueprints and data tables, live operation with the Remote Control API, SDI output, and batch rendering. Gain insights into automating video outputs from Movie Render Queue for pre-rendered media. Follow along as the webinar covers project overview, environment levels, screens, visual aspects, text, shapes, patterns, external footage, customizing the project, demo control Blueprint, accessing data tables, creating custom events, batch rendering, media capture, performance requirements, and the Remote Control API. Read more

Explore the Sports Broadcast and Motion Graphics Sample - Webinar

Unreal Engine
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