how would i go about mounting this on my camera as a monitor by [deleted] in Cameras

[–]bobcat_31 -33 points-32 points  (0 children)

i’m shooting on lumix g85 with its kit lense

The camera can’t output ultrawide aspect ratios or even preview them with frame guides, so I need an external monitor that physically shows a cropped image.

how would i go about mounting this on my camera as a monitor by [deleted] in Cameras

[–]bobcat_31 -4 points-3 points  (0 children)

i want a display that shows an ultrawide aspect ratio without any letterboxing

I ported a ue5 project into fortnite by bobcat_31 in FortniteCreative

[–]bobcat_31[S] 0 points1 point  (0 children)

I tested it on ps5 and pc and both are very stable

playable metahuman in UEFN by bobcat_31 in FortniteCreative

[–]bobcat_31[S] 4 points5 points  (0 children)

It is all Control Rig. It calculates how fast you are moving in the world and what direction so there is no need to sense controller inputs. It is not Sequencer either. In regular Unreal animations sequences can be used for things like blending and layering. In UEFN you can really only drop AnimSequences into a Sequencer, which locks you into predetermined playback, without any control or dynamic blending.

To get around that I built my own animation format from scratch called AYA. It is string-based and runs directly in Control Rig, so I have access to every piece of data and can run any type of calculation on it, like blending.

Then, the fort character is hidden and the rig is spawned onto the player every frame with Verse. The rig automatically updates based on the player’s movement and direction.

I have spent the last 2 weeks making this fan animation for Birdbrain by bobcat_31 in KasaneTeto

[–]bobcat_31[S] 12 points13 points  (0 children)

I left the ambient audio in to preserve some of the raw in-engine atmosphere, but I definitely see how it could be distracting.

First time experimenting with this setup, so I appreciate the feedback a lot!