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Add Location Scouting "camera" for Virtual Production Filmmaking #569

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dirrogate opened this issue Apr 17, 2020 · 2 comments
Open

Add Location Scouting "camera" for Virtual Production Filmmaking #569

dirrogate opened this issue Apr 17, 2020 · 2 comments

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@dirrogate
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As in the title - it would be a much needed feature to accelerate adoption of UnityEngine in the Film Industry.
Use proper industry standard terminology (film backs/fov/exposure etc) much like what exists in the Unity Physical camera.

Tie-in the XR Editor with a menu item to use Unity Recorder to "record" Camera animation paths, and actual mp4 videos / png/exr sequences.
The XR editor will find bigger adoption in Design and Film industry, besides its regular usage for VR game design.

For comparison as many know, UE4 already has a similar in-engine XR editor.

@amirebrahimi
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Excellent suggestion. We accept PRs :)

We architected EditorXR in such a way that would allow for others who wanted to sell their own plugins or plugin packs on the Asset Store (this was back in 2015 before package management was the norm). We thought that at one point there would be different packs like a "film pack" or "animator pack", but that future hasn't come about yet.

@dirrogate
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dirrogate commented Apr 18, 2020

Thanks, Amir, and nice to know you here. You and the team are no doubt doing excellent work.
Yet, if a little critique (to Unity) might be allowed.. - Timoni West back in 2017 (that's dog years in the XR industry) showed the potential of EditorXR and meanwhile UE4 has pushed everything in-engine.

Sometimes - an industry needs a push, and then it opens up the eco-system for plugins.
(there will be plenty of plugins from DMX controls for lighting, to Genlock cards, etc...)
At some level, however - I'd say - strategy/advisory is lacking at Unity to some extent. Film-Game convergence is what every engine is currently already into. Unity bought out Digital Monarch Media in 2018, and has not merged that branch of knowledge into the engine yet ;)

With that out of the way, I'd highly recommend tying in the UnityRecorder features into EditorXR
and if it is a good idea, this help thread could benefit from your advice (on that forum):
https://forum.unity.com/threads/unwanted-infinity-mirror-when-using-rendertex-with-new-oculus-xr.870661/

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