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プログラミング経験のないデザイナーがUE4で VRショートムービーを作ってSteam、OculusStoreに出した話
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2017年12月19日に第2回UE4何でも勉強会 in 東京にて登壇させていただいた際の資料です。
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プログラミング経験のないデザイナーがUE4で VRショートムービーを作ってSteam、OculusStoreに出した話
1.
プログラミング経験のないデザイナーがUE4で VRショートムービーを作ってSteam、OculusStoreに出した話
2.
自己紹介 ● ナナ(@nana_321321) ● アニメCG業界出身のフリーラ ンスのCGデザイナー。 ●
モデリングからコンポジットま でを担当するジェネラリスト。 ● UE4触るまでプログラミング 経験は一切なし。
3.
作品紹介 ・ディストピア的な世界観 や、スチームパンクが好き だったので思い切り趣味に 走った世界を作る。 ・数年かけて大作を作るよ り、最初のうちは一年の間に 1~2作品作ったほうが経験 値が詰めると思っていたの で、3~4分で終わるような簡 単なショートムービーを作る ことにする。
4.
VRでの演出について ● たとえば→の画像を見た時、アニメ CG業界で育った人ならまずはカメラ がどこにあるかを把握しようとする ● アニメ業界における演出は「カメラを どこから映すか」が7割を占めている といっても過言ではない
5.
VRではカメラを動かすのは酔いの原因になるのでNG ・世界の方を動かし歩み寄ってもらう ・作中でキャラクターと交流が持てるコンテンツを作る
6.
「作中でキャラクターと交流する」ためにはプログラミングが必 要。 これまでプログラミングをしたことのない身としては、少しでも とっつきやすい言語が必要だった。 ブループリント便利そう!ということと、シーケンサーとカスタ ムイベントが結び付けられるという機能がまさに探していた機能 だったのでUE4を採用
7.
具体的なシーケンサーのよかったところ
8.
シーケンサーからEvent Trackを使用し、時間によって カスタムイベントを呼び出す
9.
アニメーションBP
10.
レベルBP ブーリアン型変数でチェックを入れただけですが・・・
11.
制作を通じての反省点 ● ゲーム業界出身ならば 当たり前だと思うような事が わかっていなかった ● モデルの作り方 今まではモディファイヤを使 い、リッチなポリゴン数のモ デルを作っていられたが、リ アルタイムの場合ポリゴン数 を減らしながらも見栄えのす る外見のモデルを作ることが 必要になった。
12.
● 時間の概念の違い ● アニメCGの場合は多くても1秒間に24枚で考えていればよかった が、ゲームCGの場合は3倍以上の90フレームに。 ●
今後はモーションキャプチャでの作成を視野に入れる。 制作を通じての反省点
13.
良かったこと ・シーケンサーとBPが使いやすく初心者でもとりあえずインタラクティ ブ性のあるコンテンツが作れた。 ・やりたい表現に対して技術が追いつかなかった時、マーケットプレイ スを見たらお金で解決出来た。 ディゾルブ表現・パーティクル・ インスタンスツールなど
14.
まとめ ● 劇場型VRは文法が確立していない世界なので、手探 り感が強く、特にアニメCGをずっとやってきた身と しては前述の通り技術的な観点からは戸惑うことが多 かった。 ● 演出についてもまだまだ課題が多く、議論出来る方、 実際に劇場型VR作品を作っている方との意見交換が したいと思っているのでよければお声掛けください。
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