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LEGO Stop Motion Virtual Production

Unreal to Dragonframe 
  • Nanite Working and testing Reality Scan App

    Today I was able to bring in a retopologized version of a 38×38 LEGO baseplate from Brick Link’s studio program and converted it to nanite. To make a ton of them I used an array blueprint that I found here.

    This is the result

    Reality Scan App

    I also tried Epic’s Reality Scan App. I was trying to use it to recreate the motion control rig I have so that I can bring in a digital double into Unreal. The plan would be to drive the Virtual camera which in turn would drive the real world camera. As you can see below, I was able to achieve 100% perfect results! (insert sarcasm here). I’m using the AR feature to compare the real world version vs. the scan.

  • Improving Lighting

    From William Faucher –

    Removed all the lighting.

    • Environment Light Mixer
      • added Directional Light, SkyLight, SkyAtmosphere, VolumetericCloud
    • Moved sun using CTRL+L and moving mouse
    • Create Post ProcessVolume
      • Turn Off auto exposure metering
      • Infinite Extend (unbound)
      • Apply Physical Camera Exposure
      • exposure compensation slider
    • Remove Blue in Fog
      • ExponentialHeightFog – turn on Use Volumetric Fog
    • God Rays
      • Directional Light -Volumetric Scattering slider

    It has been an interesting day. I didn’t realize that SyncTrayzor was syncing the files in both directions. I came in this morning and found that the nDisplay computer was getting full. I went in and saw that there were useless files in the UnrealProjects folder I created. When I deleted those files, it deleted the files on the main project computer. My files were gone. Now I’m backing up all the files to a network drive. I also set syncTrayzor to only send files, not keep them exactly the same.

    Next came the discovery that I have a GTX 1070 card in my nDisplay computer. I am getting .5 fps (you read that correctly) in my scene. Needless to say, that is less than ideal. It is stop motion, but the lag between computers is astonishing. To test the fps, I created an nDisplay test project with basic lighting and geometry. I was able to get a blazing 8 fps!

    8 frames per second
  • Tower Grayboxing

    I started grayboxing the trash towers. Next I’ll look at rough lighting the scene. I handed the Tower rough to Iza who is going to bring it into Bricklink studio and make the tower LEGO-ed (is that a word?)

    Rough Placement of Trash Towers

    Tim Stringer stopped by and mentioned that Syncthing would be good to keep the nDisplay computer and the MainUE computer Unreal files synced. So far so good.

  • Running UDP Communication in Unreal

    I Had the opportunity to try the new 5.03 UDPCommunication plugin that I updated from There is a 5.0 version and the video instructions are here: .

    Using LiveTcpUdpWatch I was able to see that there were packets and data being sent. Next up is to figure out How to send JSON information via UDP!

  • Unreal to Dragonframe

    Trying to send UDP connections from Unreal 5 to Dragonframe. I just found this plugin. ObjectDeliverer in Code Plugins – UE Marketplace ( Hopefully this will allow me to send JSON formatted messages to Dragonframe.

    I’m also looking at There is a 5.0 version and the video instructions are here:

    Buuuut the UDPCommunication plugin is not for 5.03 (which is what I’m working with) so I’m using this video instructions to convert it

    Here is a version of the UDPCommunication plugin for 5.03. You can download it here. (Create a “Plugins” folder in your Project file. Copy the UDPCommunication folder into the newly created Plugins folder you made. Then install the plugin when you open your project)

    And lastly, Tom Gasek, Saige Kanik, Sahana Maheswaran and Roshni Nair are making progress on the foreground stage!

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