Layout in Unity
Table of Contents
- 1 Table of Contents
- 2 Summary
- 3 Tutorial video
- 4 Introduction to layout in Unity
- 5 Before starting
- 5.1 Publishes from Layout
- 5.2 Frame rate
- 6 Starting the task
- 6.1 Ftrack
- 6.2 Git Unity Project Tool
- 6.3 Unity
- 7 Requirements and best practices
- 7.1 Hierarchy
- 7.2 Timeline
- 7.2.1 TimelineMultiSceneSupport component
- 7.2.2 Different types of tracks
- 7.2.2.1 Track group
- 7.2.2.2 Animation track
- 7.2.2.3 Activation track
- 7.2.2.4 Audio track
- 7.2.2.5 Other tracks
- 7.2.3 How to Animate for Layout
- 7.2.4 How to use Parents and Targets
- 8 Tools
- 8.1 Timeline Tools
- 8.2 Asset Browser
- 8.3 Asset Updater
- 8.4 Duplicate Prop, Character or Vehicle
- 8.5 Rig IK and FK poser tools
- 8.6 Convert Camera to Dolly Track animation
- 8.7 Convert Character, Prop or Vehicle to Dolly Track Animation
- 8.8 Placements
- 8.9 Subshots Creator
- 8.10 Ftrack Links Sanity Check
- 8.11 Update Timeline
- 9 Layout Refining
- 10 Publishing the layout
- 10.1 Render & Export
- 10.2 Publishing
Summary
This document is a comprehensive guide to doing layout in Unity, covering asset placement, camera techniques, timeline management, and export processes in Unity for film and interactive productions.
The article will focus on the use of the SYNK tools available for those processes.
Tutorial video
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Introduction to layout in Unity
Layout is a crucial step in 3D storytelling, where artists use storyboards to position characters, props, vehicles, and cameras in various environments. It focuses on cinematography, staging, and composition, involving animation, lighting, and modeling. Real-time work allows for unprecedented artistic freedom, such as working in pre-lit environments or with simulated elements like oceans, enhancing creativity in camera and character placement.
Before starting
To start working on Layout in Unity, you will need first to make sure that :
All the assets that are required in the storytelling of your sequence (meaning characters, decors, props and vehicles) have at least been modeled and rigged if needed (or that WIP versions have been published).
The set dressing of the required sets have been published and these sets built in an Environment Project.
The Sequence Scenes have been built in this Environment Project.
Once you checked that these steps have been completed, you can proceed.
Publishes from Layout
Now that you understand layout and its requirements, it's important to know the outputs of your work:
Caches: Cameras and animated assets will be exported from Unity to Maya for building Anim Preparation files, serving as a canvas for animators.
Layout Renders: Published to ftrack for review.
Timeline Exports: OTIO files for any shot length modifications during layout.
Frame rate
Depending on your global geolocation, you’ll use different frame rates for your rendered productions following these establishments:
24 fps for movies
25/50 fps in Europe for TV and commercials
30/60 fps in the US or Japan for TV and commercials
It is important to establish the frame rate before thinking about starting with the Layout.
Starting the task
Ftrack
In order to start working on the layout of your sequence, you will first need to:
Make sure you’re logged in to Ftrack connect, which is a standalone app.
Travel to the Layout task of the sequence you want to work on.
Launch the SYNK Git Unity Project Tool action.
Git Unity Project Tool
Once the Git Unity Project Tool opens, you'll need to:
Set up the unity projects directory if this is your first time launching the tool
Clone the unity project if this is your first time working on a task in this environment
Make sure you have all the latest changes
Unity
Now open your Unity project through th Unity Hub. Once Unity opens, you'll need to:
Make sure the SYNK packages are up to date
Check or change the task status
Lock the scenes you want to work on
Requirements and best practices
Now that you’ve opened the Unity project, here’s some general things to know about the interface and the workflow.
There are 2 main display windows in Unity :
Scene view: a view in which you can freely move around in space, place objects, move them, etc. This is the main window that you will use to work in
Game view: a view that acts as a display screen for your active cameras and overlays