An overview of upcoming features, enhancements, packages, templates and integrations, the different types of solutions Unity offers for film and animation, and a Q&A.
Speaker: Mathieu Muller, Sr. Technical Product Manager for Film (Unity Technologies) New in Unity 2018.3
DCC Mesg Sync: live link to Maya, Max, Blender, and Motion Builder Alembic package Unscaled Blendshapes, negative blendshapes Multiple scene editing, Nested Prefabs, Nested Timelines HDRP (preview) – High Definition Render Pipeline, HDRP Shader Graph HDRP soft shadows, volumetric lighting, planar reflections, stack lit shader Global Illumination: GPU accelerated ray-tracing for Baked Lightmap (preview) Cinemachine: Auto-focus, Storyboard, Post-processing, Maya cameras, lens presets Post Processing Stack VFX Graph (preview) Roadmap (2019.1)
Unity Editor on Linux CentOS (preview) Licensing for closed networks Python Support for Editor (Windows, Mac, Linux) Recorder v2 as package Post Processing v3 Fur and Hair material Blendshapes up to 16 bones per vertex influence Plan of Intent (2019.
x) pipeline integration (Python, workflows) render passes Color pipeline high-quality video export Fur Digital Humans Visual Scripting Video genlock mocap performance capture framework Video IO (SDI, NDI,…) real-time compositing (chromakey, lens calibration, …) real-time GPU raytracing integration with offline raytracing
Highlights from Unity’s Film and Animation Summit at Unite LA, Sr. Technical Product Manager for Film and TV, Mathieu Muller, shared the product roadmap and plan of intent for Unity when it comes to animated storytelling. This talk is suspiciously missing from YouTube.
However, many interesting features were teased during the general Product Roadmap, including video streaming and genlock coming in Unity 2019.
The full roadmap presentation is below.
This talk will present a closeup look at a number of barely noticeable elements from the game INSIDE. The case studies will focus on input and animation but otherwise be all over the place. A common theme of the talk will be our ambition to make animation as continuous as possible, while keeping the player in control.