Odyssey is a digital-painting + storyboard manager plugin for Unreal Engine 5.
Odyssey comes with a dedicated interface to create and edit animations and textures directly within the engine, eliminating the need for a workflow with multiple software. Express your art and experience new creative possibilities with a powerful blueprint-based nodal brush engine. Create brushes to make traditional tools ( crayons, paintbrushes, pencils... ).
Odyssey can be used for many purposes, including:
- Creating 2D animations and drop them in the viewport
- Editing 2D textures used in materials ( as diffuse, specular, normal, etc. ) and see the result in real-time on 3D assets in the viewport.
- Creating 2D images like tile sets or sprites for 2D video games.
- Drawing sketches for storyboard, design or illustration.
Odyssey is also designed for 2D storyboard artists ; its use is simple and intuitive, yet powerful and complete:
- use 3D environment and create shots, cameras and animations in a few clicks directly from the Sequencer
- adjust the angle and the perspective
- and ... start drawing and animating! ✍️
Odyssey is source-control and multi-user compatible: storyboard artists, previz artists, background artists, film directors and all other people involved in preproduction can work together in real-time to share and enhance their vision of the art.
Install the plugin directly to your Unreal Engine 5 via Fab ... it's free ! 😍👍
Read the 📘User Documentation to learn how to use the plugin
Official Repository
Official Homepage 🏠
Praxinos Website
Odyssey on Discord
Fab
Tip
Don't hesitate to double-click on Setup.bat | Setup.command from time to time
See the README of Installers repository
<type>: <description>
-
<description>- MUST be a single line
- MUST follow a space (after the semi-colon)
- MUST start with a verb in imperative, present tense
- like
add,remove,replace,improve,move,create,set,check,use,manage, ... but NEVER!!!fix
- like
- MUST be in lowercase, even the verb
- an exception is allowed for words used in the code (function/class/... names)
- MUST NOT end with a period (
.)
-
<type>- MUST be only one of:
feat: new feature for the user (not a new feature for build script)fix: bug fix for the user (not a fix to a build script)chore: updating grunt tasks etc (no production code change)refactor: refactoring production code, eg. renaming a variablestyle: formatting, missing semi colons, etc (no production code change)docs: changes to the documentationtest: adding missing tests, refactoring tests (no production code change)
- MUST be only one of:
-
examples
feat: compute the scale size of the mesh to be inside the camera frustrumfix: use the real Size<>() function for sectionchore: remove dependency between EposTracksEditor and EposEditor by adding its own styleMultiple lines MAY be used for one commit, but use it sparingly
feat: manage single camera and multiple planes inside shot sequence feat: add a playback context inside toolkit
Show
<type>(<optional-scope>): <description>
<optional-body>
<optional-footer>
- Blank lines between each part are mandatory
<optional-scope>- MAY be 1 module name like:
EposMovieScene,EposSequence, ... if modifications are only contained inside a single module - in the case that 2 (or 3 but no more) modules are concerned, they will be separated by a comma (
,) (without a space after)
- MAY be 1 module name like:
<optional-body>- just as in the description, use the imperative, present tense
<optional-footer>- MAY be used for referencing issues like:
close #234orclose #123, close #245, close #992 - MAY be used for BREAKING-CHANGE
- MAY be used for referencing issues like:
refactor(EposTracksEditor): move Board* headers to private
feat: add key thumbnail section for single cameracut track
this may be improved because base class FTrackEditorThumbnail is not virtualized and FThumbnailSection class owns a plain object of FTrackEditorThumbnail class instead of a pointer
close #12345
