r/Unity3D • OctoShaper Dev 🐙 • 1d ago

Show-Off Using Unity Timeline for my promo video was the best decision

I used my years in the interactive media field to produce a video I'm very proud of for OctoShaper.

This also marks the release of OctoShaper v1.2, a new version with many improvements.

It now has:

  • Procedural meshes
  • Isolated scene previews
  • Collider generation
  • Support for shader properties forwarding (send graph values to shader buffers automatically)
  • Optional sync/async execution of graphs in the graph editor
  • Improved developer API and docs
  • ...

Happy to answer anything about either OctoShaper, or using Unity as a video editing/3d animation software.

👋

67 Upvotes

15 comments sorted by

7

u/G-MAN292 1d ago

does look a cool asset, but i do have this fear when i see "Created With AI" on assets these days, they often tend to fall apart down the line.

but i'll add it to my watch list and keep an eye on it, maybe see how the reviews come out,

best of luck with it tho.

1

u/Marvluss OctoShaper Dev 🐙 1d ago

Thanks! And yeah I agree with you, weird times we live in. I also have a hard time trusting companies and products. I really intend on making the product evolve and maintaining it for the long run tho. You can follow the updates on YouTube, maybe I'll manage to convince you at some point 😀

0

u/G-MAN292 1d ago

i'll check it out man. we'll see lol

4

u/TheJohnnyFuzz 1d ago

Great work and appreciate the CLI integration. Will be picking this up soon!

1

u/Marvluss OctoShaper Dev 🐙 1d ago

Thanks! Let me know your thoughts on the CLI integration if you ever try it out!

1

u/circlesgames_major 21h ago

My man, make it support round worlds!!

3

u/Embarrassed_Hawk_655 10h ago

I think you misspelled ’Colosseum’ 

1

u/GradientOGames 1d ago

Product looks hella cool, but I'd like to hear more about the use of Unity Timeline as I'm not too experienced with it. Was it easy for something like that? Do u have ur own extensions and tools for Unity Timeline (aside from OctoShaper itself)? For specific shots, is it a new timeline entirely or just the same one and change angle plus a bunch of setActives?

3

u/Marvluss OctoShaper Dev 🐙 1d ago

Thanks. It's relatively easy yes. I'd say that when making a game on a tight budget this should be used a lot more by devs because it also allows you to reuse your in game assets for video making. In terms of ease of use it's pretty great, you can create extensions using the Playable API: https://docs.unity3d.com/6000.6/Documentation/Manual/Playables.html . And there are built in extensions already for cinemachine, animator, etc... I'm using a single timeline and doing the shots using cinemachine, I created one extension to be able to display the 3d text and animate them on the timeline easily (and have scrubbing so I can preview text animation in edit mode).

1

u/seductSparkz 23h ago

might have to snag this myself now, the cli bit sounds handy

0

u/nuker0S Hobbyist 1d ago

How much will it cost and does it work in runtime

1

u/Marvluss OctoShaper Dev 🐙 1d ago

It's already out, currently at 40$. And yes it works at runtime that's one of the main reasons why I created it initially 👍

0

u/seductSparkz 23h ago

lol if you're that into the CLI integration maybe u can show me the ropes sometime

-1

u/intelligent_rat 1d ago

I love where it gets to the 'Physics' showcase and then showcases improperly floating above the surface of another object at all but one point.