Skip to content

An example of synchronizing an FBX animation clip with a VideoPlayer clip.

Notifications You must be signed in to change notification settings

facybenbook/unity-timeline-manager

Folders and files

NameName
Last commit message
Last commit date

Latest commit

 

History

2 Commits
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Repository files navigation

Timeline Manager

Unity version: 2018.2.19f1
Branch: feature/timeline-manager

Overview
+-- TimelineManager
|    +-- PlayableDirector
|    +-- VideoPlayer
|    +-- VideoController
|    +-- TimelineController
|    +-- InputController
+-- Prepare Video
|    +-- Transcoding Video
+-- Classes

YouTube Video

Overview

The point of this branch is to show an example of an FBX animation clip being synced to a Video playing in the camera's projection plane. The video footage runs at 3 FPS and simulates security cam footage being used for matchimation purposes.

It also gives an example of using the TimelineAsset with multiple animation clips. These Timelines can be Instantiated at Runtime, blended to create new motions or slowed down to create bullet-time effects.

If you don't need synced video, the InputController could swap out the calls to the VideoController for the TimelineController to just play animation.

TimelineManager

The TimelineManager is made up of 5 components:

  1. PlayableDirector
  2. VideoPlayer
  3. VideoController
  4. TimelineController
  5. InputController

TimelineManager image

PlayableDirector

This holds a TimelineAsset, which is a Track that holds as many animation clips as you want. It can be treated as a non-linear editor, stringing clips together. A PlayableDirector can control other PlayableDirectors for building animated PlayableGraphs into complex sequences, a.k.a. cutscenes, with camera edits, particle fx, lighting changes, etc.

VideoPlayer

Simply put, this plays the video and creates our Overlay.

VideoController

This class implements Play/Pause and Seek controls on the Video element.

TimelineController

Same as VideoController, except for Timelines with Animation clips.

InputController

Spacebar: Play/Pause
Left Arrow: Go to previous frame
Right Arrow: Go to next frame
Equals Key (=): Alpha up
Minus Key (-): Alpha down

I used Equals and Minus because they look like '+' and '-' on the keyboard without having to hold Shift

Prepare Video

In order to implement Seek functionality video files must be created with specific compression settings in the original authoring package. The default settings for H.264 were causing a known issue on Windows which would not allow the player to step through a video frame by frame.

Compression - H.264
Quality - 75%
Frame Rate - 30 (or whatever)
Key Frames - 30 (Lower means fewer image artifacts, bigger files)
Primaries - SMPTE_RP_431_2011
Transfer - SMPTE_240M
Matrix - SMPTE_240M
Pixel AR - 1920x1080 HDTV or 1280x720 HDTV

Transcoding Video

Open the file in Unity, highlight in the Inspector and let Unity transcode it.

This fixed an issue with the frame always being 1 less than expected on Mac and Windows.

Transcoding

Classes

Here I am going to highlight the noteworthy functions.

VideoController

Methods

FrameReady (callback/listener)

First you need to enable this event trigger somewhere in your code with a line like:
_videoPlayer.sendFrameReadyEvents = true;
This event fires every time the next video frame has loaded. Here we are using the callback to pause playback if we hit the last frame (this frame range is set in the Editor).

private void FrameReady(VideoPlayer player, long frameIndex)
{
    frameReady = true;
    _currentFrame = (int)frameIndex;
    // Check if the last frame of the range has loaded
    if (_currentFrame == outFrame)
    {
        Pause();
    }
}

AdjustAlpha

Adjusts the alpha value of the video projection in the camera's near/far plane.

public void AdjustAlpha(float value)
{
    var newAlpha = Mathf.Clamp(value + _videoPlayer.targetCameraAlpha, 0, 1);
    _videoPlayer.targetCameraAlpha = newAlpha;
}

TimelineController

Methods

FrameReady (callback/listener)

This is the crux of getting the animation clips to sync with the video.
As soon as the VideoPlayer renders a new frame, the animation timeline is advanced.

private void FrameReady(VideoPlayer player, long frameIndex)
{
    GoToFrame((int)frameIndex);
}

Final Thoughts

While this is working for a 3 FPS video clip and animation, I have doubts about whether it will play smoothly at higher frame rates. The FrameReady event that the VideoPlayer emits is supposedly a very expensive method to employ, however, it was a readymade way to isolate the components and control the animation.

UPDATE: 01/15/2019 I have this running in another project at 30 FPS, but there is an issue where you cannot Seek to very particular frames (every 40th??). I am absolutely convinced this is something in the authoring of the video and nothing to do with the animation clips. Further testing is needed. The video plays with no detectable slowdown within the Editor, something that I was sure was going to be a problem.

About

An example of synchronizing an FBX animation clip with a VideoPlayer clip.

Resources

Stars

Watchers

Forks

Releases

No releases published

Packages

No packages published

Languages