PraxinosCoop - Odyssey

Odyssey is a versatile 2D toolset for Unreal Engine 5.6 and above to make 2D animations (using Flipbook or Odyssey Animation assets), to paint on textures (to stylize characters, props, foliages, decals or post-process volumes) and to draw beautiful storyboards.

Odyssey is designed by a passionate team, for 2D artists :

  • It is compatible with graphic tablets (pressure, tilt, azimuth...).

  • You will find a long list of numerous brushes and tools to be used on bitmap and vector layers.

  • Whether you prefer the 2D or 3D viewport, you can zoom, pan and rotate your canvas.

  • The animation editor offers features like light table (onion skin), "shift-and-trace", stagger cells, flip (scrub) through shortcuts, automatic inbetweens... and so much more!

Guide: https://praxinos.coop/odyssey-user-doc

Discord: https://discord.gg/gEd6pj7

Website: https://praxinos.coop

Praxinos also provides extended services for custom development and trainings. Feel free to ask for a quotation here: https://praxinos.coop/contact

Odyssey v3.0.56 Changelog

First release of Odyssey as a plugin on Fab

Odyssey v3.1.56 Changelog

We got the first feedbacks from the users and an update is online for Odyssey :

Here is the changelog :

  • Feat: If Vector Paint Bucket is used on an object → automatically select the parent Colour Group,
  • Feat: Activate Support UV From Hit Results by default in templates,
  • Feat: Add animationcut creation button in board view and sequencer toolbar,
  • Feat: Add lighttable button in board view and sequencer toolbar,
  • Feat: Add “Animation” asset in the “Animation” category in content browser menu,
  • Feat: Add an option to drag the current metakey and all its next metakeys via control modifier,
  • Fix: When the scrub line is on a frame case you want to delete it creates another one,
  • Fix: In Eraser Tool, mPaintEngine.RasterBlock is sometimes nullptr, so it crashes,
  • Fix: When Windows interface DPI is different than 100%, the passepartout is acting wierdly,
  • Fix: Use the right icon for the palette in content browser menu,
  • Fix: Board view animation background thumbnail doesn’t use the background checker settings,
  • Fix: Crash when closing a painter editor and opening a new one,
  • Fix: Crash when creating a note in a LevelSequence,
  • Fix: Crash when adding layers to folder.,
  • Fix: Convert to stagger cell crashes.,
  • Fix: Out Of Pegs Glitches.

nb : the missing templates comes from an error in Fab/UE.
We have sent a pull request to fix this and it was accepted :
https://github.com/EpicGames/UnrealEngine/pull/13462
Hopefully, it will be added to the next engine update.

Odyssey v3.2.56 Changelog

  • Feat: Better default layouts when using Unreal blank projects
  • Feat: In a storyboard, the newly created animation actor (when created with a camera), is now selected by default
  • Feat: Add a checkbox to know if after creating a new animation track, the sequencer current frame must be moved to section start
  • Fix: Old textures layerstack from Odyssey 1.x or 2.x are not loaded correctly
  • Fix: Animationcut metakeys are sometimes not recomputed when stretching board section
  • Fix: Restretch board section doesn’t restretch inner shot timeline section
  • Fix: Crash when rendering a Movie Render Queue via Blueprint
Odyssey v3.3.56 Changelog

Here is the changelog :

  • Feat: Add option to define storyboard imported images exposure.
  • Feat: Add " Apply Tranform " option when using Right Mouse Button on the current Scene in VectorSceneTreeView.
  • Feat: Adapt bucket outer contour color to be able to see it in any circumstances.
  • Feat: Add an option to open either Odyssey Flipbook Editor or Paper 2D Flipbook Editor.
  • Feat: Add an option to open either Odyssey Texture Editor or Unreal Engine Default Texture Editor.
    Edit_With
  • Feat: New Sequencer / Animation Timeline / Storyboard synchronization behaviour, even with a “loop” post behavior in the Sequencer.
    Sync_TimelineSequencerLoop
  • Feat: Auto-select Animation Actor when scrubbing a BoardSequence in the sequencer.
    It selects the latest used animation asset :
    BS_AutoSelect_Animation
  • Feat: Auto-select the Camera when scrubbing a BoardSequence in the sequencer.
    BS_AutoSelect_Camera
  • Feat: Improve sorting order of animation metatrack in board view (to better match the one inside the shot).
  • Feat: Manage differently the GUI of the last metakey.
  • Feat: Improved palette system behavior.
  • Feat: Palette editor has now its own “Apply” and “Save” option, and its behavior is now similar as materials.
  • Feat: All the Animation Assets using Indexed Colors from a Palette Asset will be updated upon change in the Palette editor.
  • Feat: Changing a Set of Indexed Colors within a Animation Actor now update the whole asset immediately.
    (more details will be added in the Odyssey online manual)
    Palette_Set
  • Fix: Vector layer wireframe and color modes don’t trigger in TextureEditor.
  • Fix: Duplicating a cell doesn’t copy the content of the cell if it’s not saved beforehand.
  • Fix: Crash when pasting a layer from an other asset, without selecting any layer before.
  • Fix: Can’t undo after using Raster Primitive Tool.
  • Fix: Various artefacts on vector paths.
  • Fix: Right-clic on cells handles doesn’t display layer’s menu.
  • Fix: Crash with inbetweener after adding of a bucket.
  • Fix: Crash with vector tools that don’t correctly unregister their delegates.
  • Fix: Saving a texture containing a layerstack takes too much space, because of some redondant data.
  • Fix: Wrong “wrap button” (which display remaining buttons) in titlebar in board section when too small section length.
  • Fix: When using vector tools, the shortcut for pan/rotate/zoom the 2D/3D viewport does not work.
  • Fix: Wrong camera selected when changing focal length.
  • Fix: Creating a Camera + Animation Actor in locked Level should not be possible.
  • Fix: Stagger Cells Crash in Storyboard.
  • Fix: Odyssey Editor Mode is not remembering correctly tabs open/close state.
  • Fix: Crash in metakeys when moving/undo/playhead limit/no drawing/…
  • Fix: Templates Project not activating Odyssey plugin by default.
  • Fix: Shortcuts don’t work anymore for vector tools. Ctrl+C , Ctrl+V , Ctrl+A , M
  • Fix: Invalid last frame in timeline (through ed mode) when scrubing in sequencer and go outside the section limits.
  • Fix: Freeze on deleting freshly created animation.
  • Fix: Replace the old localization (Epos/Iliad) with Odyssey.
  • Fix: Conflict of localization ids.
  • Fix: Glitchs and artefacts when editing the non 8 bits and non srgb textures.
  • Fix: Opening TSF_G8 formated texture crashes.

Known issues to be fixed in a future update :

  • The colour selector (colour wheel, colour sliders, etc.) does not represent the correct colour when working on a non-8bit or non-srgb texture / animation.
  • Exporting frames / layers from a non-8bit animation does not export the correct colours (sRGB problem).
  • A non 8bit animation is necessarily non srgb and therefore the colours drawn do not correspond to those of the colour selector.
  • When deleting an indexed color, the assets retains sometimes the previous color until the next Unreal Engine session.
  • When changing a set of color within a texture, the update of the texture in the 3D Viewport require the texture to be saved first.
  • The Palette Editor can’t retrieve colors from a reference image yet.
Important note about Odyssey templates

We still don’t have the ability to add Odyssey templates when Unreal Engine starts.
From the informations we received, it might unfortunately not be fixed in the next coming 5.6.1 update, but it should be for 5.7.
That being said, here is a quick and easy fix you can do.
After installing Odyssey, find the Following file (####### is a random seed of numbers and letters)

C:\Program Files\Epic Games\UE_5.6\Engine\Plugins\Marketplace\Odyssey#######\Odyssey.uplugin

Open it with a text editor and add this line :

"EnabledByDefault": true,

Like as shown below :

    ...
    "CanContainContent": true,
    "Installed": true,
    "EnabledByDefault": true,
    "Modules": [
    ...

You should then see our templates when Unreal Engine starts :


nb: you might have to stretch the window or scroll to see the templates, as we can’t select the position of our category, nor enlarge the window.

8 Likes

Bravo for the launch, very happy to see odyssey available to all and i hope it grows well

3 Likes

I was really looking forward to this release—can’t wait to try it out! Thanks! :grin:

2 Likes

Hello guys !
If you have any question about Odyssey, I would be glad to help as much as I can :slight_smile:

3 Likes

Can any of the features be used at runtime? for example having a canvas, painting, image layers…?

2 Likes

I hope there can be an introductory tutorial!

1 Like

At the moment, on Runtime, you can :

  • play pause stop a 2d animation
  • show hide each of its layers
  • control the timing of the animation and its cells
  • decide if you keep or not the animation layer stack in you game (so you have the control over the size of your package)

Everything related to painting is not on Runtime at the moment.
We will add more options in the future. :slight_smile:

1 Like

Yes it’s planed. A map with blueprints related to runtime capabilities of Odyssey will also be published.

2 Likes

太棒了, Can’t wait!

太棒了, Can’t wait!

2 Likes

Hi guys, thanks for release!
But at this moment I can’t see your panel in launcher for some reason. Plugin was installed but nothing there. What am I missing? :slightly_smiling_face:

Screenshots


1 Like

Hi, thanks for reporting the problem.
It’s already reported to EpicGames.

In the meanwhile, you can create any other kind of project and activate Odyssey manually in the Plugins panel.
Once you’ve done that, Odyssey’s template projects should be visible in the Project Browser.

1 Like

Hello, I purchased Odyssey when it was related as a paid product. Is there any reason to keep that version, or is the free plugin the supported direction? Thx!

1 Like

What an incredibly cool freebie. I work for a large Emerging Media Arts program and the students are going to absolutely love this. Thanks!

1 Like

Until the issue is fixed, here are the steps to follow to get the Templates enabled:

  1. Create a blank project using any of the other template projects.,
  2. Enable Odyssey in that project.,
  3. With that blank project still open , create a new project.,
  4. The Odyssey template options should show up then. Create a new Odyssey project.,
  5. Enable the Odyssey plugin again inside that new Odyssey project.

As Fabrice said, this is being fixed by Epic. Thank you for your patience!

1 Like

Thank you Sean! We can’t wait to see the future projects made by your students!

First of all, thank you very much for supporting Praxinos and Odyssey development when it was a stand alone software.

This version will not be supported any more: the fact Odyssey was turned into a plugin makes our work much easier for a small team like ours, as we can focus much more on developing new features and improving the old ones.

Thanks again for your support!

Sorry I’m a noob. FOr what use case may I use this? Is it useful for me wanting to “paint textures” on models / meshes?

1 Like

Don’t worry for asking questions :slight_smile: Odyssey can be used for texture painting in its own editor (especially to paint Decals, Foliages or Post-processes). If conditions are reunited, you can directly paint on Static Meshes to stylize them. You can create storyboard and 2D animations for characters or 2D fx. And you can also use the 2D animation to turn them into sprites and use them for games.

Tutorials will be recorded later. In the meantime, you can study our website and our user guide:

Just a heads up since Board Sequence is a subclass of UMovieSceneSequence, the new Notes Track is contextual to only Board Sequenes also shows up in standard Level Sequences. When clicking to add to a standard Level Sequence it will crash the editor. Maybe there is a way to hide the track type from standard level sequences or setup something to let it gracefully fail without crashing the editor.

hi, i did it but it still not working for me, it still blank and i cant see Odyssey template ((((