Yes, we’re aware of this crash, we will fix it ASAP! Thanks!
Yes, we addressed this issue to Epic Games. It comes from the fact that the plugin is not automatically enabled when starting a new project. For the template to be shown, the plugin must be enabled first, but since you’re starting a new project without the plugin enabled… well, you won’t see the templates
The only way to see the templates is by creating a new project, while a project with Odyssey enabled is still running…
Hello there, Odyssey v3.1.56 is now out !
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.
Hello there, Odyssey v3.2.56 is now out !
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
@PraxinosCoop To what degree of an image editor would you say Odyssey is compared to something like Photoshop?
Hi Ryan and apologies for the late reply.
Odyssey wasn’t specifically designed to look like Photoshop, as the aim was to provide 2D animation and storyboarding tools within the Unreal Engine ecosystem.
So you’ll find similarities like the layer stack, folders, blend modes, selections and so on, as well as differences: the drawing tools are written in blueprint, there aren’t all the filters that Photoshop has to offer, we don’t use the same masks system and so on.
It’s difficult to make an exhaustive list of the similarities and differences, but perhaps you can tell me more about your uses-cases and then I can tell you how to go about it?
After that, if you’re missing something specific, keep in mind that Odyssey will continue to evolve and new options may appear in the future, depending on the feedbacks we receive, the patreons, fundings we can get, etc.
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 will probably 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.
Hello there, Odyssey v3.3.56 is now out !
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.
- Feat: New Sequencer / Animation Timeline / Storyboard synchronization behaviour, even with a “loop” post behavior in the Sequencer.
- Feat: Auto-select Animation Actor when scrubbing a BoardSequence in the sequencer.
It selects the latest used animation asset :
- Feat: Auto-select the Camera when scrubbing a BoardSequence in the sequencer.
- 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)
- 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.