Skip to content

← ArchivePaper2024

Sony Imageworks Animation Layout Workflow with Unreal Engine and OpenUSD

Jonghwan Hwang, Tzung-Da Tsai, Dan Ziegler

SIGGRAPHIndustrial2 citesRigging

Sony Pictures Imageworks rebuilds rough layout for feature films using Unreal Engine with OpenUSD export to other DCCs, reducing per-sequence export time from eight hours to five minutes.

Abstract

This is an overview of the new rough layout pipeline at Sony Pictures Imageworks. In a notable departure from the legacy pipeline, sequence and shot-based work now begin in Unreal Engine. By exporting USD data out of Unreal Engine to share with other DCCs, we were able to reinvent the early stages of feature film production.

How to read this

Category
Production talk / pipeline breakdown
Contributions
  • Demonstrates a rebuilt rough-layout pipeline that begins sequence and shot work in Unreal Engine
  • Exports USD data out of Unreal Engine to share with other DCCs, reinventing early feature-film stages
  • Reports per-sequence export time dropping from eight hours to five minutes
Context
A studio pipeline talk grounded in OpenUSD as the interchange layer, building on Universal Scene Description: Open Source Release (Pixar 2016).Builds on: Universal Scene Description: Open Source Release
Correctness
Studio practice, not peer-reviewed; the workflow and the eight-hours-to-five-minutes figure are production-proven at one studio and tied to its specific Unreal and USD setup.
Clarity
Accessible to pipeline and layout staff; a single pass conveys the architecture and the payoff.
How to read it
One pass; focus on where Unreal sits in the layout stage and how USD export bridges to other DCCs, and note the reported speedup as a motivation rather than a benchmark.

Builds on

Built upon by

Nothing yet.

Related work

Keywords

This page summarises the entry and links to its original source. The archive never hosts or redistributes the publication itself.Show it in the full archive list →