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Real-time 101: explore the end-to-end animation process in Unity

, marzo 26, 2021

What happens when you take a badger, a bullfrog, a bunny, and a bear, and bring them together in a Unity scene?

Pretty much anything you want, if you learn a few things about real-time animation.

Now you’ll get your chance. Anyone interested in animation stay tuned for The Road to Real-Time, our new webinar series that shows it’s possible to create great-looking real-time animation – without making massive investments of time and money, and without leaving your existing CG skills and pipelines behind.

In each bi-weekly session, animation pro Ben Radcliffe, drawing from his background at studios including Dreamworks Animation, Sony Pictures Imageworks, Disney Feature Animation, MPC, and Industrial Light and Magic, will break down the full, detailed process of how to tell animated stories using the power of real-time.

You’ll take a deep dive into every part of the animated storytelling process, from previs to final pixels – and beyond, taking your stories into new media formats like XR.

Step-by-step Storytelling

The series will begin on April 6th by exploring how Unity can be used to previsualize your stories, blocking out shots and action in a rapid, iterative workflow.

But previz is just the beginning. Check out the end-to-end animation topics that future Road to Real-Time sessions will cover:

  • Previsualization
  • Timeline for Animated Storytelling
  • Environments
  • World Building Deep Dive
  • Look Development
  • Shader Graph for Animated Storytelling
  • Animation
  • Animation Rigging for Animated Storytelling
  • Layout
  • Cinemachine for Animated Storytelling
  • Lighting
  • HDRP for Animated Storytelling
  • FX
  • VFX Graph for Animated Storytelling
  • Post Processing
  • Color Grading for Animated Storytelling
  • Audio
  • Spatial Audio for Animated Storytelling

Out-of-the-box thinking

Better still, you can download the Real-Time Rascals assets and project yourself, the same ones you’ll see in each session. You’ll be able to follow right along using the characters, environments, and animation that were created in a traditional animation pipeline – and bring them to life in Unity.

We’re not talking about a custom-developed, highly specialized in-house version of software. The project is completely “out of the box” – just the basics, without relying on a customized pipeline or Unity tooling. What’s more, the content is rendered using Unity’s built-in High-Definition Render Pipeline (HDRP) and runs on publicly available standard Unity software.

As you’ll see throughout the series, while Unity has powerful tools for developers, you don’t need to be one to be able to take advantage of its real-time storytelling power. 

Sign up today

Join us on the Road to Real-Time this year as you learn how to bring your stories to life. 


Register now


32 replies on “Real-time 101: explore the end-to-end animation process in Unity”

Hey Ben,

Thanks so much for putting all of this content together. Not only are the live sessions great but to be able to also pick up all the course content to learn from and experiment with is fantastic.


This looks fantastic and super easy to digest. Other offerings out there may be hyper functional but they can also be overly complex with too many options to try to wade through up front. So many people are looking to get a leg up on creating realtime content creation and this will be a great place to start!

This is the kind of content I am waiting for to dive into the real time storytelling, and learn Unity to explore its multiple platform compatibilities.

This is EXACTLY the type of tutorial I have been looking for to create cutscenes for in-game cinematics…as well as for personal non-game related projects. Thanks for posting this, Unity!

Very nice.
Always dreamed of making my own film after seeing Gnomeo and Juliet the first time.
I hope this series makes it possible.

I always was hoping for an end to end learning path to realtime animation.
Can’t believe i finally found what I need to be an independent filmmaker.
Thank you Unity

One of the best things to come out from unity in a while, certainly will be joining all the sessions! I hope more webinars courses like this are to come!

Its GREAT that it uses normal unity instead of a customized pipeline like previous tech demos. Really looking forward to diving in!

This looks really great and the content is fun for the kids. The toolset has come a long way and looks much more user friendly. Wish I could do all this real-time stuff at !

What a fantastic and thorough course for a robust and exciting toolset. Now I just need to work out how I can persuade my superiors to implement it into our workflows.

Also I can run it in my browser on my phone?! Amazing, truly living in the future

Wow never knew unity have such a flexible pipeline, this is gonna be BIG, wish we could see this work-flow with more realistic characters too!

I downloaded the assets last night! They are great. Can’t wait to join some of these webinars. I have been telling my boss we need to make the switch to real-time before its too late! hopefully this will help convince him. thanks!

This is definitely the future of animation!!! I have been playing with UE4 but this exactly what I needed. I can’t wait to make my own short with these cute characters.

Hi Ben. I registered for these sessions but wasn’t able to make the first one live this week. Will it be available to view on-demand before the next live session?

One of my fav assets made in ages , helping make real-time film making accessible to the masses, this is the future and assets like this are helping to build it. BIG UP

This reeks of using animation as a pretext to avoid discussing the real-time problems of using Shader Graph, VFX Graph, HDRP and post processing by focusing on cutscenes.

I can see a lot of potential for this leading to some dramatically improved in-engine cinematic tools, which I think would be excellent. That could be an edge that Unity has dipped its toes into with Cinemachine but could be expanded on greatly to become a serious consideration for people making games with heavily authored content.

Great resource, indeed!

Sessions like this actually help developers like us to know and understand the industry-standard methods while giving ourselves an opportunity to expand our workflow to use Unity Realtime in the production. Surely, this would polish up the current skills and will help us ahead to make our game visuals even more appealing. Great work team!

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