Squid Brain Toolset

Import Assets

Import Assets to Unreal

This button is fairly self explanatory, basically this will import any new animated assets that are not already imported into the engine and place them in the correct folder.If this isn’t working then you likely have the cache folder set incorrectly in the users.ini file.

Note: Currently if there are updates to animations that have already been imported for this tool to work we would need to delete the asset from the project first and then this tool will pick it up as a new asset that doesn’t exist yet.


Sequence Tools

Sequence and Shot Input

The two Sequence and Shot text fields are where you will place the sequence and shot number that you want to create or work on.

Example: inputting 010 into the Sequence field and 120 into the Shot field we would be referencing shot code 010-120.

Create Sequence

This will create the sequence that is set in the Sequence and Shot fields. This creates all the needed sub-sequences and places them inside the Sequences folder of the project under a specified folder structure.

Add Assets To Sequence

If there are imported assets for the shot that you are working on this will add them to the shot that is referenced in the Sequence and Shot fields.Note: If this doesn’t seem to work it is likely that the imported assets aren’t saved to disk. You can go to File>Save All (Ctrl+Shift+S) to save everything in the project and then this should work.

Add Camera To Sequence

This is similar to adding assets to the sequence except that it is adding the camera. This will import the camera from the export cache folder.If this isn’t working then you likely have the cache folder set incorrectly in the users.ini file.

Open Sequence

This button will open the sequence that is associated with the shot and will only work if there is a sequence created.

Open Level

This button will open the level that is associated with the shot. This checks Shotgrid for a location  asset that is linked to the shot code.

Animation/Lighting/VFX Buttons

These buttons are toggles that will switch between which subsequence to reference when creating possessables and spawnables.

Create as Possessable

This button will add any assets that you have selected in the viewport to the highlighted subsequence as a possessable.Create as Spawnable

This button will add any assets that you have selected in the viewport to the highlighted subsequence as a spawnable.Note: If trying to create an object that is part of a level/map as a spawnable, the engine will crash, only create spawnables out of objects that you add to the sequence that aren’t currently part of a subsequence.

Note: If trying to create an object that is part of a level/map as a spawnable, the engine will crash, only create spawnables out of objects that you add to the sequence that aren’t currently part of a subsequence.

Note2: The possessable and spawnable create buttons work on the open sequence and not on the sequence referenced with the sequence and shot inputs.


Lighting Tools

Add Base Lighting

For each button under this heading it will change the base lighting in the lighting sub-scene to be the chosen option.

Add Lights

For each button under this heading will add a light in the lighting sub-sequence above the selected asset in the viewport.

Note: If multiple objects are selected it will add the light above the centre of the selected group. Also if nothing is selected it will add the light to the origin of the world.

Three Point Lighting

This will create a basic 3 point lighting rig around the open scenes camera.

Copy and Paste Lighting

This will copy and paste the lighting from one sequence to another. To use this tool you would need to have the scene that you want to copy the lighting into, and then input the sequence and shot into the appropriate fields of the shot that you want to copy the lighting from.There is also a save lighting button which will need to be pressed after the lighting has been copied to the new shot.


Level Visibility

Push to Level Visibility

This button will create the level visible and hidden tracks in the lighting sub-sequence. The visibility tracks created will mirror what is hidden and visible in the level outliner.


Render Queue

Render Preset

This dropdown will contain all of the projects render presets.

Add Shots from Shotgrid

This button adds all the shots that have been marked as ready for render on shotgrid.

Open Render Queue

This button will open the render queue.

Refresh Render Queue

This will show, in a list, all the shots that have been added to the render queue. Beside the shot name there will be a clear button, pressing this will clear that shot from the render queue without having to open it.

Clear Render Queue

This will clear the render queue entirely.