Documentation Index
Fetch the complete documentation index at: https://docs.lightcraft.pro/llms.txt
Use this file to discover all available pages before exploring further.
Overview
This workflow covers syncing on-set footage, editing a timeline, exporting an OTIO file, importing shots back into Autoshot, running a Quick Render across all shots, and delivering Unreal Engine sequencer import scripts.Syncing and Editing
After syncing the Jetset files to the local drive, use Resolve to edit the camera original files. These are designated *_zl_cam.mp4.Export OTIO From Resolve
- Optional: name individual shots with timeline markers as described in the previous ‘Timeline Processing’ video.
- Use File->Export->Timeline. Change the file format to OTIO and save the file.
OTIO Import into Autoshot
- In Autoshot, choose Shots -> Import From OTIO File
- Navigate to the .otio file exported from Resolve and import
- Set Run Scope to Project to import the whole projects’s worth of shots
- Apply handles if desired
- Check Autoname Shots unless you named the shots in Resolve previously
- Use the default Shot Prefix (
Shot_1) or change it - Check ‘Use video file timecode over OTIO media reference timecode’
- Click Import
Shot Selection and Verification
- You can now cycle through the shots to verify their take arrangements and clip names.
- The Project Folder field is briefly cleared and reset during this phase.
Configure Autoshot Unreal settings
Quick Render
- From the Shots menu (or toolbar), select Quick Render. The dialog shows:
| Field | Value |
|---|---|
| Key Color | Green (green square) |
| Scope | Project |
| Shots in scope | Shot_001, Shot_002, Shot_003 (all checked) |
| Day | myproj_2026-05-01 (all shots) |
| Take | myproj_SC101_TK001/TK002/TK003_A001_720P |
| USDZ | ChamberBaked_02 |
| Hide Camera Media Plate | unchecked |
| Copy to Results Folder | unchecked |
| Destination | D:\tmp\otiounreal |
| Status | Ready to start |
| Elapsed | 00:00 |
- Click Select Destination Folder to set the target folder where the shot tree will be written to.
- Click Run to begin processing all three shots sequentially. The Console and progress bar show:
Unreal Script
- Quick Render will copy Unreal scripts to the named shot directory, e.g.
\Shot_002\3D\UnrealFiles\ImportSequencerScriptShot_002.py - It will also write an aggregated paste file:
QuickRenderUnrealPaste.py
Output Folder Structure [05:30–05:50]
File Explorer is opened at D:\tmp\otiounreal\. An example render output structure is:
Review Aggregated Shot Folders
Theotiounreal tmp folder contains shot folders alongside the utility scripts. The File Explorer shows: e.g.
Shot_001— File folder (5/4/2026 10:50 AM)Shot_002— File folder (5/4/2026 10:50 AM)Shot_003— File folder (5/4/2026 10:50 AM)QuickRenderUnrealCleanup.py— JetBrains PyCharm Community File (2 KB)QuickRenderUnrealPaste.py— JetBrains PyCharm Community File (1 KB)QuickRenderUnrealPaste.txt— Text Document (2 KB)
Open and Review QuickRenderUnrealPaste.txt
- Open
QuickRenderUnrealPaste.txtfile is opened in Notepad. - This file contains the auto-generated Unreal Engine Python console commands. Its structure is:
- Paste this file into the Unreal CMD line to create all of the shots as Level Sequences.

