> ## 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.

# iOS Timeline Processing

> Process and manage timeline data directly on iOS within the Jetset Cine workflow.

## 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

<video src="https://mintcdn.com/lightcraft/yQd_d7mcpTdWJhNO/images/spark/ImportOTIOUnreal.mp4?fit=max&auto=format&n=yQd_d7mcpTdWJhNO&q=85&s=ef1599788b9657409fb5749fe4f73b4e" controls style={{ borderRadius: '0.5rem' }} data-path="images/spark/ImportOTIOUnreal.mp4" />

* 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*

This will now populate the shots from OTIO into Autoshot.

### Shot Selection and Verification

<video src="https://mintcdn.com/lightcraft/yQd_d7mcpTdWJhNO/images/spark/otio-unreal-shots.mp4?fit=max&auto=format&n=yQd_d7mcpTdWJhNO&q=85&s=ec1d463713aa6323e4dd7525f0b131a5" controls style={{ borderRadius: '0.5rem' }} data-path="images/spark/otio-unreal-shots.mp4" />

* 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

<video src="https://mintcdn.com/lightcraft/yQd_d7mcpTdWJhNO/images/spark/select-unreal-output.mp4?fit=max&auto=format&n=yQd_d7mcpTdWJhNO&q=85&s=415137a5a272c25873b72960e80253ee" controls style={{ borderRadius: '0.5rem' }} data-path="images/spark/select-unreal-output.mp4" />

### Quick Render

<video src="https://mintcdn.com/lightcraft/yQd_d7mcpTdWJhNO/images/spark/unreal-quick-render.mp4?fit=max&auto=format&n=yQd_d7mcpTdWJhNO&q=85&s=180a6a80fd00989006e6ce7f0efc07df" controls style={{ borderRadius: '0.5rem' }} data-path="images/spark/unreal-quick-render.mp4" />

* 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:

```
D:\tmp\otiounreal\
├── Shot_001\
│   ├── 3D\
│   │   ├── UnrealFiles\
│   │   └── UnrealRenders\
│   └── Editorial\
├── Shot_002\
├── Shot_003\
├── QuickRenderUnrealCleanup.py
├── QuickRenderUnrealPaste.py      (1 KB)
└── QuickRenderUnrealPaste.txt     (2 KB)
```

***

### Review Aggregated Shot Folders

The `otiounreal` 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.txt` file is opened in Notepad.
* This file contains the auto-generated Unreal Engine Python console commands. Its structure is:

```
# Auto-generated by Autoshot Quick Render.
# The Unreal Editor Python console only accepts ONE line at a time;
# paste each line below individually.

# Optional cleanup (wipe /Game/autoshot for a fresh start):
# py "<DELIVERY_ROOT>/QuickRenderUnrealCleanup.py" apply    # dry run
# py "<DELIVERY_ROOT>/QuickRenderUnrealCleanup.py" delete
```

* Paste this file into the Unreal CMD line to create all of the shots as Level Sequences.
