Unity HDRP Animation, Timeline and Export

Animator, Cinemachine, the Water System, and final export for compositing

Chapter 18: The Animation System

This is Part 6 of the Unity HDRP production guide, continuing from Part 5: Environments. This installment covers production and export: the animation system, Timeline and Cinemachine, the HDRP Water System, and final export with Unity Recorder.

18.1 What Makes Unity's System Different

Unity's animation system differs fundamentally from traditional 3D software (Blender, Maya, 3ds Max) through its modular, procedural approach:

AspectTraditional softwareUnity
TimelineLinear, fixed framesModular, independent clips
DurationGlobally definedPer object, independent
TransitionsManualManaged by a state machine
InteractivityPreviewReal time

Advantages of Unity's approach: animations are reusable across objects, transitions are automatic and conditional, it integrates natively with gameplay, and there's no global-duration constraint.

18.2 System Architecture

The Animator component (Add Component → Animator) is the base component on any animated object - the conductor coordinating its animations. The Animation Controller asset (.controller, Assets → Create → Animator Controller) is a node-based system managing animation states and transitions: States (Idle, Walk, Run...), Transitions (moves between states), Parameters (control variables: bool, float, trigger), Layers (stacked animation layers). Animation Clips (.anim) hold the keyframes - created in Unity, imported from FBX files, or shared across multiple objects.

18.3 Creating Animations

Open Window → Animation → Animation (or Ctrl+6). Workflow: select the object to animate, open the Animation window, click Create for a new clip, add properties to animate (position, rotation, scale, etc.), and place keyframes on the timeline. Methods: manual keyframing (click the diamond icon to add a key), Recording mode (the red button - any change creates a key), and Curves (editing interpolation curves directly). Almost anything is animatable in Unity: Transform (position, rotation, scale), components (light color, intensity...), materials (color, shader properties), and exposed script variables.

18.4 Advanced Animation Controller

In the Animator window (Window → Animation → Animator): drag clips in to create states, right-click a state → Make Transition, connect it to another state, and configure the transition's conditions. Parameters drive transitions: Float (speed, blending), Int (state index), Bool (conditions), Trigger (one-shot events). Blend Trees mix several animations by parameter - a walk/run blend by speed, directional blends (forward, left, right), or combined states.

18.5 Importing External Animations

Animations import from FBX files: select the FBX, open the Animation tab, and configure the clip list - Start/End (clip's start/end frames), Loop Time (looping), Root Motion (movement driven by the animation itself). Retargeting transfers animations between characters with similar skeletons via the Avatar system (Rig → Animation Type → Humanoid).

Chapter 19: Timeline and Cinemachine

19.1 Timeline

Timeline (Window → Sequencing → Timeline) is Unity's sequencing tool, similar to a non-linear video editor. To create one: select a GameObject (or create an empty one), click Create in the Timeline window, and name the Timeline asset. Track types: Animation Track (animation clips), Activation Track (enables/disables GameObjects), Audio Track (sound and music), Cinemachine Track (controls virtual cameras), Signal Track (custom events), Control Track (controls other Timelines). Clips can be dragged to reposition, stretched at their edges to change duration, blended by overlapping two clips for a transition, and right-clicked for trim/split/ease in-out options.

19.2 Cinemachine

Cinemachine (install via Window → Package Manager) is Unity's cinematic camera system, giving professional camera moves with no scripting. Core components: Cinemachine Brain (added to the Main Camera, orchestrates virtual cameras), Virtual Camera (a configurable virtual camera), Dolly Track (a rail for tracking shots), Clear Shot (automatically picks the best camera). Create a virtual camera via Cinemachine → Create Virtual Camera, then set its Follow (position target) and Look At (orientation target), plus a Body and Aim behavior.

Body typeDescription
TransposerFixed offset from the target
Framing TransposerKeeps the target within a frame
Orbital TransposerOrbits around the target
Tracked DollyFollows a rail
Hard Lock to TargetIdentical position to the target
Aim typeDescription
ComposerKeeps the target framed
Group ComposerFrames a group of targets
Hard Look AtPoints directly at the target
POVManual rotation control

19.3 Combining Timeline and Cinemachine

In Timeline, Add → Cinemachine Track, assign your camera's Cinemachine Brain, then drag Virtual Cameras in to create clips - transitions between clips automatically produce camera blends. For a dolly shot: Cinemachine → Create Dolly Camera with Track, position the track's waypoints, then animate the Virtual Camera's Path Position parameter in Timeline.

A typical sequence: a wide virtual camera plays for the first few seconds, overlapping into a close-up camera for a blended cut, then handing off to a dolly camera for a final tracking shot - Cinemachine handles each camera's weight (0→1, 1→0) automatically during the overlap to produce a smooth blend.

19.4 HDRP Water System

HDRP includes an advanced water system with wave simulation, reflection and refraction, created via GameObject → Water → Water Surface.

TypeDescription
OceanA large body of water with waves
RiverFlowing water
PoolA calm surface (swimming pool)

Main parameters: Simulation (wave type and intensity), Appearance (color, transparency, scattering), Refraction (underwater distortion), Foam, Caustics (refracted light projections).

Careful - the HDRP Water System is not compatible with Path Tracing. Use hybrid ray tracing for scenes with water.

Chapter 20: Export and Finishing

20.1 Unity Recorder

Install via Window → Package Manager → Unity Recorder, then access it via Window → General → Recorder → Recorder Window. Interface sections: Recording Mode (Manual, Frame Interval, Time Interval), Recorders (the list of configured exports), and + Add Recorder to add a new one.

20.2 Export Types

Image Sequence exports a sequence of still frames - Source (Game View, Target Camera, Render Texture), Output Resolution (FHD, 4K, Custom), Media File Format (PNG, JPEG, EXR), Capture Alpha (include transparency). Movie exports a video file - MP4/H.264 for web and previews, WebM/VP8-VP9 for web with transparency. AOV Image Sequence exports separate render passes:

PassDescription
BeautyFinal image
DepthZ-depth
NormalNormals
AlbedoColor without lighting
Ambient OcclusionAO
Motion VectorsMotion
SpecularReflections
DiffuseDiffuse lighting

20.3 Recommended Configuration

For cinematic renders: Format EXR 32-bit, Resolution 4K (3840×2160) or higher, Frame Rate 24 fps (film) or 30 fps, Color Space Linear. For AOV/compositing: Add Recorder → AOV Image Sequence, select every needed pass, Format EXR (supports HDR and multi-layer), Color Space Linear.

Production workflow: configure Timeline and animations, set render quality (max quality, AA, etc.), configure the Recorder with the needed passes, start recording, then import into your compositing software.

20.4 External Post-Production

SoftwareUseStrengths
NukeProfessional compositingVFX industry standard
After EffectsCompositing, motionVersatile
DaVinci ResolveColor grading, editingFree, powerful
FusionNode-based compositingBuilt into Resolve

Working with passes: import the multi-layer EXR, separate passes as needed, adjust lighting via the diffuse/specular passes, add Depth of Field in post using the depth pass, add motion blur using the motion vectors, then finish with color grading.

Part 6 Summary

ChapterSkills covered
Ch. 18 - AnimationAnimator, Animation Controller, clips
Ch. 19 - Timeline/CinemachineSequencing, virtual cameras, Water System
Ch. 20 - ExportUnity Recorder, formats, AOV passes

Key takeaways: Unity's animation system is modular, with independent clips; the Animation Controller is a state machine managing transitions; Timeline enables non-linear sequencing like an editing program; Cinemachine gives professional camera moves with no code; Unity Recorder exports images, video and AOV passes; and 32-bit EXR is the recommended format for compositing.

Part 7, next and last, covers Shader Graph, plus a keyboard shortcut and resource reference.