forked from BilalY/Rasagar
49 lines
2.9 KiB
Markdown
49 lines
2.9 KiB
Markdown
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# Cinemachine and Timeline
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Use [Timeline](https://docs.unity3d.com/Packages/com.unity.timeline@latest) to activate, deactivate, and blend between Virtual Cameras. In Timeline, combine Cinemachine with other GameObjects and assets to interactively implement and tune rich cutscenes, even interactive ones.
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**Tip**: For simple shot sequences, use a [Cinemachine Blend List Camera](CinemachineBlendListCamera.md) instead of Timeline.
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Timeline overrides the priority-based decisions made by [Cinemachine Brain](CinemachineBrainProperties.md). When the timeline finishes, control returns to the Cinemachine Brain, which chooses the Virtual Camera with the highest Priority setting.
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You control Virtual Cameras in Timeline with a __Cinemachine Shot Clip__. Each shot clip points to a Virtual Camera to activate then deactivate. Use a sequence of shot clips to specify the order and duration of each shot.
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To cut between two Virtual Cameras, place the clips next to each other. To blend between two Virtual Cameras, overlap the clips.
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![Cinemachine Shot Clips in Timeline, with a cut (red) and a blend (blue)](images/CinemachineTimelineShotClips.png)
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To create a Timeline for Cinemachine:
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1. Create an empty GameObject in your Scene by choosing the __GameObject > Create Empty __menu item.
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2. Give the empty GameObject a descriptive name. For example, `IntroTimeline`.
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3. In your Scene, select your empty Timeline object as the focus to create a Timeline Asset and instance.
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4. Click the padlock button to lock the TImeline window to make it easier to add and adjust tracks.
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5. Drag a Unity camera with a CinemachineBrain component onto the Timeline Editor, then choose __Create Cinemachine Track__ from the drop-down menu.
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6. Add other tracks to the Timeline for controlling the subjects of your Scene. For example, add an Animation track to animate your main character.
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**Tip**: Delete the default track that refers to your Timeline object. This track isn’t necessary for Timeline. For example, in the Timeline editor, right-click the track for IntroTimeline and choose __Delete__.
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To add Cinemachine Shot Clips to a Cinemachine Track:
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1. In the Cinemachine Track, right-click and choose __Add Cinemachine Shot Clip__.
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2. Do one of the following:
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* To add an existing Virtual Camera to the shot clip, drag and drop it onto the Virtual Camera property in the Cinemachine Shot component.
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* To create a new Virtual Camera and add it to the shot clip, click Create in the Cinemachine Shot component.
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3. In the Timeline editor, adjust the order, duration, cutting, and blending of the shot clip.
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4. [Adjust the properties of the Virtual Camera](CinemachineVirtualCamera.md) to place it in the Scene and specify what to aim at or follow.
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5. To animate properties of the Virtual Camera, create an Animation Track for it and animate as you would any other GameObject.
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6. Organize your Timeline tracks to fine-tune your Scene.
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