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Cinemaching orbital camera

Discussion in 'Cinemachine' started by RoughSpaghetti3211, Dec 24, 2019.

  1. RoughSpaghetti3211

    RoughSpaghetti3211

    Joined:
    Aug 11, 2015
    Posts:
    1,709
    Hello,

    Im new to cinmaching but wanted to try create an orbital cam, Is this the correct tool set for the job. Any tips or examples would be appreciated

    thanks in advance
     
  2. Gregoryl

    Gregoryl

    Unity Technologies

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    Dec 22, 2016
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    What do you mean by "orbital cam"? Can you describe in more detail the camera behaviour you're looking for?

    Cinemachine is very powerful, and you can get just about any camera behaviour you like. That said, there are a lot of possible behaviours. Take a look at the example scenes shipped with Cinemachine to see some of the possibilities.

    Depending on the version of CM that you have, you can import them from the package manager (2.4.0 and up), or from the Cinemachine menu (2.3.x and prior):

    upload_2020-1-6_10-4-9.png
     
    Last edited: Jan 7, 2020
  3. RoughSpaghetti3211

    RoughSpaghetti3211

    Joined:
    Aug 11, 2015
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    Thanks for the reply I will check it out, the behavior im after is imaging a camera following a subject running around on a small planet, like a satellite tracking a person.
     
  4. Gregoryl

    Gregoryl

    Unity Technologies

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    A small planet can be done, with a little care. You won't find an example of that in the sample scenes.

    Assuming that the camera is following the player, the way to set it up is to make sure that CM uses the player's up vector as its world up override. Set that in the CM Brain:

    upload_2020-1-7_11-12-12.png

    Then, when you make vcams or FreeLooks that target the player, they will orient themselves to match the Player's up vector, which you should manage so that it always points away from planet center. If your player can orient itself differently then you can use an invisible object to track player local up, and use that as world up override in the Brain.