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Clarification on Over The should setup & a question on Cinematics

Discussion in 'Cinemachine' started by ManAmazin, Nov 20, 2018.

  1. ManAmazin

    ManAmazin

    Joined:
    Aug 7, 2013
    Posts:
    246
    So I am working on a setup for over the shoulder setup similar to games like the evil within(close up but with more of an offset)


    I pretty much have that i think, but what im getting is basically an orbit around the character when turning mouse X, so to keep the camera behind the player i assume i have to handle that thru code(rotating character when mouse X input activated)







    Question #2

    Also i have been pondering this for a while: but is it possible to transition from a freelook to a cinematic done in timeline then back into the free look(giving the player back control)

    something like:




    or newer with spiderman:




    I understand this can just be awesomely craft animation sequences, but it seems something cinemachine could handle no?
     
  2. Gregoryl

    Gregoryl

    Unity Technologies

    Joined:
    Dec 22, 2016
    Posts:
    7,658
    1. Yes, you have to handle the character rotation with code.
    2. Yes, you can transition to cutscene and back again to user-controlled vcam. Just create a Timeline with a Cinemachine track, and at the beginning/end of the cutscene, put an easeIn/easeOut on the vcam clip within the CM track. This will blend the cutscene vcam with the game vcam.
     
  3. ManAmazin

    ManAmazin

    Joined:
    Aug 7, 2013
    Posts:
    246
    Hey Gregoryl sorry but is there any example code that could be provided? am i to address the main camera or the virtual camera?

    The camera rotates with mouse X which is defined in the Vcam, so do i write code to rotate the player and because the camera is already watching for the mouse X movement that is taken care of?

    or

    do I/can I match the players rotation to the camera/vcam rotation?

    merry christmas and thanks in advance!.
     
  4. ManAmazin

    ManAmazin

    Joined:
    Aug 7, 2013
    Posts:
    246
    Ok I spoke to soon lol, the problem was i was rotating the player but i couldnt gauge it because the rotation speed and the speed on the X axis in free look was not matching so i perceived it as not rotating until i looked close at the player values and the scene view

    in the future i guess i should use the max speed of the freelook instead of two different speeds, thanks again!