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Custom Style in Custom Blends

Discussion in 'Cinemachine' started by EdgarMtz1807, Aug 7, 2020.

  1. EdgarMtz1807

    EdgarMtz1807

    Joined:
    Sep 13, 2017
    Posts:
    4
    Greetings.

    I'm a newcomer using Cinemachine and I've been looking around through forums and videos but I still cannot find a concrete answer on wheter if it's posible or not to make a Custom Style manipulating separately the transformation and rotation by diferent curves, when blending from one camera to another.

    So far I've been only allowed to change one curve which completely combines both position and rotation from the points between the cameras, but I'd like to separate them to first move the camera and then rotate it almost when the transformation it's done.

    Is this posible?

    z.png
     
  2. Gregoryl

    Gregoryl

    Unity Technologies

    Joined:
    Dec 22, 2016
    Posts:
    7,238
    Currently there is no way to separately control the position and rotation blends. However, there might be some workarounds that give the result you want. Can you describe in more detail the effect you want to achieve? Where are the vcams, where are the targets?
     
    Last edited: Aug 10, 2020
  3. EdgarMtz1807

    EdgarMtz1807

    Joined:
    Sep 13, 2017
    Posts:
    4
    Thanks for the quick response!

    I built this simple example: there's a top-down view virtual camera which follows the player:

    z.png

    Then the player can interact with an object in order to see it in a more in-detail perspective:
    (This is using another virtual camera which is attached to the object prefab).

    z2.png

    But during the transition (which the transformation is totally fine) I'd like to adjust the rotation just a the end, to avoid planes where the camera is looking at nowhere because is blending from one rotation to the another one at the same rate as the transformation.

    z3.png
     
  4. Gregoryl

    Gregoryl

    Unity Technologies

    Joined:
    Dec 22, 2016
    Posts:
    7,238
    Hmmm, I don't understand why you're getting that strange intermediate view. As the camera moves to the new position, the look-at point of the camera should simply lerp directly from the player to the cube. Is that not what's happening? Can you show your vcam inspectors?