Absolutely mindblowing. I can imagine that a lot of people yet not understand the powerfulness of Cinemachine. This has ripped open a rift into another dimension of empowerment when it comes to game development.
You guys are so amazing! Cinemachine is one of the greatest things ever developed in Game Maker Tools history. It is an invaluable tool for Indie devs, saving so much time which can be spend on other things now. After writing my own Dead Space like camera system for my last project, I am amazed to see a very robust and flexible camera system integrated into Unity now, usable for all kinds of genres and speeding up production time immensely. On top of that, it's streamlining all kinds of ingame and cutscene camera setups into a very modular and well organized workflow, while keeping the learning curve digestable thru decent documentation. Thank you from all the heart for all the work put into this. I Love You, seriously.
It always surprises me just how good these set pieces are that we see in tutorials of unity and unreal... Just look how interesting this little market place looks!
Thank you!!!! I tried this after watching a different tutorial that was 15 min long, and spent 1 hour trying to figure it out and could not. I watched this tutorial, and it took 1 minute to solve my problem! :)
I'm not a Unity expert, but I think you could create an animator controlled entirely through script. It wouldn't be attached to a gameObject, but it could still control the camera state. For example, if the user presses a button, the animator could go into a 'zoom out animation,' whose only job is to change the Cinemachine camera to one that's farther back from the car. Sorry if I'm bad at explaining stuff.
What if I want to make the inactive camera move along with the object like it was active. Fir example in my 3ps game when I shoot I want to change the camera but when i stop being in shooting mode then the camera that I used for the not shooting states is in the last position I left it, it does not update when it is inactive.
2:50 Is there a way to automatically assign a Player Model's animator to the Cinemachine's Animated Target? Trying to work in a rig with more than one model.
Can we blend between virtual cameras that are outside the state driven camera...like for example I have a virtual player camera ( outside the SDC ) and want to add a specific blend that will change my virtual camera to the other virtual camera inside the SDC
I'm working on a 2D game, and when I switched the main camera to orthographic it broke the state driven camera. Any fixes? EDIT: I deleted the State Driven Camera and recreated it (now that the Main Camera is orthographic) and it works now.
well if you wanna design something low poly, use blender alone if you wanna try some sculpting, you should try Sculptris, I recommend moving on to zbrush later on but it's a good, free starter
VERY URGENT. I would like to rise very important problem with Cinemachine. It is not compatible with play mode. I have new version of Unity and Cinemachine. If I use default cameras from Unity they behave the same in play mode and timeline. But... when I use cinemachine cameras movement from timeline is different than the one on play mode!?!? So how we are spouses to use it?!?! Don't tell that people are using it because it is NOT WORKING AT ALL.
Absolutely mindblowing. I can imagine that a lot of people yet not understand the powerfulness of Cinemachine. This has ripped open a rift into another dimension of empowerment when it comes to game development.
You guys are so amazing! Cinemachine is one of the greatest things ever developed in Game Maker Tools history. It is an invaluable tool for Indie devs, saving so much time which can be spend on other things now. After writing my own Dead Space like camera system for my last project, I am amazed to see a very robust and flexible camera system integrated into Unity now, usable for all kinds of genres and speeding up production time immensely. On top of that, it's streamlining all kinds of ingame and cutscene camera setups into a very modular and well organized workflow, while keeping the learning curve digestable thru decent documentation. Thank you from all the heart for all the work put into this. I Love You, seriously.
It always surprises me just how good these set pieces are that we see in tutorials of unity and unreal... Just look how interesting this little market place looks!
Thank you!!!! I tried this after watching a different tutorial that was 15 min long, and spent 1 hour trying to figure it out and could not. I watched this tutorial, and it took 1 minute to solve my problem! :)
Awesome! Very simple and short tutorial that gets straight to the point! Love it.
But how we make a State Driven Cameras with objects that have no animator attached to them like cars for example
I'm not a Unity expert, but I think you could create an animator controlled entirely through script. It wouldn't be attached to a gameObject, but it could still control the camera state. For example, if the user presses a button, the animator could go into a 'zoom out animation,' whose only job is to change the Cinemachine camera to one that's farther back from the car. Sorry if I'm bad at explaining stuff.
I created 3 empty animations and they're working. Try it out!
Very good! With each version the tool surprises me!
I know I'm quite off topic but does anyone know of a good website to stream new tv shows online?
What if I want to make the inactive camera move along with the object like it was active. Fir example in my 3ps game when I shoot I want to change the camera but when i stop being in shooting mode then the camera that I used for the not shooting states is in the last position I left it, it does not update when it is inactive.
2:50 Is there a way to automatically assign a Player Model's animator to the Cinemachine's Animated Target? Trying to work in a rig with more than one model.
Can we blend between virtual cameras that are outside the state driven camera...like for example I have a virtual player camera ( outside the SDC ) and want to add a specific blend that will change my virtual camera to the other virtual camera inside the SDC
absolutely awesome but can you please tell me ? if we have more than 1 layers in animator and change our states from Different layers of animation
I'm working on a 2D game, and when I switched the main camera to orthographic it broke the state driven camera. Any fixes? EDIT: I deleted the State Driven Camera and recreated it (now that the Main Camera is orthographic) and it works now.
Hey guys, but if i need set akey to change between cameras? Can you help me?
Thanks for sharing this informative video!
Thanks!
Tell me how to make character which software to use for beginners
Blender
well if you wanna design something low poly, use blender alone
if you wanna try some sculpting, you should try Sculptris, I recommend moving on to zbrush later on but it's a good, free starter
VERY URGENT. I would like to rise very important problem with Cinemachine. It is not compatible with play mode. I have new version of Unity and Cinemachine. If I use default cameras from Unity they behave the same in play mode and timeline. But... when I use cinemachine cameras movement from timeline is different than the one on play mode!?!? So how we are spouses to use it?!?! Don't tell that people are using it because it is NOT WORKING AT ALL.