Unity Presents Cinemachine
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by Jeanette T. Clegg
5 hours ago

Your place is valueble for me. Thanks!… https://hotmail0909.weebly.com/blog

by mafhfuz@7cgi
8 hours ago

You have done an outstanding job. Greetings to Toivo Glumov and Natalie Kayurova.

It'd be great to see some kind of tutorial with tips how you made it.

Unity Presents Cinemachine
24 January, 2017
News
Unity Technologies has revealed a new addition to its engine’s creation tools. Cinemachine is a virtual camera system which enables users to give the camera simple directions, without programming, and the system will dynamically track and compose richly complex shots.

The system will cope with your desires – it is good with 3rd person action adventure, replays, game intros and procedural sequences.

Get Cinemachine Base Rig for FREE on the Asset Store.    

The tool was developed by Adam Myhill, a veteran with nearly 20 years of experience in creating camera systems for different game engines. Adam is now working as Unity’s Head of Cinematics, integrating features of Cinemachine Base Rig directly into the engine and improving cinematic creation.

Features

  • Procedural composition
  • Camera body rigs with damping
  • Priority based shots
  • State-machine environment
  • Procedural multi-channel noise
  • Tune while playing

The goal and power of Cinemachine is to empower developers, designers, camera artists and cutscene creators with smart camera tools so they can spend their time exploring and creating instead of  wrestling with camera code. It unleashes artists and provides solutions to the impossible – you can track and compose objects with variable performances.  You can create a bunch of cutscenes and then change animations around and the cameras will adapt and figure out how to best shoot those scenes automatically. A very large amount of time and effort has gone into getting the cameras to behave and ‘feel’ right, with convincing weight and smooth transitions.

It’s easy to setup large complex camera behaviors without writing a single line of code and to tune them all while the game is running.

Source: Unity

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