Unity Cinematics: Cinemachine + Timeline

Live Stream Host: Jonathan Gonzalez

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  • Software: Unity 2017
  • Difficulty:

In this livestream we'll learn how to use Cinemachine with the Timeline for more unique camera movements and control. 

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Ever since I was young I've been fascinated with games and the way they work. Now I get to teach the amazing world of game development. I'm always learning and always willing to teach what I've picked up along the way. You can directly contact me here, through the message boards or even through my person site linked to the side.
Previously Recorded January 18th, 2018. Chat is now closed.
  • Large
    LJ Simpson

    Thanks for hosting the webcast! Great stuff!

  • Large
    LJ Simpson

    When will the course be ready! : )

  • Large
    Andreia Schemid

    A cimenatic course would be great, now I need to finish the Unity Basics... :D

  • Large
    LJ Simpson

    That would be awesome. You bet!

  • Large
    LJ Simpson

    Are you planning to offer this as a course topic?

  • Large
    LJ Simpson

    Can you free the camera so the viewer could adjust rotation of view while the author controls the direction of motion?

  • Large
    Phil Osterbauer

    This stuff is so cool. I just want to get home and play with all of it.

  • Large
    LJ Simpson

    and application. Like VR headset

  • Large
    LJ Simpson

    Is this something you generally play around with depending on content?

  • Large
    LJ Simpson

    Got it. Damping setting would take care of that.

  • Large
    LJ Simpson

    Is there a way to "ease" the move when it jumps to get to the red zone?

  • Largeauthor
    Omar Domenech

    In this case, cool times ahead Harry

  • Largeauthor
    Omar Domenech

    Dark times ahead Harry

  • Largecrew
    Kent Trammell

    dostovel I don't suspect modeling will change much. The gap between game modeling (low res) and non-game modeling (hi res) is shrinking nearly as fast as the gap between offline render quality and realtime.

  • Largecrew
    Kent Trammell

    Heh, yeah it got annoying to me all the PBR hype ☺️

  • Largeauthor
    Omar Domenech

    I agreed with you

  • Largeauthor
    Omar Domenech

    Yeah, I remember you were very vocal about that in the past

  • Largecrew
    Kent Trammell

    *That's all it does for people who have been rendering physically correct stuff for years.

  • Largecrew
    Kent Trammell

    When PBR hit the scene everybody (ie game artists) acted like it was a brand new thing. But physically correct shading/lighting has been around for a decade+ with offline renderers.

    For me PBR just meant a realtime method for approximating existing technology. So it saves crazy amounts of time, that's pretty much it

  • Largeauthor
    Omar Domenech

    Probably modeling will change as well? you can get away with lots of triangles.