Hi,
I have been playing around with timeline and was at first very exited about this new feature.
However, as far as I can tell, it is still far easier to move NPCs around in a cut scene using AC, Animator Controllers and root motion.
Am I missing something maybe..?
And while timeline has some other neat features, it would still require a mix of AC actions and timeline to create a complete timeline cut scene.
Might as well stick with AC then and have everything self contained.
Just my 8 cents,
- Kay
Comments
I don't see getting that complete kind of functionality in Timeline / CineMachine any time soon.
Parts of it, yes. But not the whole nine yards.
I'm going to be OK creating cut scenes in ACs action editor for now. And while that may not be as slick as a timeline sequencer - at least I get a complete set of features with AC.
I will look at the Unite 2017 vids to see if that helps me to figure out how to move AC characters around. Without scripting that is. I have decided that I will not invest the time it would take to get comfortable scripting in Unity, even though I have coding experience.
I'm a one man band, and rather focus on other aspects of game creation then calling procedures();
Here is what I was hoping timeline / cinemachine (or Cinema Director for that) would be useful for: Creating complete cut scenes with animated NPCs that are fully lip synced (Salsa3D) and can *easily* be moved in the scene. And with the appropriate camera cuts and audio clips of course.
As far as I can tell, this is currently not going to happen. So, for me it just isn't as useful as I had hoped and I'd rather stick with one main Unity extension (AC) which can do pretty much all I need it to do.
All the interactions between different plugins and extensions are already becoming pretty complex, so I'd rather not muddy the waters any further.
Cinema Director seems to fizzle out btw, and it has similar limitations as timeline as far as I can see.
Not sure if I got my point across, but it will have to do. Maybe in the future I will discover timelines usefulness.
myCharacter.motionControl = AC.MotionControl.Manual;
Fully integrating it with AC probably won't be easy, but being able to use some of the virtual cameras sure would be nice.