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How to use the plot plug-in Cinema Director1.4.1

2025-01-18 Update From: SLTechnology News&Howtos shulou NAV: SLTechnology News&Howtos > Internet Technology >

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In this issue, the editor will bring you about how to use the plot plug-in Cinema Director1.4.1. The article is rich in content and analyzes and narrates it from a professional point of view. I hope you can get something after reading this article.

Cinema Director is a plug-in that can directly transform Unity from a game engine into a filmmaking tool. It is a modular timeline and sequence frame editor that allows game developers or filmmakers to easily complete plot animations or movie clips of the game in minutes. There is also no need to write any code, pure editor operation can be done.

Click the Windows > Cinema Suite > Cinema Director menu to open the Director editor or create a new scene animation. If you do not create a transition animation and directly open the Director interface, the interface will be empty. You can click Create at the top of the interface to create a new transition animation.

Operation area, control and organize various objects that need to be edited

Toolbars, controlling interface display

Director team, control all kinds of cameras and sound effects

Cast group, control character movements

Group performance, controlling multiple role movements at the same time

Animation toggle markers, you can adjust the duration of the scene animation

You can also add events to the object at the Keyframe of the Timeline, simply click the green plus button on the panel and add events at will. Similar to the animation system that comes with Unity, it is easy to operate, and combined with the WYSIWYG features of the editor, you can view the animation effect at any time and iterate immediately, which can save a lot of production time.

Note: the following are my personal opinions. If there are any mistakes, please correct them on your own.

I. function

Cinema Director and uSequencer are both plug-ins for unity plots, and the usage of the two is very similar. I have tried both, and I suggest using the former, because there are many holes in uSequencer, unity is easy to collapse in the process of use, and what I did before crashing needs to be done again.

2. Characteristics

1. Events, properties, and camera controls are all designed based on the timeline.

two。 Simple, intuitive and easy-to-use user interface

3. A variety of game events that can be used directly

4. Support for Undo/Redo operation

5. You can see the effect of editing without running it in the editing state, which makes the design more convenient.

6. Directly compatible with plug-ins such as Playermaker and Behavior Designer

III. Comparison with uSequencer

The path of moving objects cannot be visualized, which is a disadvantage of using Cinema Director, but it is only a small disadvantage to measure both.

There are many advantages, the biggest one is that it is open source, the code can be learned from.

IV. Introduction to use

Import the plug-in into unity first and see as shown in the figure

This is the documentation for the use of this plug-in, which you can learn by reading this document.

When you open it, there is only one scene, Director Basics, as shown in the following figure

Ctrl+Shift+D opens the cutscene editor

The following is a detailed description of what is contained in the editor:

There are four groups in the editor:

1.Director Group

Contains three kinds of Track:Audio Track (add sound), GlobalTrack (there are many events), and Shot Track (add observation camera)

2.Actor Track Group

Contains two kinds of Track:Actor Track (there are also many events), Curve Track (position, rotation, volume of sound, some properties of the camera, etc.)

3.MultiActor Track Group

Edit multiple actorTrack, just like the editor of Actor Track Group, except that it can be multiple and can be copied in Inspector

4.Character Track Group

Contains three types of Track:DialogueTrack (voice addition of character dialogue), Mecanim Track (events of animator), and Transform Track (use of Set Transform/ Look At)

The first symbol is to add a target

The second symbol is to add a control line or event

The third and fourth symbols are to adjust the position of the control line (up and down).

Here's how to create a Cutscene:

After opening Director, click Create to create a Cutscene. Here is the specific window

The parameters are: name, time of the event, whether it is cyclic, and how to trigger the run (On Start / On Trigger/ None)

Here are a few groups that you don't have to select here, and you can add them when you edit them.

Event addition: usually right-click the mouse to add

Click Create Cutscene to create a simple Cutscene, which is similar to animation.

Let's introduce demo.

In demo, there are camera switching and field of view rotation, sound playback, GameObject display and hiding (Enable/Disable), animation playback (Set Trigger in Animator), black screen and bright screen display, etc.

Fifth, advantages and disadvantages

Advantages:

1. Control of GameObject attributes, which can be controlled through keyframes, similar to animation

two。 Powerful event system, which can control almost everything.

3. You can directly preview and play the plot without Play, which is convenient for editors to use.

4. Compared with the advantages of uSquencer, the editing time period can be adjusted freely by dragging the mouse, while uSquencer cannot be adjusted.

Disadvantages:

The mobile path of 1.GameObject is not visual and is not easy to view and edit. This is the only disadvantage I have found since I used it (compared to Usquencer).

VI. The expansion of events

Let's take a look at the following code:

Using UnityEngine;using System.Collections;namespace CinemaDirector {[CutsceneItemAttribute ("Animator", "SetBool", CutsceneItemGenre.ActorItem,CutsceneItemGenre.MecanimItem)] / / the preceding parameter is the menu public class SetBoolAnimatorEvent: CinemaActorEvent {public string BoolName; public bool Value = false; public override void Trigger (GameObject actor) {Animator animator = actor.GetComponent () If (animator! = null) {animator.SetBool (BoolName,Value);}

The above logic is simple and can be extended by inheriting CinemaActorAction, CinemaActorClipCurve, CinemaActorEvent, CinemaAudio, CinemaClipCurve, CinemaGlobalAction, CinemaGlobalEvent, CinemaMultiActorCurveClip, CinemaShot, CinemaTween, etc.

VII. Reference documents

1. There is a usage document in the plug-in, which you can learn

two。 Open the editor with a "?" in the upper right corner. Number, this is a help button, click to find that it is like this:

YouTube: you can learn this plug-in by watching videos. There are 18 videos for you to learn. In fact, if you understand the videos, you can design and use them directly.

Documentation: open the Pdf document in the plug-in. If you feel like you don't like reading the document, it's also a good choice to watch the video to learn.

This is how the plot plug-in Cinema Director1.4.1 shared by the editor is used. if you happen to have similar doubts, you might as well refer to the above analysis to understand. If you want to know more about it, you are welcome to follow the industry information channel.

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