Cinemachine camera control

I don’t know if I’m just using Cinemachine wrong or what, but I have the hardest time with using it sometimes. What I’m trying to do is more cinematic as we’re just trying to do a visual pass of a 3D model circle around it a bit showing of different points, and then pulling back. I can lay down a dolly Track and have the camera follow it by creating an animation using the Cinemachine Tracked Dolly.Path Position property going from 0 to 1 and creating some keyframes to hold it in certain spots. It’s a pain, I’d rather be able to set the number of frames (or even better number of seconds, but I can math a constant Frames per second into a time amount), but it works. I’ve created a single point to be a look-at target for the camera which works most of the time. There are times though that I want to move that target around. I can’t seem to find a way where I can do that in the same animation so I can see the Dolly movement and move the look-at target at the same time.

I tried, once, to make that target a child of the camera, but the camera would just move the look-at target point in spectacularly wrong ways (Seriously, it was amazingly bad, but I was laughing the whole time at how much it messed up the shot). I’ve looked at other properties to see if maybe I could get away from the look-at target, but the only thing I found with that would be to totally animate where the camera is looking at all times, which at that point, I might as well just animate the whole thing and not use Cinemachine at all. This may be the solution, but I was under the impression that this sort of Cinematic use was right in the wheelhouse of what Cinemachine was designed for and am more inclined to think that I’m just missing something.

Sounds like you set up a situation of a dog chasing its tail. The dog doesn’t realize that the tail is attached to itself and is amazed that the tail keeps running away so effectively.

Set up an invisible game object - not parented to anything - for the vcam to look at. Set it as the LookAt target. Animate the vcam’s position using the dolly track and, in the same timeline, animate the lookAt target’s position. Wherever the vcam is positioned, it will look at the target. You have complete independent control of the position and aim of the camera. It’s much easier than trying to animate the rotation of the vcam.

Thank you for your response, that is exactly what I’m going for "

". And that is how I have it set, my look-at point is an empty game object in the scene (I’m going to call it TrackPoint, and not a child to anything. Like I mentioned, I tried that once, and saw that wasn’t going to work right. After that attempt, I reverted it back.

I do find the different tabs that have a timeline-like interface confusing, as one is called timeline and the other is called animation. So just to be clear, right now, When I’m animating the Position point of the Dolly track, am I doing this in the Animation tab. Which was created via the create button when I had the vcam object selected in the Hierarchy, which made an animation object in my project.

I can’t seem to add the properties of the TrackPont object to the vCam animation. So am I suppose to be doing this in the Timeline tab? Or am I missing something with the animation tab

You should be doing all this directly inside timeline. It sounds like your timeline isn’t properly set up. It should have:

  1. A Cinemachine track bound to the main camera, with a CM Shot activating the vcam in question
  2. An animation track bound to the vcam, with a curve for the path position
  3. An animation track bound to the LookAt target, with XYZ curves for the motion path of the target

Something like this:

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Thank you very much again, I’ve got it all working now. Yes, the picture helped out immensely.

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