Do OutputChannels work with Timeline? (CM 3.1.1)

I’ve been doing some tests lately with Cinemachine 3.1.1 and Timeline for a game I’m working on.

I have a Cinemachine track in Timeline with 3 shots/clips outputting to the Default channel.

At some point I’d like for them to stop driving the main camera in response to some gameplay. So I set the main camera to listen to only Channel01 and not Default, but it doesn’t work: the shots are still driving its movements.

Are OutputChannels not meant to work with Timeline, or is it a bug?

Thanks!


Alternatively, if you have another idea of how to stop a track from working while in Play mode I’m all ears.
Muting it doesn’t seem to do the trick, the track keeps running… I think it’s because the Playable graph is still going? I don’t want to reset it (for reasons).

Another idea I had was to use the track’s Track Priority property, have an alternative track with just a shot of the main CinemachineCamera, and when I need to, set this track’s Track Priority to 10 or something, overtaking the track I want to mute. But it feels wonky.

Up. Still wondering if this is a bug?

Hey Ciro, sorry for the delay! Discussions doesn’t send me notifications the way forums used to, so I’m missing a lot of stuff.

You’re right, timeline bypasses channels the same way it bypasses priority. Feels like an oversight to me, which we probably ought to correct.

In the meantime, whatever wonky thing you can get to work is the way to go. For sure activating another timeline with a CM track will override the original timeline.

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Thanks Greg! I will be looking forward to the fix, but it’s good to have an alternative anyway!


Yes, Discussions can be a bit tough to get used too, but it has powerful tools. Btw, did you know you can subscribe (Watch) a tag? I clicked on Cinemachine and then on the search page, hit the bell:

Hope it helps!