While the documentation is being finished, I thought it would write a quick post on how to use the new Dolly path feature in Cinemachine v2.0
It allows you to create a very smooth path for the camera to go down and you can animate the speed or have the camera ‘Auto follow’ the subject. You can even auto follow the subject and animate a little offset so the camera goes a bit further ahead or behind, driven by a curve in Timeline. Neat!
Install Unity 2017.1b3+ You must be above beta 3
Install Cinemachine 2.0 There’s a link to v2.0 from the v1.1 on the Asset Store too.
If you into fantastic postfx, get the Post Processing Stack
Open your scene and Intialize Cinemachine by going Cinemachine->Create Virtual Camera from the top toolbar. You’ll see that a CM ‘Brain’ is created on the main Unity camera. This is where all the camera mojo happens and it has some global settings.
Create an empty object in your hierarchy. Call it ‘CM dolly path of wonder’
Add the CM Path component. Search Path.
Add some waypoints. Note you can add more later, delete and even rearrange them.
Note I increased the values of X for each waypoint.
You can also adjust the path in the scene view. The extra set of handles per waypoint are the tangent handles.
Now select a CM virtual camera. Set the ‘Body’ to be Dolly and drag your new path object into the path slot.
You probably want the camera to Look At something and if you want to use the Auto Dolly, then have it Follow something too
If you’re not going to use Auto Dolly, then animate Path Position any way you want. It animates really nicely from Timeline, just drag the virtual camera onto Timeline and say Animate
Animating Path Offset gives you control of being a little ahead or behind, etc.
Boom!