I usually use a normal primary camera when Iayout the scene, but then when it comes to animating camera and creating vcams, the nightmare begins.
I’m always having issues with having my vcam1 having the same position as my original cam.
If I copy the transforms of my primary camera and paste them in vcam2, weird things starts happening, like the primary camera changing its original position to 0 0 0 whoever I create a new cinemachine track in the timeline.
Why doesn’t cinemachine just create the vcams at the same spot as teh primary camera?
Hey @flapyfox I hear a few things in there and am unclear on some others.
What’s the ‘primary camera’ ? Is this your gameplay camera or some camera outside of CM?
Why have a ‘primary camera’ ? Why not make your first shot a vcam and your second shot a vcam and then just blend and cut between them?
CM is a system to animate the Main Camera. You don’t actually animate it directly, you just leave it alone and animate only with vcams. CM takes all the work you’ve done with vcams and applies it to the main camera.
If you’re keying or doing anything to the main camera - don’t - leave it free to be controlled by CM, then do exactly what you want with the vcams. The only exception to that is if you have an already written gameplay camera or something which you want to then transition to CM/vcams and back.
Hey Adam,
The primary camera is just a camera outside of CM, what I meant by that i simply the “Main camera”, if I got it right vcams are just marionettes of this original camera.
It’s not a gameplay camera, just a normal camera that I would like to animate for my cut scenes.
I am not animating the main camera, just trying to follow the CM workflow.
I start with this “main camera” because its has all the “camera” component that vcams don’t have (background, culling, hdr…) masterhotmail