Library -Artifacts
4.9 KiB
Tracked Dolly
This Virtual Camera Body algorithm restricts the Virtual Camera to move along a predefined path. Use the Path Position property to specify where to put the Virtual Camera on the path.
Use Auto-Dolly mode to move the Virtual Camera to a position on the path that is closest to the Follow target. When enabled, Auto-Dolly automatically animates the position of the Virtual Camera to the position on the path that’s closest to the target.
Tip: Choose your path shapes with care when using Auto-Dolly mode. This becomes problematic on paths that form an arc around some point. As an extreme example, consider a perfectly circular path with the Follow target at the center. The closest point on the path becomes unstable because all points on the circular path are equally close to the target. In this situation, moving the Follow target small distances can cause the camera to move large distances on the track.
Properties:
Property: | Function: | |
---|---|---|
Path | The path that the camera moves along. This property must refer to a Cinemachine Path or Cinemachine Smooth Path. | |
Path Position | The position along the path to place the camera. Animate this property directly or enable Auto-Dolly. The value is in the units specified by Position Units. | |
Position Units | The unit of measure for Path Position. | |
Path Units | Use waypoints along the path. The value 0 represents the first waypoint on the path, 1 is the second waypoint, and so on. | |
Distance | Use distance along the path. The path is sampled according to the Resolution property of the path. Cinemachine creates a distance lookup table, which it stores in an internal cache. | |
Normalized | Use the beginning and end of the path. The value 0 represents the beginning of the path, 1 is the end of the path. | |
Path Offset | The position of the camera relative to the path. X is perpendicular to the path, Y is up, and Z is parallel to the path. Use this property to offset the camera from the path itself. | |
X Damping | How responsively the camera tries to maintain its position in a direction perpendicular to the path. Small numbers make the camera more responsive. Larger numbers make the camera respond more slowly. Using different settings per axis can yield a wide range of camera behaviors. | |
Y Damping | How responsively the camera tries to maintain its position in the path-local up direction. Small numbers make the camera more responsive. Larger numbers make the camera respond more slowly. | |
Z Damping | How responsively the camera tries to maintain its position in a direction parallel to the path. Small numbers make the camera more responsive. Larger numbers make the camera respond more slowly. | |
Camera Up | How to set the up vector for the Virtual Camera. This affects the screen composition because the camera Aim algorithms try to respect the up direction. | |
Default | Do not modify the up direction of the Virtual Camera. Instead, use the World Up Override property in Cinemachine Brain. | |
Path | Use the path’s up vector at the current point. | |
Path No Roll | Use the path’s up vector at the current point, but with the roll set to zero. | |
Follow Target | Use the up vector from the Follow target’s transform. | |
Follow Target No Roll | Use the up vector from the Follow target’s transform, but with the roll zeroed out. | |
Pitch Damping | How responsively the camera tracks the target rotation’s x angle. Small numbers make the camera more responsive. Larger numbers make the camera respond more slowly. | |
Yaw Damping | How responsively the camera tracks the target rotation’s y angle. Small numbers make the camera more responsive. Larger numbers make the camera respond more slowly. | |
Roll Damping | How responsively the camera tracks the target rotation’s z angle. Small numbers make the camera more responsive. Larger numbers make the camera respond more slowly. | |
Auto Dolly | Controls how automatic dollying occurs. A Follow target is necessary to use this feature. | |
Enabled | Check to enable the automatic dolly. Note: this can have some performance impact, depending on the search resolution. | |
Position Offset | Offset, in position units, from the closest point on the path to the follow target. | |
Search Radius | The number of segments on either side of the current segment. Use 0 for the entire path. Use a lower number when the path’s shape relative to the target position causes the closest point on the path to become unstable. | |
Search Resolution | Cinemachine searches a segment by dividing it into many straight pieces. The higher the number, the more accurate the result. However, performance is proportionally slower for higher numbers. |