Hi,
I was just wondering what is the best way to make my camera transitions when using Third Person Cinemachine viewType?
I am using a freeLookCamera by default which looks at the character from far and I would like to transition to other virtual cameras on ability activation or state change.
Case scenario 1:
I interact with a switch which opens a door. I can have a virtual camera that looks at the door and I transition between the character camera and the door camera while the door is opening.
In this case I could have a script that changes the priority of the door virtual camera on the interaction event.
Case scenario 2:
I start a conversation with an NPC (using the Dialogue System by PixelCrushers) using the "Converse" ability, I can set a "Converse" state. Now I would like the camera to zoom in and look at both the NPC and the character in an angle includes the full body of both and that faces the NPC. The camera would also need to not move while moving the mouse.
From what I understand that would be hard to achieve using camera states (or is there a state that changes which virtual camera has priority?). I could use the Dialogue system sequencer to place a camera, but I would have to do so for each conversation. I would prefer to have a default camera, which is set by the "Converse" ability and that can be overridden by the sequencer in a more cinematic conversation.
Case scenario 3:
Zoom while aiming target. I guess this one is similar to case 2. But this time the character would move.
Should I use another view type for this? or do I transition to another virtual camera?
So my question is how do I change the priority of a virtual camera when I use an ability/change state? Do I have to write my own script linking each additional virtual camera to a state? If I use the state changes to set my virtual cameras is there a way to pass an argument like the target transform?
Thank you for your time
I was just wondering what is the best way to make my camera transitions when using Third Person Cinemachine viewType?
I am using a freeLookCamera by default which looks at the character from far and I would like to transition to other virtual cameras on ability activation or state change.
Case scenario 1:
I interact with a switch which opens a door. I can have a virtual camera that looks at the door and I transition between the character camera and the door camera while the door is opening.
In this case I could have a script that changes the priority of the door virtual camera on the interaction event.
Case scenario 2:
I start a conversation with an NPC (using the Dialogue System by PixelCrushers) using the "Converse" ability, I can set a "Converse" state. Now I would like the camera to zoom in and look at both the NPC and the character in an angle includes the full body of both and that faces the NPC. The camera would also need to not move while moving the mouse.
From what I understand that would be hard to achieve using camera states (or is there a state that changes which virtual camera has priority?). I could use the Dialogue system sequencer to place a camera, but I would have to do so for each conversation. I would prefer to have a default camera, which is set by the "Converse" ability and that can be overridden by the sequencer in a more cinematic conversation.
Case scenario 3:
Zoom while aiming target. I guess this one is similar to case 2. But this time the character would move.
Should I use another view type for this? or do I transition to another virtual camera?
So my question is how do I change the priority of a virtual camera when I use an ability/change state? Do I have to write my own script linking each additional virtual camera to a state? If I use the state changes to set my virtual cameras is there a way to pass an argument like the target transform?
Thank you for your time