Posted September 25, 2019 by RevampedCobra73
Introduction
As this is the final week our class will be working on this project together, I tasked myself with bringing everything I had learned of Unity Timeline to create a more complicated cutscene. So why not try and recreate the cutscene from Dungeon Siege itself?
Goals
Personnel
Technologies, tools, and resources used
Tasks undertaken
What we found out
Adding a screen fade in and out turned out to be one of the shortest tasks I had; instead constructing the scene and filming it took up the bulk of my time. I understood what I needed to do and didn’t need to look anything up, but most of my tasks simply took up a fair chunk of time. The issue behind the cameras not animating turned out to be animator having problems with the cameras being stored under an empty parent game object, something I tried to do to tidy the editor a bit. The position of the empty game object would keep resetting my cameras back to their original, static position whenever I tried to animate them.
Working with 20 cameras and even more moving objects was somewhat intimidating, having only used 3 cameras up until now. Plotting out keyframes involved a lot of numbers as I would have to enter each start and ending frame for every motion in order to match up with active cameras. I had to convert seconds into frames. Timeline editor made tracking everything easy, as I could see at a glance which active elements overlapped with each other. I’m happy with the product, its rough around the edges but it shows off some of the complex stuff that can be done with Timeline well.
Open issues/ risks
N/A
Recommendations
Starting small with Unity Timeline before tackling the big scene was a good move on my part. The end scene would have showed some (more) hiccups if I had started building it when I was new to using the editor. Like any new skill in that regard; starting small and gradually increasing the challenge/ difficulty of each task is the best way to go about learning it.