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Camera Cinemachine - problem switch and save

edited May 2 in Engine development

Hi everyone,

I have some questions about using Cinemachine with Animal Crossing because I'm having some issues with camera switching and saving.

In Animal Crossing's MainCamera, I added the CinemachineBrain component. I created three other cameras using the CinemachineCamera component.


I created a timeline with the MainCamera and the 3 other cameras.

The problem is that when I activate the sequence with the controltimeline node and then want to switch to the CameraTable, which is the Gamecamera in the scene, it doesn't work.

Initially, I reduced the track activation of camera 3 so it could switch the camera game. It works, but it's not optimal at all because it creates a shot of the sky for a few seconds since there's no dedicated camera for 1 second.

It remains stuck at the last camera in the timeline sequence, so camera 3.

To fix the problem, I added a node object > call event by dragging the MainCamera object and selecting the Cinemachinebrain.enabled function. This more or less fixes the camera switching issue, but I think this method isn't the best, especially if I want to reuse another sequence later.

The other problem is that after switching to the game camera (which is the CameraTable), saving, and then loading the save point, it doesn't work; it loads the main camera view.

I then tried with a different scene without using Cinemachine, and everything works without any problems.

So, is it better to avoid using Cinemachine when you're not using its key features, or not? I specifically wanted to use the "Basic Multi Channel Perlin" component for some scenes. But if I encounter more problems each time, I'd rather avoid using it.

Thank you for your answers.

Comments

  • Glad to hear Adventure Creator is as addictive as Animal Crossing ;)

    If you're mixing both AC and Cinemachine cameras, the best way to handle this is to leave AC's MainCamera alone, and instead add a separate Cinemachine Brain object that also has AC's Basic Camera component on it. That will allow you to switch to it like a regular AC GameCamera through AC Camera Actions. While this GameCamera is active, you can then use Cinemachine as normal.

    If you haven't seen it already, there's an integration package for Cinemachine over on the Downloads page. It includes an example scene that demonstrates this technique, as well as a few handy scripts to link the two assets together.

  • edited May 3

    Okay, I'll take a look.

    Thank you.

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