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Question by Maemmo · Sep 22, 2016 at 05:00 AM · c#animationcamera

How to make a cutscene and / or replay function

I've been browsing the web for quite some time, searching for a good solution to this, but I can't really find what I want.

(I'm using Blender for my models and animations)

So, here's my problem:

I've never tried making a cutscene before, and I'm not that good with animations either. I've been thinking about showing a "pre rendered" animation as a videotexture, but what if the animation has to change, depending on the player's clothes or surroundings?

I then thought I'd just cut the player's character control, and just play an animation. But then another problem occured. I can move my my player around with his transform properties, but that won't activate his walk animation. I could of course do that manually, but I was wondering if there was an easier approach?

Or is there another solution?

I then looked at a replay function (as in cod or Overwatch), and found 2 solutions:

  1. Make a script save position, transform and animation, and then recreate the scenario. This seems like an overwhelmingly huge task, and it will probably take a lot of space?

  2. Making a deterministic replay. I seemed like I had to make A LOT of changes to my game, to make that work. (My own collision system, the player control, for example).

  3. I was wondering, if you could make the camera record while playing, and then simply show the last part when you die?

I don't want to use any assets for this, as I want to learn how to make it myself, and I've had a lot of problems with them. First reason is the most important, though.

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avatar image Le-Pampelmuse · Sep 29, 2016 at 02:13 PM 0
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Hi. Unity Answers is kind of the wrong forum for HowTo and subjective questions. $$anonymous$$ake sure you read the FAQ, user guide and watch this video. I moved this to Help.

Additionally, please don't ask multiple questions in one. I'm going to reply to the cutscene part.

Typically, an ingame cutscene has it's own characters that are animated within their environment beforehand. Cutting your player control stuff for that time is sufficient.

"Cut" your scene at the moment your cutscene should begin: Disable the player character, or only it's user inputs. Enable the cutscene objects, assign them the right clothing, hair etc. (GTA-like cutscenes) make sure the animations start synched with the audio (if you have audio), and enable your cutscene cameras, which can be scripted to orbit the scene or whatever you wish.

If you want to be able to switch betweeen cameras while watching the cutscene (some popular games have this feature), simply display a little text hint with the button.

Certainly you could render the entire cutscene within your modelling program, and play the resulting video in Unity, the main advantage would be that a prerendered cutscene has no ingame performance impact and typically more refined graphical quality.

Hope this helps. You might want to google for specific forums for 3d artists, game cutscenes, game art, etc..

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Answer by theANMATOR2b · Sep 29, 2016 at 01:42 PM

A 3rd option, alternate to pre-rendered is to animate the entire cut-scene in a 3D app, then import the entire scene into Unity and play the entire scene in Unity. One special note - The camera will have to be animated from position to position over one keyframe.

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