Hi there. I was wondering exactly how you would implement an in-game cinematic. Right now I have this sidescroller project limbo-like that includes some short cinematics that involves taking out the player’s control to make some animations. The main problem I get is with the movement and the camera. I implemented it as a montage, but since the model is a child of the player the camera and the rest don’t follow. It is important that there are no cuts in the gameplay
To summarize I have two problems:
My camera doesn’t follow the player in cinematic.
Since the player doesn’t really move the model teleports at the end.
Right now is only a montage that is played with a trigger
I would like to know how you would make this type of cinematic since I didn’t really found about this topic, only about how to use the sequencer that leaves some cuts in the gameplay.
when you mean cuts im guessing there is some sort of jump, you could use sequencer with a second camera thats alligned with the player character, once you reach the point you want the parent the new camera to the actor you wish to follow and cut to that camera. at the same instant
also there is the blend between camera with “Set view target with blend”
As @High500 mentioned you can use Sequencer with a different camera if you have animations/effects for the camera in your cinematics. You can also bind events to any point in the sequence’s length to trigger other actors or actions that you want to happen during the cinematic.
You can also do it with your player camera if you don’t need anything special, or if you want to use notifies from your player’s animation to do stuff with the camera.
Regarding your player character teleporting back, to preserve an animation’s movement you have to check Root Motion in your Animation Sequence asset. If your animations are custom and you didn’t animate the root, you would have to do so if you want the transform changes to be applied to a character.
If you don’t want or can’t animate the root, you can teleport the character as soon as the animation ends, but that would be visible, so that would require some sort of Fade Out → Fade In transition.
Thx for your reply. Ultimately, we implemented it by reimporting the animation and moving the player by code. The rest of the animation elements are bound to a sequencer. That solved all the problems with the camera and movement