Timeline and Custom Tracks (Dialogue Tracks)

Table of contents

Create Timeline

add track

Add Animation Track

Add Activation Tracks

Add Audio Tracks

Add dialogue track (custom track)


Animations that can manipulate multiple models at the same time, (cutscenes, cinematic effects)

Create Timeline

  1. Select Sequencing=》Timeline in the window to open the Timeline window

  2. Create an empty object in the scene

  3. Select this empty object and create a playable file in the Timeline window. At this time, the playable file is placed on the empty object just like the animator. At the same time, a Playable Director (director) component will be given to this empty object to control other objects in the scene.

 

 

add track

Add Animation Track

1. Classification

1). Ordinary animation

Drag and drop the object in the scene to the Timeline window, pop up the creation interface, select a track, and select Animation Track. At this time, unity will automatically add an animator component to the object, which cannot be deleted (deletion is invalid)

Then you can do the same operation as creating a normal animation for the object

2).Model animation

The same operation as above, the difference is that the model object comes with an animator, if the timeline is not manipulated, the model will play the default animation of the state machine

2. Operation

After the animation is drawn, right click on the track, there are three things to pay attention to, one is Muted, one is Lock, and the other is convert to clip track (converted to edit track)

Muted => this track animation is disabled

Lock =" This track animation is locked and cannot be edited

convert to clip track = "convert to edit track

=》

3. Pay attention

  1. When the model animation is played, the animation may be played at the origin. The reason is that the animation itself is at the origin when it is drawn. There are two solutions (the second is recommended)

    1. The way to get out is to mount a corresponding state machine on the animator component of the corresponding model, and check the Apply Root Motion on the component (apply root motion)

       

    2. Click on the corresponding track

       

      Click on the arrow keys

       

      Set the position in the scene

       

Add Activation Tracks

The function of this track is to display an object, which can be used to switch cameras

 

 

The object is active during the active time period in the track, beyond this time period, the object will be hidden

This effect can simply put two camera tracks on the scene, one active after the other, and the camera conversion of the cutscene can be realized

Add Audio Tracks

on music

Add dialogue track (custom track)

detailed steps

1. Create a canvas and set the Canvas Scaler component

Set UI Scale Mode to Scale With Screen Size

Set the XY of Reference Resolutioi to 1920 1080

2. To create a dialog box, it must contain a Panel (dialogue UI interface), a NameText (the speaker's Text), a DialogueLineText (the speaking Text), and a SpaceBarText (a Text that shows whether to press the space

 

 

3. Import the script folder in the root directory into the project

Link: https://pan.baidu.com/s/11px2nw71hi5Zpjr72qC_bw 
Extraction code: d3g5

 

4. Load UIManagerV, create an empty object in the scene, name it UIManager, and put it into the script UIManagerV

 

Put the corresponding object into the Manager

 

In order for the Clip on the custom track to be able to manipulate the UI

5. Load GameManagerV, create an empty object in the scene, name it GameManager, and put it into the script GameManagerV

 

 

6. Create Dialogue Track V

 

7. Add DialogueClip

 

8. Just set the Clip

 

 

Require Pause means do you need a space to continue playing when the Clip ends? If it is checked, the Timeline will pause when the Clip is played, and you need to press the space to continue.

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Origin blog.csdn.net/qq_41302243/article/details/127855660