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Overview


The Machinima Maker allows users to easily and rapidly create complex cutscenes and vignettes from within the Unity Engine.  Cutscenes contain individual events on a timeline that are invoked when the cutscene is played.  These events can have any number of effects, from activating a game object in the unity scene to sending bml and locomotion commands to SmartBody.  Many common events are provided out of the box, however custom events are allowed because almost any function written in a C# script can be invoked from the Machinima Maker.

Quick facts:

Users

Starting the Machinima Maker

The Machinima Maker is part of the vhAssets package. It is loaded from inside of unity by clicking the "VH" menu on the menu toolbar and then clicking "Machinima Maker"

Creating a Cutscene

If you have no previous cutscenes in the unity scene, then when you load the Machinima Maker window, there will be 1 single button that says "Add Cutscene."

If you have previous cutscenes in the scene, you can add a new cutscene by clicking the '+' button next to the word "cutscene"

Adding/Removing Tracks

Click the - or + sign next to the "Track" text at the top center of the window. You can also right click in the area of the window where the track names are listed.  Double clicking on track names allows you to rename them. Right clicking on track names allows you to add child groups.

Creating Events

There are several ways to create new events for a cutscene

  • Right click on the track area and select "Add Event"
  • Ctrl + Left click on the track area
  • Click the little "E" button then left click anywhere in the track area

Modifying Events

Upon selecting an event with left click, you have access to the "Event" tab on the user interface. Here you can set event properties such as event name, start time, and event type.  The event type is a category (such as Audio or SmartBody) that provides access to functionality that is inherent to the type (like playing a sound or using locomotion, respectively).  Event types provide easy access to this functionality. 

Once the event type is selected, choose the functionality that you want the event to perform when invoked.  Once chosen, make sure you fill out the required parameters listed below the selected type.

Setting Up Custom Events

With custom events, you project specific functions can be written and invoked through an event in the machinima maker.  To set up a custom event:

  1. Select an event and change the event type to custom
  2. Drag the game object in the scene into the "Target" field
  3. On the drop down menu, select the component that has the function that you want to invoke
  4. On the next drop down menu, select the function that you want to invoke
  5. Fill out the required function parameters

Developers

Creating New Event Types

In order to create your down event type category in the drop down selector, do the following:

  1. Create a new C# class and derive it from GenericEvents
  2. Override the GetEventType() method to return the name category of events that this class will hold. This is the name that will appear in the drop down selector on the gui.
  3. Inside your class, create nested classes that derive from ICutsceneEventInterface. These classes will contain the functionality that is run when the event is invoked.
  4. Inside each individual nested class, create 1 or more function overloads. You can call these functions whatever you like and they will be displayed on the gui when this event category is chosen.
  5. Attach this C# script to the "GenericEvents" game object which is nested below the cutscene game object that you were working on
  6. You should now see your new event type and the functionality that can be invoked from it on the gui. If you don't close the Machinima Maker and re-open it.
public class MyProjectSpecificGenericEvents : GenericEvents {
	public override string GetEventType() { return "This is the name that displays in the event type drop down gui"; }

	public class MyProjectSpecificGenericEvent_SomethingAwesome : CommonEvent_Base
    {
        public void DoSomethingAwesome(GameObject go)
        {
            // write your code
        }

		// this is a 2nd overload of the function (not necessary to have multiple overloads, but this shows how)
		public void DoSomethingAwesome(GameObject go, float f) {}
    }
}

Creating Custom Functions

If you simply want to invoke a project specific function and you don't want to go through the steps involved in created new event types, then you can simple write a function in any C# script and select the "Custom" event type on the gui for the selected event. 

Custom functions have a few rules:

  • No return value is allowed
  • No ref or out parameters
  • No array, list, dictionary, or other collection types

Follow these above rules and everything will work.

void CustomFunction(string output, int i, float f, Vector2 v2, Vector3 v3, Color col, bool b, Transform trans, GameObject obj) {}

Known Issues


Rewind doesn't always work.

Stopping a cutscene in the middle of a character playing a smartbody animation will not cancel the animation.

FAQ

Link to the appropriate section in the main FAQ page.

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