Quick facts:
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"
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"
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.
There are several ways to create new events for a cutscene
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.
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:
In order to create your down event type category in the drop down selector, do the following:
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) {} } }
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:
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) {}
Rewind doesn't always work.
Stopping a cutscene in the middle of a character playing a smartbody animation will not cancel the animation.
Link to the appropriate section in the main FAQ page.