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『BLENDER MARKET: BEST OF 2024』 ⏰️ 10月5日(土) 3時まで
Blender用のワールド構築ツールキット。地形、液体、人間、植物など豪華なアセットバンドル
価格:$30で31アイテム
『LEARN TO CREATE GAME ART IN BLENDER 2024』 ⏰️ 9月24日(火) 3時まで
Blenderのスキルアップ。GameDev.tvのGDTVゲームアートバンドルコース(英語)
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最新3Dモデルが破格⚡️Unityとアンリアルエンジン混合バンドル $30で61アイテム
Cinemachine is unified procedural camera system for in-game cameras, cinematics and cutscenes, film pre-visualization and virtual cinematography eSports solutions.
If you have a camera in your project, you'll benefit from Cinemachine being your camera system.
Cinemachine includes these components:
Procedural composition cinematically tracks and composes whatever target you define, be it an object or bone in your character. It’s a smart camera operator which procedurally films the actions based on your direction of where you want it on screen.
Follow modes mount cameras to objects with real-time offset tuning and per-axis dampening controls. Create follow cameras in a snap. Numerous options for following based on world angle, position delta and more.
Clear Shot Real-time shot evaluation. Setup any number of cameras and give them a priority. If the camera becomes occluded or can't make a good shot, Cinemachine will cut (or blend) to the next highest priority shot. Amazing for replays or cutscenes in variable scenarios. Randomization functionality to mix up
Multi-point targeting Cinemachine will track and compose multiple targets with controls to move backwards or forwards or adjust the zoom - or both, you can decide the order.
Collision system Camera collision systems are difficult to get right. Cinemachine gives you the ability to put a Collision system on any camera with the push of a button.
Completely open API Extend and configure Cinemachine exactly how you'd like.
Free Look Powerful 3rd person orbit camera with configurable settings per height.
State Drive Camera module Easily link any Animation state with any Camera without writing any code. Trigger camera behaviours based on running, jumping, attacks - easily link cameras to animations and specify custom blends between any two shots.
Dolly Track Put down dolly track just like on a film set. Animate the camera down the path or use the Auto Dolly feature to have the camera follow your subject. Amazing for cinematics and gameplay cameras where you'd like the camera to follow a spline path. Use multiple dolly tracks and blend between them based on gameplay events or trigger volumes in the world.
Noise multi-channel Perlin noise function which allows you to create anything from handheld behaviours to speed vibrations and everything in-between
Robust blending architecture define how any camera blends from one shot to the next. Easily create huge camera state machine setups for in-game cameras.
Priority Assign a priority to cameras and have the highest priority shot be used in any given situation.
Mixer Mix between up to 8 different cameras, like an audio mixing board for your cameras.
Blend List Create camera sequences which are triggered from a single camera, for super quick setup of crash-zooms and dolly in/outs.
Designed with nearly 20 years of experience creating camera systems in numerous game engines
Cinemachine will allow you to craft shots, build camera rigs, tune and save properties in play mode and dream up camera behaviors without any programming It allows for you to easily make tracking shots of AI driven objects or any other performer with variable behavior, all with screen-based composition controls. It lets you build large and sophisticated camera setups very quickly and easily.
The Cinemachine modules have been designed, deployed, tuned, improved, iterated on, redesigned and refined over and over again on multiple AAA projects spanning numerous game genres over many years. They’re simple, light, endlessly configurable and will allow you to make sophisticated cameras without any coding.
Please note that this is a Restricted Asset and, as per the Asset Store EULA, specific license terms apply to it. The specific license terms for this Restricted Asset are provided LICENSE file contained in the package
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