My journey becoming a Unity game developer: Game Over Cutscene-Animated Virtual Cameras records Cutscene
Objective: Animating the Full and Overhead Shot virtual cameras to record the Captured Scene.
With Game Over Cutscene selected, create an Animation Track in the Timeline editor. Add the CM Full Shot virtual camera to the Animation Track. If the CM Full Shot camera doesn’t have an Animator component attached to it, click on Create Animator on CM Full Shot from the menu.
Click on the REC button to begin recording the keyframes. Go back to the Inspector and click on the CM Full Shot object. Click on Solo under Cinemachine Virtual Camera and go to the Body setting. We will use Path Position to set the keyframes by setting the 1st keyframe to Waypoint zero. Move the Timeline pointer to the end of the CM Full Shot cut which is at the 3 second mark, then go back to the Path Position and set it to Waypoint 2. Finally, move the Timeline pointer back to the halfway point at around 1.30 seconds, and set the Path Position to Waypoint 1. If we scrub the Timeline or press Play in the Timeline editor, we should see the virtual camera animate around the Dolly Track.
Add another Animation Track in Timeline, and drag the CM Overhead Shot camera into its slot. Click the REC button and move the Timeline pointer just a few milliseconds above the cutline of the CM Overhead Shot. When the pointer is set, click on the CM Overhead Shot object and either retype the Transform’s X position coordinate or move the pointer a little then come back to the original position. Last, move the pointer to the end of the animation clip which in this case is around 8 seconds, then move the Overhead Shot camera up along the Y-axis until it’s high enough to represent the Director’s notes.
This is the final result of the virtual cameras animating through the Captured Scene.
Animating virtual cameras, especially using a Dolly Track can take regular animations from the actors and make them look like they were shot in a cinematic scene.