Intro to Timeline
Fundamental features of timeline, a non-linear editor that comes with the Cinemachine package. An easy-to-view system for directing animations. To access Timeline go to Window -> Sequencing -> Timeline.
Simple and Multiple Animations on the Same Object
Definition: Using Timeline, you can create animations on a single object, enabling smooth transitions between different animation states.
Example: An character in a game can seamlessly transition from an idle animation to a walking animation as the player starts moving the character.
Animation Track
Definition: An Animation Track in Timeline allows you to control and sequence animations for a GameObject.
Example: You can use an Animation Track to make a character jump and then transition into a somersault animation before landing.
Timeline Controls
Definition: Timeline provides a user interface for precise control over the timing and sequencing of events and animations.
Example: You can use Timeline controls to synchronize a character’s dialog with specific moments in a cutscene.
Pre and Post Extrapolation
Definition: Pre and Post Extrapolation determine how animations behave before the first keyframe and after the last keyframe in a Timeline.
Example: Pre Extrapolation can be used to have an object smoothly approach the starting point before its initial keyframe.
Matching Clip Offsets
Definition: Matching clip offsets ensure that animations play smoothly without abrupt jumps or unwanted pauses between different clips in Timeline.
Example: In a character’s action sequence, matching clip offsets help the character fluidly transition from walking to running animations without noticeable pauses.
Activation Track
Definition: An Activation Track in Timeline controls the activation and deactivation of GameObjects during a sequence.
Example: You can use an Activation Track to turn lights on or off as a character moves through a dark corridor.
Audio Track
Definition: The Audio Track in Timeline enables the synchronization of audio clips with specific moments in your scene.
Example: In a cinematic sequence, the Audio Track can trigger a dramatic sound effect as a spaceship takes off.
Control Track
Definition: The Control Track in Timeline lets you modify parameters of components or scripts in your scene over time.
Example: Using a Control Track, you can change the color of a character’s clothing gradually as they move from one location to another.
Signal Emitter
Definition: A Signal Emitter sends signals within Timeline to trigger events or actions.
Example: A Signal Emitter can be used to trigger a special effect, like an explosion, when the player reaches a certain point in a game level.