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Rezzolution's avatar
Rezzolution
Honored Guest
12 years ago

Record real-time cutscenes with head-look?

Howdy guys! Hoping for a bit of help with something...

I'm working on a project with Unity, and I'm wondering if there's any good way to go about recording gameplay of my game that I play myself, then using it to play back as a cutscene? But I want to still be able to have head-look during the cutscene. Just no real control...

From searching around I really haven't been able to find any solid answers for this and I figure it's going to be a pretty widely requested thing in the near future here..

Any suggestions or pointers are greatly appreciated!

2 Replies

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  • owenwp's avatar
    owenwp
    Expert Protege
    I don't think anyone has a neatly packaged unity solution, and its a hard problem in general.

    Probably the easiest approach is to create animation clips at runtime and generate keyframes for all of your visual state-affecting variables at some interval while playing. Theoretically you could then play that animation back with user input turned off and have everything look pretty similar.

    The hard part would be making sure that the right variables are captured, with all the necessary state information, and that they give you reproducible visuals when you replay (and interpolate, remember everything in animation is a curve) their values.

    Or, if you are networking your game, you could just capture the network data stream and echo it back.
  • Hmm.. okay.. thanks for the response!

    For the case of my game the recorded animation doesn't need to be the exact same or anything I'm really just looking for a way to create animation clips out of what I do at runtime with my character..

    It does seem this may be a little over my head though we'll see.. would you happen to have any pointers on where to get started with creating animations at runtime?