CinemachineFollowZoom
An? ?add-on? ?module? ?for? ?Cinemachine? ?Virtual? ?Camera? ?that? ?adjusts? ?the? ?FOV? ?of? ?the? ?lens? ?to? ?keep? ?the target? ?object? ?at? ?a? ?constant? ?size? ?on? ?the? ?screen,? ?regardless? ?of? ?camera? ?and? ?target? ?position.
CinemachineVirtualCamera
The? ?Virtual? ?Camera? ?will? ?animate? ?its? ?Transform? ?according? ?to? ?the? ?rules? ?contained? ?in? ?its CinemachineComponent? ?pipeline? ?(Aim,? ?Body,? ?and? ?Noise).? ?When? ?the? ?virtual? ?camera? ?is? ?Live,? ?the Unity? ?Camera? ?equipped? ?with? ?a? ?CinemachineBrain? ?will? ?assume? ?the? ?position? ?and? ?orientation? ?of? ?the virtual? ?camera. A? ?virtual? ?camera? ?is? ?not? ?a? ?camera.? ?Instead,? ?it? ?can? ?be? ?thought? ?of? ?as? ?a? ?camera? ?controller,? ?not? ?unlike a? ?cameraman.? ?It? ?can? ?drive? ?the? ?Unity? ?Camera? ?and? ?control? ?its? ?position,? ?orientation,? ?lens? ?settings, and? ?PostProcessing? ?effects.? ?Each? ?Virtual? ?Camera? ?owns? ?its? ?own? ?Cinemachine? ?Component Pipeline,? ?through? ?which? ?you? ?provide? ?the? ?instructions? ?for? ?dynamically? ?tracking? ?specific? ?game objects.
Aim
CinemachineComposer
This? ?is? ?a? ?CinemachineComponent? ?in? ?the? ?Aim? ?section? ?of? ?the? ?component? ?pipeline.? ?Its? ?job? ?is? ?to? ?aim the? ?camera? ?at? ?the? ?vcam’s? ?LookAt? ?target? ?object,? ?with? ?configurable? ?offsets,? ?damping,? ?and composition? ?rules. The? ?composer? ?does? ?not? ?change? ?the? ?camera’s? ?position.? ?It? ?will? ?only? ?pan? ?and? ?tilt? ?the? ?camera? ?where it? ?is,? ?in? ?order? ?to? ?get? ?the? ?desired? ?framing.? ?To? ?move? ?the? ?camera,? ?you? ?have? ?to? ?use? ?the? ?virtual camera’s? ?Body? ?section. The? ?vcam’s? ?LookAt? ?target? ?is? ?the? ?Composer’s? ?target.? ?? ?Common? ?Composer? ?targets:? ?include? ?bones on? ?a? ?character? ?like? ?the? ?upper? ?spine? ?or? ?head? ?bone,? ?vehicles,? ?or? ?dummy? ?objects? ?which? ?are controlled? ?or? ?animated? ?programmatically.
CinemachineGroupComposer
This? ?is? ?a? ?CinemachineComponent? ?in? ?the? ?Aim? ?section? ?of? ?the? ?component? ?pipeline.? ?Its? ?job? ?is? ?to? ?aim the? ?camera? ?at? ?a? ?target? ?object,? ?with? ?configurable? ?offsets,? ?damping,? ?and? ?composition? ?rules. In? ?addition,? ?if? ?the? ?target? ?is? ?a? ?CinemachineTargetGroup,? ?the? ?behaviour? ?will? ?adjust? ?the? ?FOV? ?and the? ?camera? ?distance? ?to? ?ensure? ?that? ?the? ?entire? ?group? ?of? ?targets? ?is? ?framed? ?properly.
Body
CinemachineTransposer
This? ?is? ?a? ?CinemachineComponent? ?in? ?the? ?Body? ?section? ?of? ?the? ?component? ?pipeline.? ?Its? ?job? ?is? ?to position? ?the? ?camera? ?in? ?a? ?fixed? ?relationship? ?to? ?the? ?vcam’s? ?Follow? ?target? ?object,? ?with? ?offsets? ?and damping. The? ?Tansposer? ?will? ?only? ?change? ?the? ?camera’s? ?position? ?in? ?space.? ?It? ?will? ?not? ?re-orient? ?or? ?otherwise aim? ?the? ?camera.? ?To? ?to? ?that,? ?you? ?need? ?to? ?instruct? ?the? ?vcam? ?in? ?the? ?Aim? ?section? ?of? ?its? ?pipeline. Transposer? ?is? ?a? ?component? ?which? ?mounts? ?a? ?camera? ?to? ?any? ?object.? ?It? ?has? ?a? ?number? ?of advantages? ?over? ?just? ?putting? ?the? ?camera? ?under? ?the? ?object? ?you? ?want? ?to? ?have? ?the? ?camera? ?follow. Hood? ?Cam,? ?Door? ?Cam,? ?POV? ?Cam,? ?Missile? ?Cam? ?-? ?if? ?you? ?want? ?to? ?mount? ?the? ?camera? ?to? ?something, use? ?Transposer.
CinemachineFramingTransposer
这是一个body中的一个section,它的作用是不断纠正相机与Follow target object的位置关系,它功能只能改变相机的位置,为了使它运作得更恰当,LooKAt target必须为null
CinemachineTrackedDolly
A? ?Cinemachine? ?Virtual? ?Camera? ?Body? ?component? ?that? ?constrains? ?camera? ?motion? ?to? ?a CinemachinePath? ?or? ?a? ?CinemachineSmoothPath.? ?The? ?camera? ?can? ?move? ?along? ?the? ?path. This? ?behaviour? ?can? ?operate? ?in? ?two? ?modes:? ?manual? ?positioning,? ?and? ?Auto-Dolly? ?positioning.? ?In Manual? ?mode,? ?the? ?camera’s? ?position? ?is? ?specified? ?by? ?animating? ?the? ?Path? ?Position? ?field.? ?In Auto-Dolly? ?mode,? ?the? ?Path? ?Position? ?field? ?is? ?animated? ?automatically? ?every? ?frame? ?by? ?finding? ?the position? ?on? ?the? ?path? ?that’s? ?closest? ?to? ?the? ?virtual? ?camera’s? ?Follow? ?target.
CinemachineOrbitalTransposer
This? ?is? ?a? ?CinemachineComponent? ?in? ?the? ?the? ?Body? ?section? ?of? ?the? ?component? ?pipeline.? ?Its? ?job? ?is? ?to position? ?the? ?camera? ?in? ?a? ?variable? ?relationship? ?to? ?a? ?the? ?vcam’s? ?Follow? ?target? ?object,? ?with? ?offsets and? ?damping. This? ?component? ?is? ?typically? ?used? ?to? ?implement? ?a? ?camera? ?that? ?follows? ?its? ?target.? ?It? ?can? ?accept player? ?input? ?from? ?an? ?input? ?device,? ?which? ?allows? ?the? ?player? ?to? ?dynamically? ?control? ?the? ?relationship between? ?the? ?camera? ?and? ?the? ?target,? ?for? ?example? ?with? ?a? ?joystick.
Noise
CinemachineBasicMultiChannelPerlin
As? ?a? ?part? ?of? ?the? ?Cinemachine? ?Pipeline? ?implementing? ?the? ?Noise? ?stage,? ?this? ?component? ?adds Perlin? ?Noise? ?to? ?the? ?Camera? ?state,? ?in? ?the? ?Correction? ?channel. The? ?noise? ?is? ?created? ?by? ?using? ?a? ?predefined? ?noise? ?profile? ?asset.? ?This? ?defines? ?the? ?shape? ?of? ?the noise? ?over? ?time.? ?You? ?can? ?scale? ?this? ?in? ?amplitude? ?or? ?in? ?time,? ?to? ?produce? ?a? ?large? ?family? ?of? ?different noises? ?using? ?the? ?same? ?profile. The? ?Noise? ?is? ?a? ?multi-layered? ?Perlin? ?noise? ?function? ?which? ?is? ?applied? ?after? ?the? ?Composer? ?and? ?adds additional? ?transforms.? ?It? ?has? ?controls? ?for? ?Position? ?and? ?Orientation.? ?You? ?can? ?add? ?as? ?many? ?layers as? ?you? ?want? ?by? ?increasing? ?the? ?profile’s? ?Size? ?value。可以模拟相机手持抖动效果