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Unity Timeline Λ࢖ͬͯ
 ԋग़ͷ෯Λ޿͛Α͏ גࣜձࣾAiming Ϧʔυιϑτ΢ΣΞΤϯδχΞ ౔Ҫ ӳൣ

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ԋग़ͱ͍͑͹Χοτγʔϯ • ཁ݅ • Χοτγʔϯͷ࠶ੜΛ͍ͨ͠ • ಉ͡ΧοτγʔϯͰ΋ɼήʔϜͷਐߦঢ় گʹ߹ΘͤͯΩϟϥΫλʔͳͲΛಈతʹ ೖΕସ͍͑ͨ

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Timeline ػೳ
 (Unity2017.1 ͔Β)

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Ұൠతͳ? ΧοτγʔϯϫʔΫϑϩʔ • ϞσϧσʔλͱɼΧοτγʔϯͷईʹ߹Θ ͤͨΞχϝʔγϣϯσʔλΛ࡞Δ • ࢦఆͨ͠λΠϛϯάͰΞχϝʔγϣϯ΍ɼ ԻΛྲྀ͠ࠐΉػೳΛΤϯδχΞ͕։ൃ • ௐ੔͢Δ৔߹͸ DCC πʔϧʹ໭ͬͯௐ੔ ͢Δ͜ͱ΋ଟ͍ (͙֬͢ೝͮ͠Β͍)

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UNITY TIMELINE Λ࢖ͬͨ
 Χοτγʔϯԋग़ͷσϞ

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Timeline Λ͔ͭ͏ͱ • ࣮ߦ࣌ʹϦΞϧλΠϜʹ࠶ੜ͞ΕΔ • ΩϟϥΫλʔͷಈ͖Λݸผʹ੍ޚͰ͖Δ • UnityEditor ࠶ੜఀࢭঢ়ଶ͡Όͳͯ͘΋ɼΞχϝʔ γϣϯ݁Ռ͕֬ೝͰ͖Δ • ΞχϝʔγϣϯΛ࢖͍ճͤΔ • DCC πʔϧ্Ͱईʹ߹Θͤͯ࡞Βͳͯ͘΋ɼ ݸʑͷಈ͖Λ࡞͓͍ͬͯͯɼUnity ্Ͱ૊Έ߹Θ ͤͯಈ͖Λͭ͘Δ

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Timeline ͱ Animator ൺֱ • Animator • ΞχϝʔγϣϯΛঢ়ଶʹԠͯ͡੾Γସ͑ Δ • Timeline • ΞχϝʔγϣϯΛ࣌ؒ࣠ʹԠͯ͡੾Γସ ͑Δ

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εΫϦϓτͰ֦ுͰ͖Δ • ಈతͳ৘ใܾఆ • ΩϟϥΫλʔͷࠩ͠ସ͑ • Unity্ͷ৘ใΛ࢖ͬͨΞχϝʔγϣϯ੍ޚ • ҉సͷ࣮૷ • γʔϯ্ʹ഑ஔͨ͠ύεʹԊͬͨҠಈ • ͳͲͳͲ

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Timeline Ͱ੍ޚՄೳͳ΋ͷ • Ξχϝʔγϣϯ(Ϟʔγϣϯ)࠶ੜ • ΦʔσΟΦ࠶ੜ • Χϝϥ (CinemachineΛผ్ೖΕΔ) • εΫϦϓτॻ͚͹ԿͰ΋͍͚Δ

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ϋϚͬͨͱ͜Ζ঺հ

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޲͍͍ͯͳ͍΋ͷ • ৚݅Ͱ෼ذ͢ΔΑ͏ͳ΋ͷ • Animator Λ࢖͍·͠ΐ͏ • ࠶ੜ͕࣌ؒݻఆͰ͖ͳ͍΋ͷ • ྫ: ෆఆͷڑ཭Λࢦఆͨ͠଎౓Ͱಈ͘ • ૉ௚ʹεΫϦϓτ੍ޚ͠·͠ΐ͏

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࣮ߦ࣌ґଘղܾ • Timeline ͷσʔλ͸ AssetBase ͳͷͰɼ γʔϯʹ഑ஔ͞ΕͨσʔλΛ࢖͏ͷ͕ۤख

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࣮ߦ࣌ґଘղܾ • PlayableDirector ͕γʔϯʹ༧Ί഑ஔ͞Ε ͍ͯΔͳΒ Playable ͔Β͸ࢀরՄೳ

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• PlayableAsset ͔Β͸ ExposedReference() Λ࢖͏ ࣮ߦ࣌ґଘղܾ PlayableAsset ͔ΒγʔϯΦϒ δΣΫτΛࢀর͢Δ SerializeField ͷΑ͏ͳ΋ͷ

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ϓϨϋϒʹΧοτγʔϯΛอଘ͍ͨ͠ • Prefab Խ͢ΔͱγʔϯͷΦϒδΣΫτ͸ࢀরͰ͖ͳ͍ • Prefab ಺ͷΦϒδΣΫτ͸ࢀরՄೳ • Instantiate ޙʹγʔϯ্ͷΦϒδΣΫτΛඥ෇͚Δඞཁ͕͋Δ ϦϯΫ੾Εʂʂ

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ղܾํ๏ • Bindings ʹγʔϯΦϒδΣΫτΛόΠϯυ ͢ΔεΫϦϓτΛ࡞Δ (SetGenericBinding) [ExecuteInEditMode] public class CinemachineBrainBinder : MonoBehaviour { [SerializeField] private PlayableDirector director; private void OnValidate() { Bind(); } private void Start() { Bind(); } public void Bind() { var binding = director.playableAsset .outputs.Where(x => x.streamName == "Cinemachine Track") .First(); director.SetGenericBinding( binding.sourceObject, Camera.main.GetComponent()); } } ໊લ͔ΒόΠϯυΛऔಘ͢Δ

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Timeline Ready ͳΞηοτ͕
 ૿͖͑ͯͯ·͢ • એ఻ • Timeline ੍ޚՄೳͳɼύεʹԊͬͯҠಈ ͢ΔΞηοτΛ AssetStore Ͱެ։͠· ͨ͠(স) • https://assetstore.unity.com/packages/ tools/animation/b-spline-path-105412

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ݱ৔ͷχʔζʹԠͯ͡ ΤϯδχΞͱσβΠφ͕࿈ܞ͠ͳ͕Β
 Timeline ԽΛ͠Α͏ʂ ΧοτΠϯͷϫʔΫϑϩʔ͕վળ͠·͢