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Cinemachine Base Rig Now Available for Free; Creator Adam Myhill Joins Unity

, enero 23, 2017

Unity is excited to announce a powerful new addition to Unity’s creation tools: Cinemachine Base Rig.

Cinemachine is a popular virtual camera system which enables users to give the camera simple directions, without programming, and the system will dynamically track and compose richly complex shots, no matter what the subject does. It’s like your own army of AI camera operators!

The system’s configurable for whatever you can dream up, from 3rd person action adventure to replays, game intros and procedural sequences. Cinemachine Base Rig is now available FREE on the Asset Store.    

Cinemachine was created by Adam Myhill, who has nearly 20 years of experience creating camera systems in numerous game engines and with some of the biggest studios in the business. His work speaks for itself, but it was clear we all have a lot to gain from his expertise. And so, we couldn’t be happier to welcome Adam to Unity as our Head of Cinematics, where he’s at work integrating features of Cinemachine Base Rig directly into the engine and informing a lot of our future plans to improve the cinematic creation experience.

Please join us in welcoming Adam and read on for more on how you can make the most out of Cinemachine Base Rig.

Cinemachine is a powerful system and includes a number of components which you can combine to create the exact camera behavior for any scenario; in-game, cutscenes, or anywhere in between. Cinemachine Base Rig includes:

  • Procedural composition
  • Camera body rigs with damping
  • Priority based shots
  • State-machine environment
  • Procedural multi-channel noise
  • Tune while playing

The goal and power of Cinemachine is to empower developers, designers, camera artists and cutscene creators with smart camera tools so they can spend their time exploring and creating instead of  wrestling with camera code. It unleashes artists and provides solutions to the impossible – you can track and compose objects with variable performances.  You can create a bunch of cutscenes and then change animations around and the cameras will adapt and figure out how to best shoot those scenes automatically. A very large amount of time and effort has gone into getting the cameras to behave and ‘feel’ right, with convincing weight and smooth transitions.

It’s easy to setup large complex camera behaviors without writing a single line of code and to tune them all while the game is running.

What’s Next

Cinematography is a lifelong passion for Adam, from calibrating huge photographic enlargers with tiny screwdrivers as a child before starting his own business doing time-lapse aerial photography at the age of 17. He’s designed procedural camera systems for games and has worked as a Director of Photography in feature film, documentaries and music videos. It was via work with Blackbird Interactive that Adam discovered a new passion: developing in Unity.

When we asked Adam why he wanted to join Unity, he told us “Working closely with Unity over the last year made me realize that I wanted to be a part of it. The depth of talent is amazing. It’s a place where you can dream up a crazy idea and make it happen. For a guy who designs technology, there’s nothing better than having an environment to incubate ideas and collaborate with others to make them real. Cameras, lighting, rendering, making beautiful images and telling stories, what’s cooler than that?”

13 replies on “Cinemachine Base Rig Now Available for Free; Creator Adam Myhill Joins Unity”

Superb stuff! How come I’ve never even heard of this until now? Slake_it is right, you ought to do more advertising for this kind of thing!

Oh, and by the way, I’ve been checking the Cinemachine website and they mention the Game Rig. Whatever happened to that? will it still come out? will it be paid or free? and if it is paid, how come unity bought the Base Rig but not the rest of the stuff? lol. Though, I guess if the Game rig came out as part of this asset no one would ever have the need to rely on any other camera asset asset out there – and maybe that’s why we haven’t heard of it? lol, it’d put several asset store plugins out of commision :)

Anyway, one way or another this tool is amazing. Hopefully it’ll get properly integrated directly into unity so everyone can enjoy it even if they don’t see these posts.

Congratulations Adam!
Just a little question:
Will how much of the API will change for it when the timelinefeature ships?
Thank you again for your previous support and your generosity of gifting the asset to me.

Thank you Adam,
This is amazing cinematic camera tool, makes you feel like a real director!

Well done Adam on your new position at Unity. Looking forward to using your cinematic tools, old friend.

Rob! Great to hear from you and hope you’re well. I often think of our days together in Brizzy working on that project, what an adventure it was.

Hi Christian,

Timeline requires the updated version of Cinemachine – which it will ship with – meaning it is only compatible with the new version. Your existing Cinemachine cameras / setups will run just fine. Only the updated CM cameras will work in Timeline.

Unity is acquiring really great assets,
but I think you should handle the marketing better, for example, unity right now is the only engine (as far as I know) that have built in support for 2D animation with mesh deformation using the acquired Anima2D, but there wasn’t even an announcement when the asset launched (only in December before launch)

– I think you should announce it on youtube & the other social media channels.

keep up the great work.

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