Composing a Unity cutscene
Objective: Outline the steps needed to compose a scene in Unity.
Review the previs to identify the environment, actors and number of cameras needed for the cutscene, see https://hal-brooks.medium.com/previs-elements-in-cinematography-2da52b722bea. Create a scene with the environment and focus in on the area for the cutscene. Add the actors to the cutscene, including their animations.
Install Cinemachine and add the required number of virtual cameras based upon the previs. Position each virtual camera by navigating the scene view and assign the view to the selected virtual camera using Ctrl+Shift+F. Position the camera using the rule of thirds, where interesting objects are placed left and right of center, not in the middle.
Add a timeline to the project then add the Main Camera which will contain the CinemachineBrain, see https://hal-brooks.medium.com/unity-timelines-f3bf1d330d3e. The timeline track can be set to either frames or seconds from the gear icon in the upper right corner. Drag the virtual cameras into the main camera track to create various cuts. The cuts can overlap to produce a smooth transition.
Add the Actors animation track so you can preview their animation to aid with timing of cuts. Create an animation track for camera fade. Create a UI image named Camera_Fade_Alpha and set the anchor preset to stretch, in lower right. Position image at left 0, top 0, Pos Z 0, right 0 and bottom 0. Change the color to black. Create points where the alpha transition from 255 to 0. Double clicking on the animation track opens the animation window, which allows better editing features, such as moving the points.
Create animation track for each pan effect. Pan effects can be create by directly recording virtual camera movement or by creating a game object foci for the virtual camera to look at during the shot.
Add an activation track to turn on and off game objects during the cut scene.
Preview the cutscene editing until an aesthetically pleasing sequence is achieved.
Organize the cutscene by creating empty game objects to contain actors, cameras, canvas, and foci.