OK.
This is kind of working, but it's difficult to actually see these characters, so I think we'll need
to do is get the camera that represents first person player to get a little bit closer.
So I'm going to keep this breathing animation on the camera, clip these little dots and choose and
an override track and where the character kind of stops and just starts breathing.
And when the press record and I want him to move from this position, let's just say roughly about here.
OK.
So I'm gonna find the camera.
And game object and align with you, and then I want him to sort of move into a position here where
he can actually see these guys a little bit better, in fact, because I need to give the impression
that he's climbing over these rocks.
I'm going to, first of all, put him into this position.
So let's move further forward.
Maybe to about here, somewhere like this.
And game object aligned with you.
And then maybe about.
Here we can move just a little bit forward like this.
So that is sort of creeping up over the rock game object line with field.
And then a little bit further forward over here, like this
game, object on the line with you.
OK.
And then basically is in this position so that you can see these guys a little bit better.
So when I'm looking through the camera, it's basically just going to head over here.
Looks like he climbed over that rock and then he gets into a position where he can kind of see these
guys, but that they're just not aware that he's that.
OK, so he's looking around, getting a bit closer.
Yes.
All right.
I think I think that should be fine.
So I'm going to press the record there.
We're going to test this out in a minute.
First of all, this hit metalic made it a bit too low now.
So I'm going to do zero point five and change it to zero point seven.
So it's a little bit louder.
And these breathing sounds, I think they're still too loud.
So I'm actually going to lower the volume down to zero point one.
So they're a little bit quieter.
And now we can see what this looks like in in the game with the audio player.
OK.
My override truck is overriding the movement on the camera animator's, so why I need to do need to
right.
Click on this and choose convert to clip truck.
And you see where it has this symbol beforehand, say, in pre extrapolate hold.
In fact, I want to click on that and choose non so they won't overwrite this animation.
Okay, so let's click play now.
Whereas Ziegel don't know Loston, he's seen everything so much as the torture.
I didn't get to wait until this the in island.
Did you find him killing?
OK.
Um, we can see the characters now, but obviously there was a major transition between this position
and this position.
So what they want to do there is basically just get this camera's position at this point in time.
So if I just press record, click on the camera and I'm gonna go into the scene, double click on the
camera.
So this is where the camera is based.
I just want to take these coordinates and I want to click on this and choose copy component.
OK.
Now, when I move forward to this override track and double click on this one, go to this first.
KeyFrames can click on here and make sure I've still got record on the air.
So on camera, I'm going to click on these little dots and choose paste component values.
Notice those now change.
So now it should be keeping that same value.
Let's find out.
Let's have a look through the game scene now.
Make sure I'm clicking on time line holder.
You know, it's changing.
It's in the same position.
It's just rotation is is off.
I'll tell you what I'll do.
I click on this recorded way.
We just got the breath sound.
You're gonna get rid of that.
And you can press, delete and delete that.
Right.
Click, delete.
Okay, I'm actually gonna delete this one is recorded six.
Delete that one.
I'm just going to continue extending this recorded animation.
I think that will be easier somewhere to double click on this.
And we can see that that's that position there.
So it's going to move forward a little bit in the scene.
The move the camera down toward the rocks and clicking on the camera, and when the truth came, object
on the line with you.
There we go.
It handed the keyframes and then may be moving forward to about zero point thirty am enough.
The character kind of stood on top of the rocks once again with the camera.
Game object line with few young men moving over here and down like maybe a slightly after the first
one with the camera game object line with view.
And then going forward a bit, looking over the rocks.
And I'm just going to long as I've got a selected to game object on the line with you.
Wait for that to date.
OK.
So then if I go back into the game now, see that we're looking at that.
Excellent.
OK.
So that's looking a little bit more fluid now, I think.
So I want to touch that again now to see what this looks like.
Has he gone?
I don't know.
Lost him.
You see another thing can see the torture.
Can't let him get away.
Can this search the entire island when you find him?
Killie.
OK, so overall, I think I'm quite happy with that.
So what we'll do in the next video is work out all the transitions and get this scene to blend into
into our main game.