Using the Take System
Setting up your scene
- If one doesn't exist, create a Take Recorder by going to GameObject > Live Capture > Take Recorder in the menu bar or by right clicking in the Hierarchy panel and selecting Live Capture > Take Recorder.
- Create or select a Director component in your scene to open the Timeline window and add a Take Recorder Track by right-clicking the track panel and selecting Unity.LiveCapture > Take Recorder Track.
- Assign the Take Recorder in your scene to the Take Recorder Track.
Recording a take
See how to record a take from the apps.
The following is an example of the file structure of the recorded takes in Assets.
Reviewing a previously recorded take
- Open an unlocked Timeline window.
- Select the Take Recorder game object.
- Select an available Take from the list in the Take Recorder Inspector.
- Make sure the Take Recorder is in Playback mode instead of Live. Disable Live mode by clicking the Playback button in the Take Recorder component.
- Press the Play button in the Timeline or scrub the playhead.
- Press the Live button on the Take Recorder when you're ready to record again.
Iterative recording
Iterative recording consists in recording layered takes over several iterations. Each iteration is a duplicate of the take set as iteration base, where Animation Track overrides are added to the base tracks.
For example, when using the Virtual Camera, you may want to capture just the position and rotation of the camera, and do focus pulling in a separate take to tune the Depth of Field.
Set a Take as the Iteration Base
- Select a take from the
Takes
list in the Take Recorder component and click on the button with the record icon.
Clear the iteration base
- Click the
Clear
button next to theIteration Base
field.
Multi-pass recording
Multi-pass recording allows you to select a different parameter or data Channel
to record.
- Select the Virtual Camera Device component.
- Toggle off the
Channels
that should not be captured in the next recording. - Press the Record button and redo the active Channels.