Sorry, I'm already getting overly-long with this one.
Anyway, I did manage to figure out windows-within-windows! Now when the smart camera is active, a window pops up to show what it sees. I also wanted to learn GUI text, so I stuck in a status which tells you whether an event is occurring or not. Again, for this test, the event is simply "the ball is moving." Of course, I didn't want the camera to quickly appear and disappear whenever the ball jitters a little bit, so I've made an easily adjustable variable for how long the ball must have been moving for it to be considered an "event." Likewise, you can determine how long the ball must be immobile before it's declared that the event is over.
As I've said, the user should also be able to control the main camera as if they're using Unity normally (or Maya, since it has the same controls). As far as I can tell, there's no included script for this which can be attached to the main camera... I may have to do that myself. For now, you can right click and drag the view around a little.
Enough of my yammering. Let's see some video!
So there you have it. You can see me move the main camera around a bit at the beginning of the video. Pressing 'x' on the keyboard makes the barrier disappear, causing the ball to start rolling, and the smart camera to start tracking it. Watch the camera view at the bottom, but you can also see the actual camera moving in the top. Exciting stuff.
Next week it's time for alpha reviews! I'm going to try out more complex events, to see how the camera responds to them (like when things become occluded)—right now the camera is just using the SmoothFollow script which is included in Unity, so I will start editing that to make it behave more interestingly. I really want the camera to handle single shots well before it starts cutting to multiple angles.
Time to get to work on "Ball Rolling Down A Hill Into A Wall: The Movie: 3: Roll With A Vengeance"