Aiming camera no dampening

Hi.
I followed this cinemachine tutorial and got everything working.

Basically it consists of switching between two cameras.

Camera 1 = CinemachineFreeLook
Simple follow with world up.
I am able to use my mouse to drag the view around the characters rig axis.

Camera2= CinemachineVirtualCamera
3rd person follow.
(zoom in to shoot a gun, character strafing)

To look around in Camera 2. There appears to be no automatic mouse dragging like the freelook which has axis control built in. The video explains to have the Camera follow an invisible target on the player, and rotate this invisible object with mouse input/script.

The result is the Camera following and “Aiming” up and down like a first person shooter (or third person shooter I guess)

This all works well, but I’m wondering if there is a built in component or something that I am missing?

The dampening controls on freelook looks amazing.

The script I wrote for camera2 just rotates the camera “rough” with no dampening. I added a lerp but just not as good as the freelook magic.

The ThirdPersonFollow component is built for precise aiming. It has no damping because when you want to aim, damping is not good. Are you sure this is what you want?

Thanks, that makes sense…and no, im never sure what i want lol.

It seemed a bit sharp at first to me, like it could use just a tad of dampening on my aiming.

I think what confused me is the freelook had mouse movement built in, where the tutorial for ThirdPersonFollow is saying to do it yourself with code… yet there is also an Aim drop down not in use, but i could not get that “aim” drop down to function properly as a strafing/aiming set up, the video instructions of do it yourself with code, and rotate an empty game object gave me a fine result though.

I don’t know if you work in cinemachine, but seriously nice work there guys. Whet a time saver it is and i would never get these kind of results on my own. Its great