Blend Aim going off screen

Hi, i’ve looked around similar threads and decided to make a new one bcoz at the end what i’m looking for is not mentioned anywhere

5ixlsb

So my chara goes around with a typical 3rd person virtual cam, which works fine
Then it enters say a boss area and it should be transitioning to a fixed point, HardLookAt cam.

If the direction of the 3rd person is generally facing the same way with the boss area cam, then the transition is fine. The player is always on center screen during the blend

But if the direction of the 3rd person is the opposite, when entering the boss area, the player will go off screen. It seems like the LookAt blend is not fast/fixed enough to maintain focus, while the Body blend is going

So currently, i’m thinking the LookAt blend weight needs to shift much faster than the Body blend, but it seems both LookAt and Body blends with the same ease and there’s no way to set that separately

… Unless there’s a more proper way to fix this?
I’ve tried all the Blend Hint for 1 or both of the vcam, the cam just takes an even weirder detour around
The 3rd person vcam with or without LookAt transform target, no difference
The boss cam Aim with Composer or HardLook, Composer as expected, looks at the target slower

The attached clip is the one closest to what i want, except that the resulting blend not looking straight to target enough during the blend. I noticed it’s not strong enough in the Y, but maybe im wrong here and it’s on any axis

Cheers

It is possible to fix this. What version of CM are you using?

EDIT: I believe the problem is related to the one described here:

The 3rdPersonFollow is putting an inappropriate value in the vcam’s State.ReferenceLookAt, which is messing up the blend. This has been fixed for the next release.

Hi thanks for the reply and sorry for my late reply

I dont think collider is the problem. I tested without any collider mask and no difference. Looking at that thread, i also dont have any jittery problem

Here’s a better vid with the main cam selected in the scene view
dbwjme

Here’s the settings for the 3rd person follow vcam

“Cam” Transform is actually inside the player’s hierarchy, not a camera object whatsoever. It’s the one doing the rotation. Following the tutorial using the 3rd person vcam
6645007--758758--upload_2020-12-21_18-47-11.png
6645007--758761--upload_2020-12-21_18-47-24.png

Whereas the setup for the “boss cam” is just a hard look at, position is static in some high position

edit: Sorry, am using CM 2.7.1, in Unity 2019.4.13f1
@Gregoryl

I understand that your problem isn’t with the collider, however I do suspect it’s related to the same source issue. Can you try making the patch to 3rd person described in the other thread?

Hi, just tried that patch (comment out 166), and it’s still the same…

You have to embed the cinemachine package first or else Unity will revert your change automatically. Can you verify that the change was actually applied? Maybe add a Debug.Log as well to prove it.

Yep, the debug log is called
Already did the copy to Packages