Camera Movement even if Player in Deadzone

So I have the following setup:

And the player constantly bounces:

6786653--786086--vcam.gif

As you can see, the camera constantly moves a bit back and forth, even a little bit up and down, yet the player is completely in the dead zone.

Why is this happening and how can I avoid it?

I tried to adjust literally every setting there is yet none helps to prevent this issue. I’m sure I’m missing something very simple. Any help appreciated.

It looks to me as though the ball is not bouncing vertically, and you have instructed the vcam to keep a certain distance from the ball, and that’s what it’s doing.

You could try a Framing Transposer on the vcam, instead of Transposer/Composer. That has a depth dead zone setting.

Thanks for your reply.

It actually is bouncing vertically, but I guess with the camera angle it gets closer and further away from the camera hence it tries to maintain that distance.

Which setting defines the distance from the ball though? The follow offset?

Yes, the follow offset

So with Framing Transposer, how can I rotate the camera to that same angle as shown above? It’s very confusing… haha

Yeah, no matter what I try, the only way to get such a rotation seems to be to use an Aim, yet as soon as I do that the movement is back or the camera doesn’t follow the player anymore. 2 days moving variables up and down yet no real results. :frowning:

Isn’t there a way to set up just a simple hardcoded rotation to that virtual camera with just the Follow? I mean it seems such an obvious thing but seems it’s nowhere there. And on the camera itself rotation is completely blocked.

Yes. Framing Transposer does its composition by moving the vcam without rotating it. So just set the desired rotation in the vcam’s transform.

I tried that, but the vcam doesn’t allow to set the rotation. It’s blocked it seems.
I think I resolved this though with the Recomposer extension script and tilting the camera. That seems to override any other rotation settings from the main cinemachine script.

The vcam will lock the rotation of the transform if you have something in the Aim component, because it drives the rotation. If you put Do Nothing there, then you will be allowed to set the rotation manually.

Thanks Gregoryl, I definitely need the following also respect the rotation of the player, so that’s not an option for me. I guess with the Recomposer it’s working, would be fantastic to have a rotation offset by default though already included in the vcam settings.

Thanks a lot for all the help. Really appreciate your support!

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