Cinemachine Confiner dampening

I am switching confiners to move from one section of a level to another, which is working fine, but I would like to create a relatively smooth transition which follows the player object from one “zone” to the other. I can do this by using a damping value, but higher the damping value I use, and the further away the two confiner positions are, the more the camera will overshoot it’s new position which doesn’t look right at all. I know this makes sense and is by design since it is compensating for the movement in one direction with some overshoot in the other.

I was wondering if there is some way that I can allow damping between the old position and the new position, but limit (or completely remove) damping beyond the new position, if that makes sense.

I do want the camera to gradually transition from the previous confiner position to the next confiner position, but I don’t want it to overshoot beyond that.

Thanks for any advice anyone can give.

Instead of switching confiners on the same vcam, can you set up 2 vcms, one with each confiner, and activate the second vcam when you want to blend to it?

Ah Ok, that sounds like a better idea. I’m pretty new to using Cinemachine and I haven’t tried using multiple VCams before, I’ll have a go at that instead, thanks for your help…

Ok, so I have got this working in a similar way to what you recommended, but instead of using a second VCam for the second area I am using a second VCam for a transition state which blends a zoom in on the player, then follows the player to the second zone. I am changing the confiner on arrival and so there is no dampening issue.

I do have a follow up question now though. I am blending from my main Camera to my “Zoom” camera, which works nicely, but it does not keep the player within the Transposer parameters. I assume this is because it is blending, so I tried changing the main cameras Transposer settings just before the blend to match the ZoomCam, i.e. no dead zone width, but it still takes time to “catch up” with the player.

When the blend begins the player is pretty much centered on the first camera, ideally what I would like is for the zooming (orthographic size change) to blend, but for the Transposer follow position to effectively “cut”.

I might have this wrong, but I am assuming that because it is blending between the two cameras it doesn’t care that the dead zone settings are the same, it will still blend the two Vcam positions over time. Can I blend the orthographic size but make the accuracy of the follow target position immediate somehow?

Thanks again.

I’m having some trouble understanding what you’re trying to do, and what problem you’re seeing. Can you post a video or a gif?

Sorry. I am switching to a zoom in camera, at the same moment my player is getting moved fairly fast to the right.

I am trying to have this blend (the orthographic size) fairly slowly with a high blend value, but this seems to be also slowing down the cameras transition from a camera with high deadzone width to one with no deadzone width (at least I think that is what happening). So when I achieve a slow zoom blend I also don’t get a fast and centered follow of the players transform.

I have found a workaround, which is to blend to my zoom camera which only follows the player transform, and trigger an animation on that camera for the change in orthographic size, which is working Ok. But if there is a better way of doing this with Cinemachine please let me know.