Cinemachine VCam look up and down

I have the following Virtual camera:


6509809--733558--upload_2020-11-10_21-8-42.png

With this i am able to look around the character however i am not able to look up and down. since the obital transposer apparently only work on the x axis. is there a way i can make this camera pan up and down?

There are several ways to do this, but the best way would depend on the camera behaviour that you want. Are you trying to make a 3rd-person camera that has a reticle for aiming?

I have a similar question. My usecase is a digital board game with touch input. I have a cinemachine virtual camera that rotates around the board (with “Look At” set to the corners of the gameboard). When the user pans up or down, I change the height of the camera, and when they pan left or right it rotates around the center of the board.

This works great! …but many of my beta testers want a camera that points directly down, so I recently added one, and when the height of the first camera gets to the top, I change priorities, and the second camera takes over. Again, so far so good.

Of course, I wanted to rotate the top-down camera. I’m currently modifying the camera’s m_Lens.Dutch property to rotate, and this breaks the animation transition when switching cameras. Now the transition animates smoothly, but then “jumps” to the top-down camera’s dutch position.

Looking for any suggestions or recommendations.

@livingtech Can you post the inspector of your top-down camera?

My use case is a 3rd person camera where i can “aim” around the character i use the camera to look around and let the player follow the camera’s direction. usually this would be the free look camera and i would use a targeting camera when i need my player to focus on 1 enemy target

@Censureret1 Look at the Free Look Character sample scene that comes with Cinemachine. Is that the behaviour you want?

Sure thing, thanks @Gregoryl

@livingtech Composer and GroupComposer don’t like to look straight up or down. Try instead to use FramingTransposer in Body, and DoNothing in Aim. That will give you the same functionality, without the gimbal lock problem. Set the rotation of the vcam manually in its transform.

I see you’re using spherical transition. You have to be careful with that: it uses the LookAt target position as the pivot point. Make sure that the cameras you transition between in that manner share the same LookAt target, or there may be pop issues in some circumstances as the pivot point lerps from one target to the other. Just saying.

I’ve taken a look at the demo but i simply cannot make that react to what i want

What i am looking for is a camera behind the character where the character is slightly to the left:

6530015--737498--Behind.PNG.jpg
6530015--737501--Running.jpg

Can you help me make a camera like the ones in the pictures? i have tried for several days but without luck. also when i run towards the camera it shakes a lot ! :slight_smile: please help!

@Censureret1 Look at the “ThirdPersonWithAimMode” scene in the samples shipped with Cinemachine. Perhaps that is what you’re looking for. “AimingRig” might also interest you.

Thought I’d follow-up on this. Thanks so much for your replies @Gregoryl … I followed your advice and was able to totally eliminate the hack that relied on modifying the Dutch. I used standard Transform rotation techniques and was able to get the behavior I wanted, but ultimately decided when using the top-down camera it doesn’t actually make that much sense to allow rotation anyway.

I also played around with transition types, and the spherical is definitely the one I want. (So far so good!) Thanks again, much obliged!

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