Hi, I’m using Cinemachine 3.1.2 with a combination of Cinemachine Third Person Follow and Cinemachine Pan Tilt to create a first person camera. At some point I want to transition to another vcam for picking up and examining objects, while still allowing the player to move, but I’m unsure how to approach this.
For the ‘examine cam’, I’d like keep the functionality of the default cam so the player can remain moving with reduced pan/tilt ranges (so the player can’t look too far away from the object they have picked up). I assumed I’d achieve this by assigning a lookat target in the pan/tilt component which would be the transform I move the object to.
However, with my current setup, these seem exclusive, as my positional control is driven by a Third Person Follow camera which has a tracking target but not a lookat target - I’m assuming I’d change the cinemachine pan tilt reference frame to a look at target) so I’m unsure how to proceed!
Any suggestions of how to accomplish this?
Thanks
Ant
Normally with the ThirdPersonCamera setup, the pan/tilt behaviour is implemented by your camera controller, not by Cinemachine. So the logic to restrict the movement could be implemented there. It’s unusual and nonstandard to add a PanTilt behaviour to this… so I’m not sure what kind of result you’re getting.
Have you looked at this tutorial showing the correct way to set up Third Person with CM?
Sorry if I wasn’t clear, it’s a First Person Camera I’m discussing. Pre Cinemachine 3, my first-person camera was constructed from:
• A 3rd Person Follow Cam for Body
• A POV for Aim
When Cinemachine upgraded my project from 2 to 3, it updated my first-person camera to
• A Third Person Follow for position control
• Pan Tilt for Rotational Controll
This works, so I assumed this was correct. Is this not how to construct a first-person camera with Cinemachine 3?
Thanks
It’s the same with 2 and 3. The upgrader did its best to preserve what you did, even if it was weird. It’s non-judgemental.
I suggest you watch the video.