In the game I’m working on, at the end of a match, I’d like to transition from the mix camera we’re using as the main gameplay camera to a fixed end of match camera.
The main gameplay mix camera blends between ‘zoomed in’ and ‘zoomed out’ cameras using ‘fake ortho’, aka perspective with an FOV of 1. They are using the framing transposer following a TargetGroup to control their movement.
The end of match camera is also a perspective camera with a wider FOV of 16 (and is much closer to the target assets). It’s using a custom aim target specific to it.
When I run a transition between the mix camera and the end of match camera in a timeline, the focus flies off of the map into space.
I’m thinking the FollowZoom extension would be the way to control that, but I’m having trouble getting it to work in this situation.
I’ve tried filling in the Look At fields in the zoom in and out cams so there’s something for the FollowZoom extension on the Mixer camera to keep in view, but I know the Framing Transposer is meant to be used with nothing in the Look At field. I tried putting the TargetGroup in the Look At field also, but it didn’t keep the camera focus from flying off. Putting dummy aim targets parented to the zoom in and zoom out cameras resulted in the mix camera going haywire.
Any recommendations for how I could put something like this together?