FPS Cinemachine + Animator jitter

  1. I create new thread with similar problem: FPS Controller through Cinemachine - HOW to avoid SHAKING/JITTER?

Cinemachine vCam Tracking to Animator bone (or it’s child) make jitter.

Context:

  • Unity 6
  • Cinemachine 3+
  • Cinemachine ThirdPersonFollow, ThirdPersonAim, Aiming to spine bone
  • Hierarchy
  • Animator with Humanoid animations
  • CharacterController + FirstPersonController script move and rotate object
  • tried all Cinemachine Brain Update Methods, always jitter
  • tried vCam Standby Update both modes Always and Round Robin
  • execution order wasn’t modified

offtopic

  1. I think Cinemachine need some Validation logic (separate tool or built-in to components warnings and buttons ‘fix’) to prevent this problem on character controllers, there is limited amount of variations:
  • character controllers physical base (Transform based, dynamic/kinematic Rigidbody,CharacterController)
  • cinemachine update modes (Smart, Late, Fixed)
  • vCam target (character root, eye-transform, Animator bone)
  1. Cinemachine need FPS Samples

From the video, it looks to me like the character is jittering, and since the camera is tracking a bone in a jittering character, it jitters along with it. You need to fix the animation, not the camera.

So put all the camera settings back to normal: Smart/Late update in the brain, round robin in standby update.

Hello, thank you for answer! Animation is fine, spine bone is rotated by script from starter assets, FirstPersonController

But you right, I need to built my script around Animation Rigging constraints, and it s not cinemachine problem

Probably you are using the FirstPersonController incorrectly. The intention is that it should rotate an invisible child object of your player, not an actual bone.