Freelook camera damping doesn't feel right

From pretty much every 3rd person game I saw, damping is done in a way that keeps the camera’s forward identical at all times, kinda like what you’d see in a 2D game.
The Freelook camera produces a different result though, it seems to always try to keep the target in frame by rotating the camera, which creates this weird, slightly nauseating motion:

requiredcircularaxisdeer

I’m not sure there’s a way to make it behave like what’s commonly used in other games, at least not without having to create a “smart” target object that will do the dampings itself, and have the camera do a plain hard look at. Am I missing a setting or misunderstanding something here?

The Cinemachine cameras are pretty unique. Their relationships with gaming objects and the movement of games isn’t natural or intrinsic. You have to fine tune, a LOT.

And the most difficult thing to come to terms with is that all the good values are tightly close to 0, for damping, but not 0. So despite the damping sliders going all the way to 20, I’d say you’d be hard pressed to find reasons to go above 0.5, most of the time, for any game with reasonably paced game movements.

And for any axis you’re not sure about, set it to 0 damping, or 20, to see if it’s at all useful to you.

And if it’s any consolation, I drive all my Cinemachine cams with multiple dummy/smart objects, that have their own constraints and relationships that I can control, first and foremost, before worrying about finding the ways to use Cinemachine’s movement and response controls.

There’s an astonishing lack of critical discourse on significant aspects of Unity and games, like cameras, input and audio, for starters, which has always seemed odd, like the engine is predominantly used by contractors who have a vested interest in keeping their hard won secrets close to their chests.

@florianBrn Have you tried the ThirdPersonFollow component? It’s designed for 3rdPerson games and behaves the way you want. Setup is a little different compared to the FreeLook. Have a look at the AimingRig sample that comes with CM.