So i have follow and aim for a camera, but it can get a bit confusing when i editing the Aim or Body whilst still seeing the blue/red overlay for the both at the same time.
Is there a way to toggle the overlay off for specifically the body or aim when editing with one or the other? That would be super useful is there is a way.
I thought collapsing their drop down might do the trick but no luck, couldn’t find a toggle for it any where.
Thanks 
You shouldn’t have 2 sets of overlays in the first place. If you’re using Framing Transposer then you should have Do Nothing in the aim - otherwise use the normal Transposer.
Hmm i tried using transponser but could not get the result i wanted.
So what i am trying to achieve… is, I have a missile turret, and i want the camera to be behind it relative to where the enemy is, like a third person view of it when using it but is also looking at the target in the distance which is moving.
Visual of it Imgur: The magic of the Internet
I am using Framing Transposer for the body and Composer for the aim (which means i have two overlays at same time).
If theres a better way than my current approach i’m open to suggestions, but i could not replicate the desired result via the regular transposer & composer combination.
Thanks for the image. I’m having a little trouble understanding it, however. I see that the turret’s aim is controlled by the cursor, with some damping, and I see the observer behind, but I can’t tell what the camera is doing, or is supposed to do. Are we looking through the camera, or is the camera supposed to be where the little person is is on the second turret? Neither one is doing what you describe.
Why can’t you put a normal Transposer on the body to position the camera behind the turret, at a specific offset? You can have damping on it. Follow the turret, LookAt the aim target. What effect are you looking for that the Transposer won’t give you?
The camera is basically suppose to be behind the turret for the most part at all times whilst keeping the turret in view of the camera and keeping the target pretty centre of the screen by rotating around the turret to keep the target icon centred.
I was getting issues where at certain times the turret went completely out of view when the camera was trying to look at the target, but i want to keep both the turret in view with target icon.
This is the pinnacle of my artistic ability to show what i mean:
I assume the “rotate with turret” drawing is a top-view, and the “no pitching” drawing is a side-view. Right?
Seems to me you can satisfy the first condition with a Transposer following the turret with LockToTargetWithWorldUp binding, and a negative Z offset.
The second condition can be satisfied by splitting the turret into 2 game objects: the first that does yaw, and a child that takes care of the pitch. To ignore the pitch, make sure your vcam follows the first object, not the child.
Then, set the LookAt to target, and use a Composer with whatever damping you like.