Hi guys!
To be precise, I want to recreate the drift chase camera
Key mechanics I’m looking to implement using Cinemachine 3:
Lag & Horizon Alignment (Yaw Damping): When the car drifts sideways, the camera shouldn’t immediately snap behind the rear bumper. It needs to slowly rotate back to center with soft damping, maintaining focus on the car’s direction of movement.
Dynamic Roll/Tilt: The camera should roll/tilt dynamically based on the drift angle or lateral G-force (centrifugal force) of the car.
Z-axis Inertia (Push/Pull): Slight camera pull-back on fast acceleration and push-in on hard braking.
Speed-Based Camera Shaking (Crucial): I need smooth, dynamic camera shake that intensifies as the car goes faster, mimicking engine vibration and road bumps. When the car stops, the shake should disappear.
I have an idea: take that exact post, drop it as a prompt to AI. You’ll probably get decently good instructions.
But focus on setting it up step by step, not all by one. You want to test one thing (ie horizon alignment) and understand it before moving on to the next or the compound effect of all things will confuse both you and AI.
Expect to refine this for about a week, possibly 2-3 weeks if you haven’t worked on camera / Cinemachine behaviour before. This is not a simple process of 1-2-3 done. There’s a lot of fine details and adjustments to be made all along the way.
I believe most of what you want can be done with cinemachine components. You can add components from procedural components > position, rotation, noise. You can use orbital follow or third person follow and increase damping or friction settings (I don’t exactly remember the names). Also you can see the camera lines in game view so you can visualise where will camera be more or less.
For other things you need to write script to control the values. Like increasing the noise amount when accelerating and change fov. Or tilt the camera when it accelerates in different direction.