Lock Main camera's Z rotation during blend/transition

I have 1 unity camera in the scene, 1 Main VirtualCamera that I control through script and a bunch of VirtualCameras that I need the main one to transition to. All VirtualCameras have a LookAtPoint and the Aim is set to HardLookAt. Each camera has 0 rotation on Z axis even the one I control through script. When I transition from the Main VirtualCamera to any of the others, the unity camera rotates around the Z axis while transitioning and I want to avoid that completely by locking the Z rotation to 0.

What version of CM are you using? There was a bug that in some circumstances could produce the effect you’re describing. Try upgrading to the very latest version of CM.

Hey Gregoryl!
I’m having the same issue here and I have already upgraded to cinemachine 2.8.1, this was supposed to be fixed in that version?

Yes. Can you show a video of the problem?

Here are the videos,

https://drive.google.com/file/d/1NRvfB8W3ID23mofbpFq0v07KESe2vAD7/view?usp=sharing
https://drive.google.com/file/d/1g_MBwGzcSSOcOLFkWPXF0MOW7INACdWd/view?usp=sharing

I locked the inspector on the main camera so the Z Axis movement is visible
On the 1st video the start camera has inherit position turned on, on the second it is turned off, so the results get worse

Can you show the 2 vcam inspectors, with all the foldouts opened up?

Sorry for the delay, here they are:

7601752--943456--Captura de tela 2021-10-25 160026.png 7601752--943459--Captura de tela 2021-10-25 160106.png 7601752--943462--Captura de tela 2021-10-25 160124.png 7601752--943465--Captura de tela 2021-10-25 160137.png 7601752--943468--Captura de tela 2021-10-25 160155.png

Do you still get the problem if you set the vcam’s tracked object offset to the same thing as the FreeLook’s? (i.e. 0, 1, 0)

Hi, I just updated to the latest version of Unity + pre release Cinemachine & have this problem where I didn’t have it before too.

Blend from one cam to the other now does a weird dutch rotation.

Here’s BEFORE vs AFTER vids

I tried the suggestion of matching the tracked object offsets between the 2 cams, but it still persisted.

Here’s the settings my cam was transitioning from - 1/2 2/2
& to - 1/1

Cheers,

Very interesting. What was the CM version you upgraded from?
Could you repro this shot transition in a simple test project?

Hi sorry for the late response.

I was on CM 2.8.0-pre.1 & Unity 2021.2.0b1 in the version where it’s fine.

It’s CM 2.8.6 & Unity 2022.1.1f1 when I have the dutching problem.

I was able to recreate it in a fresh project using the same camera setup as well.
Here’s a stripped down version on the camera setup you can test > UnityPackage
Just assign the same object in a scene to the Follow & Look At on both the ‘ControllerIsoCam’ & ‘ControllerPauseCam’. Then just enable the pause cam at runtime to trigger the transition & you should see the issue.

Cheers,

Thanks for that, I can see the issue. We’ll make a fix for the next release.

1 Like

Hello,

We are experiencing similar issue where there is (random from our stand point) Z rotation when transition between two vcams. None of the cams have any Z rotation in any state or time.

We are using 2.9.0-pre.6 Cinemachine and 2022.2.0b2 Unity.

Is there anyway to lock Z rotation of the camera?

Cheers,
Evgeni

Thanks for the feedback, we’re taking a look at this.

This is fixed in the upcoming release of Cinemachine (planned for this week).

2 Likes

Hi, did this update get pushed back? I can’t see a new version of Cinemachine to download on the package manager yet.

Thanks,

We found a last-minute regression, and had to restart the release process. It’s coming.