you know, a generic death animation when the player has no more health ,where the camera is tilted to the side and falls to the floor, simulating the collapsing of the body.
I’m using the first person controller that comes from the standard assets github repo, it uses cinemachine, to control the camera,
https://github.com/Unity-Technologies/Standard-Assets-Characters
I setted up a virtual camera and rotated it to a similar position that how it looked like in the image,
it worked fine at first look, but then i notice that the camera “animation” will always face to the same axis.
that’s because the player object on the standard assets don’t rotate and its actually the camera who do the rotation , and since the virtual cameras are a child of the player object, it will always be facing the same axis.
what should i do?
i tried parenting the virtual cameras to the main camera, but it maked the camera rotate around like crazy
