making a FPS death animation ?

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

Don’t parent anything to the main camera. It has a behaviour on it - CinemachineBrain - that will find the current active virtual camera and use it as a guide for self-positioning.

Simply animating the camera is not enough, because it will see the player still standing.

It seems to me that you want to animate the player falling to the ground, like a rag-doll, with a virtual camera placed where its eyes would be, as a child object. At death time, position that rag-doll where the player is, deactivate the player, and animate the rag-doll falling. The new virtual camera will take over the positioning of the main camera, until the rag-doll is deactivated (along with its vcam) and the real player is activated again.