Need help with orbiting target

I have a plane, orbiting a planet and I tried many settings and it always resulted in a big mess. No clue how to set the cinemachine up. Using a camera as child component without cinemachine is actually exactly the result I wanted but the camera is shaking too much.
That’s the result I like to have, without all the shaking:

This CM setup should work:

CM vcam with Transposer in Body, bound to plane with LockToTarget binding mode. DoNothing in Aim (or SameAsFollowTarget)

For the shaking, we’d have to drill into that a little. What is the method you use to animate the plane?

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Thanks, camera works nice but the shaking is indeed an issue.
I use a Quaternion.Slerp to animate the plane and
transform.Translate to move forward.
Quaternion.FromToRotation to adjust the overall rotation and move around the sphere.

When you animate the plane, do you do it in Update(), FixedUpdate(), or both? Is your pane a RigidBody?

Only Update with a kinematic rigidbody for collision detection since I dont need any physic calculations.

Can you show me the inspector for the brain?

It’s set on smart update but it’s certainly my movement or rotation, it stutters with the camera as child object(without cinemachine) I think my Quaternion.FromToRotation isn’t as smooth as it should be, tried with lerp and slerp and this one: ```
Quaternion targetRotation = Quaternion.FromToRotation(bodyUp, targetDir) * body.rotation;
body.rotation = Quaternion.RotateTowards(body.rotation, targetRotation, angularSpeed * Time.deltaTime); }

it is less but still present, maybe my translate .... oh nevermind, had the wonderful idea to "build and run" my project and it's smooth as butter. I have this issue only with the editor play mode

![](https://i.imgur.com/57iVOu0.png)

Yes, stuttery animation makes for stuttery cameras. Nothing to be done other than to make the animation smooth.