Yeah the up vector of the camera is reverse of the target’s
could be a bug so i logged it for reference
public override void PrePipelineMutateCameraStateCallback(CinemachineVirtualCameraBase vcam, ref CameraState curState, float deltaTime)
{
if (m_Up)
curState.ReferenceUp = m_Up.up;
}
there could be conflict in some of the gazillion settings
my guess: frame transposer ignores ReferenceUp