I would like a camera to follow behind a character. If the player turns left, the camera would stay behind. I am sure this is simple, but I can’t figure it out. Using CineMachine.
We have a few third person camera examples. Update your cinemachine version to preview version 2.6, and then import our samples.
Check these scenes: 3rdPersonWithAim, DualTarget, and AimingRig.
Thanks!
Hello there,
I have installed the update 2.6 and imported the samples. I tested the Scene 3rdPersonWithAim and AimingRig, but the camera movement there stutters a lot, especially when the frame rate varies.
I remember the Cinemachine Free Look camera having the same problem before it got improved with the “Input Value Gain” setting recently.
How can I achieve a similar smoothness improvement for the 3rd Person Follow mode?
Best regards
This worked, but now I have a problem. The character I use (mixamo) must wobble back and forth when he is walking. This causes the camera to wobble.Does not look right. I can’t figure out how to keep this from happening. Can you help? See the video link.
I found a different walk animation that works ok. It is from Macamin Ethan.
The third person camera does not have a built-in input control. This camera tracks the follow object’s orientation to determine the aim, whereas the FreeLook camera has a built-in input control which determines aim based on input.
If you experience stutter on the camera, then it may be because your follow target stutters.
Yes, that is the problem. The character moves to the left and right as he walks.
In this case, separate the animation from the transform.
For example, you could have an empty gameObject that tracks position and orientation based on your inputs. Then have your character with animation as a child of this empty gameObject.
Yes, I finally got that to work.
Thanks so much.
Hey Guys! @gaborkb can i change rotation of third person camerra by X axis, to not look exactly to forward!
You can do that by having an extra gameobject on your player. Rotate this extra gameobject on the X axis. Your camera should follow this extra gameobject. The vcam is going to track this extra gameobject’s forward.
thanks, I already done like that, I though there should be some better solution except this, that’s the reason I asked here!
thanks
Hi All,
I have the same problem with the wobbly camera due to the cameras follow target tracking a root motion animation from Mixamo which has the characters head move slightly from side to side as he goes forward.
I am using a virtual camera with third-person follow, from the aim sample, which with simple anims is perfect.
I noted the above solution about tracking another object, but I can’t seem to make this work without getting really complicated player structure, colliders and rigid bodies, all of which I need to use over a network game.
Does any know of a simple example of Mixamo ‘wobble’ animations with Cinemachine third person example?
thanks
Does your character have a root object that is not wobbly? You could track it offset by the height of your character.
I know the thread is from a long time ago, but how do you do that ? Can’t find what to search on the internet to have an answer
What is meant is that you can create an empty GameObject and put your motion script on that. Then, add your animated GameObject as a child of the empty GameObject.
Then just drag your animated player model to make it a child object:
Not working for me
Some details would be helpful. What exactly did you do, and what is the result? Show pictures. Saying “it’s not working” is not a good way to get meaningful help.
Yeah I know but I don’t have access to my project right now. My script as a public transform “follow target” and then the camera follow the target with a vector3. Like I said, I don’t have access to the script right now, but if you have an example of script that work with what you’re explaining, I would try it when I will be back home