Doing a lock on camera anche I can’t understand why when I switch to the lockon camera (from freelook, using a state driven camera) X follow becomes choppy and not sooth as always.
Here’s a video
Here’s a screen of my virtual camera
Doing a lock on camera anche I can’t understand why when I switch to the lockon camera (from freelook, using a state driven camera) X follow becomes choppy and not sooth as always.
Here’s a video
Here’s a screen of my virtual camera
Can you post your picture of the vcam inspector (while the game is playig and that vcam is live, if you can), and also a picture of the Brain inspector.
Also: what version of CM are you using?
Oops, sorry! I didn’t see your inspector.
It’s a mistake to use framing transposer and group composer together. They are doing contradictory jobs and will fight. If you want to keep the group composer, change the Body to Transposer (not Framing Transposer).
I changed from framing to Transposer but now the cam is not ;locked to character back it follows it but it’s more loose.
Change the Binding Mode to one of the “Target” variations - e.g. LockToTargetWithWorldUp, and set your offset appropriately
Binding mode is already as you described
Video:
https://drive.google.com/open?id=183EYzOQdyjPlxx7Oq59NAHRdLJZUVwNO
Screen:

Does HipsCtrl not rotate with the player? Use as a follow target something that has an orientation that matches the player’s.
That solved my problem will update this post in case I need any extra help.