Using exact Timeline vector values on Cam (add local offset) still displaces camera over time
I am trying to achieve a camera walking animation without the use of external tools like the often suggested bone camera joint animation.
I have a small timeline vector animation which makes the camera bounce slightly, What I have noticed though is that, even if I have the vector points set by entering the values manually instead of drawing them, the camera ends up getting displaced a little bit every time the timeline loops through. So after a bit of walking in the game my camera ends up higher than when the game compiles and started.
Now I tried to add relative offset to both camera directly and I've tried put the camera into a sphere instance hierarchy and apply the offset to the sphere which you can see here as the target of the add local offset. Both end in same result.
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