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Bettermodel Bone Camera Cinematic

Attach the cinematic camera to a bone of a BetterModel

Champs

ChampTypePar défautDescription
segmentsList<BoneCameraSegment>empty—
BoneCameraSegment (7)
ChampTypePar défautDescription
startFrameInt0—
endFrameInt0—
entityCinematicRef<BetterModelEntityCinematicEntry>—The BetterModel Entity Cinematic to attach to (the model you animated). Takes priority over the instance when set.
instanceRef<BetterModelInstance>—A placed BetterModel Instance to attach to, used when no entity cinematic is set.
BetterModelInstance (4)
ChampTypePar défautDescription
definitionRef<BetterModelDefinition>——
spawnLocationVar<Position>ORIGIN—Avec rotation
dataList<Ref<EntityData<*>>>empty—
activityRef<out SharedEntityActivityEntry>——
boneNameVar<String>—The bone the camera is attached to
offsetVector—Offset from the bone, expressed in the bone's own frame: X right, Y up, Z forward
orientationBoneCameraOrientation——
BoneCameraOrientation (8)
ChampTypePar défautDescription
modeBoneCameraRotationModeFOLLOW_BONEHow the camera is oriented once it sits on the bone
forwardAxisBoneForwardAxisNEGATIVE_ZWhich of the bone's own axes points forward. Blockbench models are authored facing -Z.Valeurs :NEGATIVE_ZPOSITIVE_ZNEGATIVE_XPOSITIVE_XNEGATIVE_YPOSITIVE_Y
lookAtBoneVar<String>—LOOK_AT_BONE: the bone to look at. Leave empty to look at the model root.
lookAtPositionVar<Position>ORIGINLOOK_AT_POSITION: the world position to look at.
yawDouble0.0FIXED: the yaw the camera keeps, in degrees.
pitchDouble0.0FIXED: the pitch the camera keeps, in degrees.
yawOffsetDouble0.0Added to the resulting yaw, in degrees.
pitchOffsetDouble0.0Added to the resulting pitch, in degrees.
Champs TypeWriter communs (criteria)
ChampTypePar défautDescription
criteriaList<Criteria>empty—

How to use it​

Draw one segment per shot (at least two frames long). In each segment:

  • Choose the source: entityCinematic (the entity cinematic of this cinematic) or instance (a placed model). The entity cinematic wins when both are set.
  • boneName is the bone the camera sits on; offset moves it in the bone's own axes (X right, Y up, Z forward).
  • orientation.mode is FOLLOW_BONE (the bone drives the shot), LOOK_AT_BONE, LOOK_AT_POSITION or FIXED (constant yaw and pitch). forwardAxis says which axis of the bone points forward; Blockbench models face negative Z. yawOffset and pitchOffset are added at the end.

A model with a dedicated camera bone animated in Blockbench plays back exactly as previewed. While the model is not visible or the bone is missing, the camera stays where it was.