Bettermodel Bone Camera Cinematic
Attach the cinematic camera to a bone of a BetterModel
Поля
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segments | List<BoneCameraSegment> | empty | —
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startFrame | Int | 0 | — | ||||||||||||||||||||||||||||||||||||
endFrame | Int | 0 | — | ||||||||||||||||||||||||||||||||||||
entityCinematic | Ref<BetterModelEntityCinematicEntry> | — | The BetterModel Entity Cinematic to attach to (the model you animated). Takes priority over the instance when set. | ||||||||||||||||||||||||||||||||||||
instance | Ref<BetterModelInstance> | — | A placed BetterModel Instance to attach to, used when no entity cinematic is set.
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| Поле | Тип | По умолчанию | Описание |
|---|---|---|---|
definition | Ref<BetterModelDefinition> | — | — |
spawnLocation | Var<Position> | ORIGIN | —С поворотом |
data | List<Ref<EntityData<*>>> | empty | — |
activity | Ref<out SharedEntityActivityEntry> | — | — |
boneNameVar<String>offsetVectororientationBoneCameraOrientationBoneCameraOrientation (8)
| Поле | Тип | По умолчанию | Описание |
|---|---|---|---|
mode | BoneCameraRotationMode | FOLLOW_BONE | How the camera is oriented once it sits on the bone |
forwardAxis | BoneForwardAxis | NEGATIVE_Z | Which of the bone's own axes points forward. Blockbench models are authored facing -Z.Значения:NEGATIVE_ZPOSITIVE_ZNEGATIVE_XPOSITIVE_XNEGATIVE_YPOSITIVE_Y |
lookAtBone | Var<String> | — | LOOK_AT_BONE: the bone to look at. Leave empty to look at the model root. |
lookAtPosition | Var<Position> | ORIGIN | LOOK_AT_POSITION: the world position to look at. |
yaw | Double | 0.0 | FIXED: the yaw the camera keeps, in degrees. |
pitch | Double | 0.0 | FIXED: the pitch the camera keeps, in degrees. |
yawOffset | Double | 0.0 | Added to the resulting yaw, in degrees. |
pitchOffset | Double | 0.0 | Added to the resulting pitch, in degrees. |
Общие поля TypeWriter (criteria)
| Поле | Тип | По умолчанию | Описание |
|---|---|---|---|
criteria | List<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) orinstance(a placed model). The entity cinematic wins when both are set. boneNameis the bone the camera sits on;offsetmoves it in the bone's own axes (X right, Y up, Z forward).orientation.modeisFOLLOW_BONE(the bone drives the shot),LOOK_AT_BONE,LOOK_AT_POSITIONorFIXED(constantyawandpitch).forwardAxissays which axis of the bone points forward; Blockbench models face negative Z.yawOffsetandpitchOffsetare 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.