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Btcmob NPC Bone Camera Cinematic

Attach the cinematic camera to a bone of a BtcMob NPC's model

The BtcMob NPC Bone Camera Cinematic entry attaches the player's camera to a bone of a live NPC model and lets it ride along with the animation — position and, by default, orientation. Unlike the regular NPC camera cinematic there is no path to author: the camera is wherever the bone is on that frame. A model that carries a dedicated camera bone animated in Blockbench therefore plays back in game exactly as it was previewed there. Works with both model engines: on BetterModel the bone's own axes are sampled, on ModelEngine the bone's rendered location is used directly. ## How could this be used? A dragon flies past and the camera rides its head. A boss performs a finisher and the camera follows the weapon. A mount takes off with the camera bolted to the saddle.

Felder

FeldTypStandardBeschreibung
segmentsList<BtcMobNpcBoneCameraSegment>empty—
BtcMobNpcBoneCameraSegment (8)
FeldTypStandardBeschreibung
startFrameInt0—
endFrameInt0—
definitionRef<btcmobnpcDefinition>—The BtcMob NPC definition whose model carries the bone. The camera attaches to the nearest live mob of that definition visible to the player.
npcRef<btcmobnpcInstance>—Optional: a specific NPC instance to target instead of the nearest mob of the definition.
boneNameVar<String>—The bone the camera is attached to.
searchRadiusDouble16.0Radius, in blocks, used to match the live mob (against the instance's spawn point, or around the player for a definition).
offsetVector—Offset from the bone, expressed in the bone's own frame: X right, Y up, Z forward.
orientationBtcMobNpcBoneCameraOrientation——
BtcMobNpcBoneCameraOrientation (8)
FeldTypStandardBeschreibung
modeBtcMobNpcBoneCameraRotationModeFOLLOW_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.Werte:NEGATIVE_ZPOSITIVE_ZNEGATIVE_XPOSITIVE_XNEGATIVE_YPOSITIVE_Y
lookAtBoneVar<String>—LOOK_AT_BONE: the bone to look at. Leave empty to look at the mob itself.
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.
Gemeinsame TypeWriter-Felder (criteria)
FeldTypStandardBeschreibung
criteriaList<Criteria>empty—