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Mythicmob NPC Bone Camera Cinematic

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

Fields

FieldTypeDefaultDescription
segmentsList<MythicMobNpcBoneCameraSegment>empty—
MythicMobNpcBoneCameraSegment (8)
FieldTypeDefaultDescription
startFrameInt0—
endFrameInt0—
entityCinematicRef<MythicMobNpcEntityCinematicEntry>—The MythicMob NPC Entity Cinematic to attach to (the mob you animated). Takes priority over the instance when set.
instanceRef<MythicMobNpcInstance>—A placed MythicMob NPC Instance to attach to, used when no entity cinematic is set.
MythicMobNpcInstance (6)
FieldTypeDefaultDescription
definitionRef<MythicMobNpcDefinition>——
spawnLocationVar<Position>ORIGIN—With rotation
dataList<Ref<EntityData<*>>>empty—
activityRef<out EntityActivityEntry>——
groupRef<out GroupEntry>——
secondaryOffsetVector{"x":0.0,"y":0.0,"z":0.0}Offset (X, Y, Z) for the secondary focus point (automatically created with empty text)
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.
offsetVector—Offset from the bone, expressed in the bone's own frame: X right, Y up, Z forward.
orientationMythicMobNpcBoneCameraOrientation——
MythicMobNpcBoneCameraOrientation (8)
FieldTypeDefaultDescription
modeMythicMobNpcBoneCameraRotationModeFOLLOW_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.Values: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.
Common TypeWriter fields (criteria)
FieldTypeDefaultDescription
criteriaList<Criteria>empty—

How to use it​

The camera rides a bone of a live model: there is no path to author, the camera is wherever the bone is on each frame. Each segment (at least 2 frames) needs a target and a bone.

  • entityCinematic links a MythicMob NPC Entity Cinematic and takes priority. The camera attaches to exactly the mob that cinematic animates.
  • instance is used when no entity cinematic is set. The mob is searched within searchRadius (default 16 blocks) of the instance's spawn point.
  • boneName is the bone to attach to. offset moves the camera in the bone's own frame (X right, Y up, Z forward).
  • orientation.mode is FOLLOW_BONE (the bone's facing drives the shot), LOOK_AT_BONE (look at lookAtBone, or at the mob when empty), LOOK_AT_POSITION (look at lookAtPosition) or FIXED (keep yaw and pitch). yawOffset and pitchOffset are added to the result.
  • orientation.forwardAxis tells which bone axis points forward. Blockbench models face NEGATIVE_Z (default).

The shot is not simulated in the editor preview and cannot be recorded. Bedrock players are driven through Geyser's camera API when they use Geyser; other players without Geyser are moved by teleportation.