Mythicmob NPC Bone Camera Cinematic
Attach the cinematic camera to a bone of a MythicMob NPC's model
Fields
| Field | Type | Default | Description | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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segments | List<MythicMobNpcBoneCameraSegment> | empty | —
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| Field | Type | Default | Description | ||||||||||||||||||||||||||||||||||||
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startFrame | Int | 0 | — | ||||||||||||||||||||||||||||||||||||
endFrame | Int | 0 | — | ||||||||||||||||||||||||||||||||||||
entityCinematic | Ref<MythicMobNpcEntityCinematicEntry> | — | The MythicMob NPC Entity Cinematic to attach to (the mob you animated). Takes priority over the instance when set. | ||||||||||||||||||||||||||||||||||||
instance | Ref<MythicMobNpcInstance> | — | A placed MythicMob NPC Instance to attach to, used when no entity cinematic is set.
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| Field | Type | Default | Description |
|---|---|---|---|
definition | Ref<MythicMobNpcDefinition> | — | — |
spawnLocation | Var<Position> | ORIGIN | —With rotation |
data | List<Ref<EntityData<*>>> | empty | — |
activity | Ref<out EntityActivityEntry> | — | — |
group | Ref<out GroupEntry> | — | — |
secondaryOffset | Vector | {"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>searchRadiusDouble16.0offsetVectororientationMythicMobNpcBoneCameraOrientationMythicMobNpcBoneCameraOrientation (8)
| Field | Type | Default | Description |
|---|---|---|---|
mode | MythicMobNpcBoneCameraRotationMode | 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.Values:NEGATIVE_ZPOSITIVE_ZNEGATIVE_XPOSITIVE_XNEGATIVE_YPOSITIVE_Y |
lookAtBone | Var<String> | — | LOOK_AT_BONE: the bone to look at. Leave empty to look at the mob itself. |
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. |
Common TypeWriter fields (criteria)
| Field | Type | Default | Description |
|---|---|---|---|
criteria | List<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.
entityCinematiclinks a MythicMob NPC Entity Cinematic and takes priority. The camera attaches to exactly the mob that cinematic animates.instanceis used when no entity cinematic is set. The mob is searched withinsearchRadius(default 16 blocks) of the instance's spawn point.boneNameis the bone to attach to.offsetmoves the camera in the bone's own frame (X right, Y up, Z forward).orientation.modeisFOLLOW_BONE(the bone's facing drives the shot),LOOK_AT_BONE(look atlookAtBone, or at the mob when empty),LOOK_AT_POSITION(look atlookAtPosition) orFIXED(keepyawandpitch).yawOffsetandpitchOffsetare added to the result.orientation.forwardAxistells which bone axis points forward. Blockbench models faceNEGATIVE_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.