🧠 Core Concepts
Paths
A Path is an ordered list of Keyframes. The path’s Interpolation (Catmull‑Rom, Bézier, Linear, Cosine, Step) determines how the camera moves between keyframes.
Keyframes
Each keyframe stores:
- Position (x y z
, world coords)
- Rotation (yaw pitch
), optional roll
- FOV (optional)
- Time / duration to next keyframe (or use path‑level playback speed)
- Ease in/out or per‑segment easing (for Linear/Cosine/Step)
- Handles for Bézier (in
, out
) with handle types: AUTO | ALIGNED | FREE | VECTOR
Playback
- Speed: units/sec (converted to ticks) or normalized duration
- Loop: repeat, or auto‑reset to player view at end
- Target: player(s) to play on
- Follow: lock camera to an entity/block while still pathing (optional)
Editor & Gizmo
The in‑game editor shows path lines and Bézier handles. Selecting a keyframe reveals draggable in/out handles and a rotation gizmo (yaw/pitch, optional roll). A slider scrubs the timeline and updates the preview path dynamically.