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🧠 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.