#Cinematic Cameras

1 messages · Page 1 of 1 (latest)

bold knoll
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A while back I made a very basic cinematics system using purely functions, but I've decided to revisit that concept with scripting being a thing now.

  • It's currently in a very early state, but it is functional.
  • The video linked shows some parts of the in-game editor that allows you to change how the cinematic behaves, as well as reposition keyframes and such.
  • Crouching while selecting the move items repeatedly moves the editing cursor, but you can also "use" the item to slowly step through the cinematic.

Project can be found here: https://github.com/MajestikButter/Cinematic-Cameras-V2

soft locust
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okay let me tell you a secret i am using on my network in order to smooth out the camera, because i really like what you managed to make with this project.
-spawn a ridable invisible entity, i.e. a pig
-in the riding component, lock the rider's rotation by setting both to zero
-move the entity by applying velocity instead of teleporting (if gametest allows that)
This smooths out the yaw.
You still have to manually set the pitch though, on a server it is quite the hassle because using the only teleport mode that allows setting the pitch dismounts from the entity (and we got no pure "set yaw/pitch" mode, smh), so i have to remount every tick 🤷 #blameMojang
https://www.youtube.com/watch?v=0cuWaegZcKI&list=PLC4CnbLFWYgKG0w6w8PiRAuyO23xyjE5B&index=7 this and the following videos should show the results
in thirdperson it is a bit wonky, same for low rotation speed
additionally it prevents the player from moving the camera left/right, sadly not up/down

Got animations, particles and sounds to work and play properly now

▶ Play video
bold knoll
soft locust
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Didn't consider the spectator issues lol, as the spectator gamemode in the server software i am using is still abusing adventure mode for it ^^"
I hope this limitation doesn't apply when sending packets too, otherwise it might break things for us

minor cave
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I think the entity one looks a lot better, i think only problem it would have is switching to a new area, probably would have to teleport the entity with you on it and continue the cutscene, or have the track switch in one frame

young stone
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This is amazing, was watching the live when you where putting it together

bold knoll
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not sure if I've gone crazy but I don't remember that

sonic rapids
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i wish this was for pmmp 💀

young stone
bold knoll
bold knoll
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just tried to implement the velocity movement as an optional thing, did not turn out great

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a lot buggier than just using teleport

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assuming it's just because of how vanilla handles teleporting

soft locust
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sad to hear

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does vanilla even support different teleport modes? ^^"

bold knoll
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I just released like 6 versions of this pack in 24 hours

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I really need to just wait and test a bit more before I make a release

bold knoll
short tundra
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hoe ur doin that

bold knoll
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like, how it's implemented?

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it's on github, link is in the original post message

short tundra
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oh

soft locust
# bold knoll

That looks really good!
I should really consider adding more hotbar items as "menu" to my version as well, so far i can only add keyframes.

short tundra
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whats ur version

bold knoll
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But theirs is for a server software