bettermodel_bone_camera_cinematic
Attach the cinematic camera to a bone of a BetterModel — cinematic entry.
Entry Information
| Property | Value |
|---|---|
| Entry ID | bettermodel_bone_camera_cinematic |
| Type | Cinematic |
| Color | Cyan |
| Icon | fa6-solid:video |
Fields
| Field | Type | Description |
|---|---|---|
segments | List<BoneCameraSegment> | At least two segments in the editor. Each segment selects the model source and camera bone for its frame range. |
BoneCameraSegment
| Field | Type | Description |
|---|---|---|
startFrame / endFrame | Int | Inclusive frame range for the segment. |
entityCinematic | Ref<BetterModelEntityCinematicEntry> | Animated model source. Takes priority over instance. |
instance | Ref<BetterModelInstance> | Placed BetterModel instance used when no entity cinematic is set. |
boneName | Var<String> | Bone carrying the camera. |
offset | Vector | Local offset from the bone: X right, Y up, Z forward. |
orientation | BoneCameraOrientation | Controls the camera facing. |
BoneCameraOrientation
| Field | Type | Description |
|---|---|---|
mode | FOLLOW_BONE, LOOK_AT_BONE, LOOK_AT_POSITION, FIXED | Follow the bone, look at another bone/model root, look at a world position, or keep fixed angles. |
forwardAxis | BoneForwardAxis | Bone axis considered forward. NEGATIVE_Z matches the usual Blockbench orientation. |
lookAtBone | Var<String> | Target bone for LOOK_AT_BONE; empty targets the model root. |
lookAtPosition | Var<Position> | World target for LOOK_AT_POSITION. |
yaw / pitch | Double | Fixed yaw and pitch used by FIXED. |
yawOffset / pitchOffset | Double | Additional rotation applied after the selected orientation mode. |
Usage Example
- entry: bettermodel_bone_camera_cinematic
name: "Attach the cinematic camera to a bone of a BetterModel"
segments:
- startFrame: 0
endFrame: 120
entityCinematic: dragon_cinematic
boneName: camera
offset: { x: 0.0, y: 0.0, z: 0.0 }
orientation:
mode: FOLLOW_BONE
forwardAxis: NEGATIVE_Z
The entity cinematic source always wins over a placed instance. This keeps the camera attached to the model being animated instead of another entity that happens to use the same BetterModel id. If the model or bone is temporarily not visible to the player, the camera holds its last valid position until it can resolve again.