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Licensed LGPL-3.0-or-later
Published 2 months ago
Updated last month
All versions
1.1.0
Release
Absolute Cinema Camera 1.1.03 months ago 25
Compatibility
Minecraft: Java Edition
1.21.6–1.21.8
Platform
Fabric
Supported environments
Client-side
Required content
Any compatible version
Changes
Follows a scene played out in text as well as in voice. This is the version three evenings of playtesting produced.
- The shot owns its angle. It used to be read off the subject's own view every frame, so whoever was on screen steered everybody's camera with their mouse.
- No walking sway, and no crosshair — the mark stayed on screen whenever the HUD was kept, pointing at nothing.
- Speaker focus keeps up with a conversation. A quarter of a second's pause hands the frame to whoever answers, while a room that has merely gone quiet holds the last speaker briefly. A turn also has a maximum length, so a held talk key cannot own the camera all evening.
- Dialogue covers a table, not a pair. Everyone is held in a master shot and the camera cuts in to whoever starts speaking, then back out. Two people or five makes no difference.
- Chat and roleplay emotes count as turns. The author is read out of the tagging the server already puts on its own messages, so no plugin is needed. A live voice always outranks writing.
- Everyone stays in frame, measured against the real field of view with the letterbox included. A few rays a second confirm the scene is actually visible and not behind a pillar.
- The lens is kept clear — signs, banners and frames right in front of the camera are not drawn.
- The camera belongs to you: walk away from everybody and it comes along, rather than staying to film a conversation you have left. It also keeps out of people, and can be raised or lowered by hand for emote mods the game cannot see.
- The scene has a height limit, so a tavern's upper floor is a different scene.
- Settings apply as you change them, and the scene radius is drawn around you in the world while you set it.
Thanks to Contik, Cmetanochkaa, Gizmons_ and Morda_ for testing the mod.
Optional dependencies
Any compatible version
Any compatible version
Any compatible version
Projects on Modrinth are automatically available through a Maven repository for use with JVM build tools such as Gradle. To learn more about the Modrinth Maven API, click here.
Note: When available, you should use the creator's maven repo instead as it will have transitive dependency information that the Modrinth Maven API does not. You may also end up with duplicate dependencies if you use a mix of Modrinth and non-Modrinth Maven repositories for your dependencies, because the group identifier will be different when served through the Modrinth Maven API.
Maven coordinates:
Version ID:
build.gradle:
repositories {
exclusiveContent {
forRepository {
maven {
name = "Modrinth"
url = "https://api.modrinth.com/maven"
}
}
// forRepositories(fg.repository) // Uncomment when using ForgeGradle
filter {
includeGroup "maven.modrinth"
}
}
}
// Standard Gradle dependency
dependencies {
implementation "maven.modrinth:WoK9thlP:NtvnQU3S"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:WoK9thlP:NtvnQU3S"
}

