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Jimmy Jenkins edited this page Nov 25, 2017 · 1 revision

This page contains everything you need to know about the camera.

Definitions

Camera is operated by a player. Camera has following attributes:

  • Position (x, y and z)
  • Angle (yaw, pitch and roll)
  • Field-Of-View (FOV)

Camera profile is a list of camera fixtures. They're saved on the server in world's aperture/cameras folder or in config/aperture/cameras/, and they can be loaded on the client.

Camera fixture is a building block in camera profile that defines the camera behavior.

Camera modifier is a modular block which can be added to camera fixture to post-process fixture's behavior. You can add multiple camera modifiers.

All of the camera fixtures have duration. Duration is measured in tick units. There are 20 ticks in one second.

Camera fixtures

There are several types of camera fixtures present in Aperture. To be exact, there are, in total, 5 types of camera fixtures:

  • Idle camera fixture – a static camera fixture that stands still (i.e. idling).
  • Path camera fixture – a camera fixture which consist from multiple points. It moves from first point to the last point for a given amount of ticks set by its duration and interpolation method.
  • Look camera fixture – a static camera fixture which is always looking toward given entity.
  • Follow camera fixture – a camera fixture which locks on the entity from specified angle and offset and keeps in that locked position for given duration.
  • Circular camera fixture – a camera fixture which works similar to those rotating car expo platforms on which cars are presented. Basically it rotates around given point always looking in the direction of that point.

Camera modifiers

Here is a list of camera modifiers:

  • Angle modifier – adds specified angle values (yaw, pitch, roll and/or fov) to camera fixture's result.
  • Translate modifier – adds specified coordinates (x, y and/or z) to camera fixture's result.
  • Shake modifier – shakes the camera. Under the hood, this modifier uses sine and cosine functions. Shake specifies the interval of shake and Amount is how much you want the camera to shake. If Yaw and Pitch are only toggled, there is a special case of camera shake which seems to be most realistic.
  • Math modifier – allows to modify camera fixture's result via math expressions. See math expressions for documentation.
  • Look modifier – behaves exactly like look fixture, but allows relative yaw and pitch animation (for example in a path) from camera fixture.
  • Follow modifier – behaves exactly like follow fixture, but allows relative x, y and z animation from camera fixture..
  • Orbit modifier – behaves like GoPro orbiting around given entity. You can also specify yaw, pitch and distance. This modifier also allows relative yaw and pitch animation from camera fixture.

Managing camera profile and its fixtures

Most of these management stuff is covered in page about commands. However, there are also different camera key bindings may be found in the Minecraft's Options -> Controls.

Precise camera positioning

Aperture provides 10 key bindings and 2 sub-commands for precise camera positioning. From those 10 keybindings, 6 are responsible for positioning across 3 axes in both directions (negative and positive), and 4 are responsible for camera yaw and pitch rotation (also in both directions).

By default those keys aren't configured, you'll have to configure them by yourself. Sub-commands, though, are covered in page dedicated to commands (see /camera step and /camera rotate).

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