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The Transition
Applies to Teleport Animation across all supported versions.
Instead of an instant cut, the camera performs a staged move: it pulls back, glides, and comes back in. Arriving somewhere reads as movement rather than as a jump cut.
The transition is built from two parts, and both are independently configurable.
The camera move runs through three zoom stages, and each has its own duration and its own height.
| Zoom out | Zoom in | |
|---|---|---|
| Stage 1 |
zoomOutStage1 ticks |
zoomInStage1 ticks |
| Stage 2 |
zoomOutStage2 ticks |
zoomInStage2 ticks |
| Stage 3 |
zoomOutStage3 ticks |
zoomInStage3 ticks |
Camera height at each of those stages is set the same way — six values in total. You can pull the camera further back on the way out and have it return closer on the way in, or keep them matched.
There is a linked switch: with it on, editing one stage height adjusts the rest to match. Turn it off to set all six independently.
Each time the transition switches zoom stage there is a brief white flash. Its opacity is a multiplier:
| Value | Effect |
|---|---|
0 |
No flash at all |
1 |
The original intensity |
stepFlashIntensity is the single knob for this.
Between the stages the camera drifts upward, which is what sells the movement as a glide rather than a zoom.
| Option | Default role |
|---|---|
zoomStageGlideHeight |
How far up, per zoom stage |
zoomStageGlideTicks |
How long that drift takes |
The same pair of ideas reappears in the body transition, with its own bodyGlideHeight and
bodyGlideTicks. And bodyCameraHeight sets how high above the player's feet the camera sits during
that transition.
localPlayerHideTicks controls how long your own character model is hidden during the move.
It exists because at some camera angles and distances the local player model ends up in shot, blocking the view of where you are going. If you have ever seen the inside of your own head mid-transition, this is the setting that fixes it.
playerFreezeEnabled freezes you in place while the transition plays.
On by default. The freeze is what stops you drifting during the move — without it, input during the animation walks you somewhere the camera was not pointing.
/ta player_freeze off
…if you would rather keep control. This is the one option with a command attached, because it is the one people are most likely to want to change mid-session.
| Option | Default |
|---|---|
customSoundsEnabled |
false |
customSoundVolume |
multiplier |
minecraftSoundVolume |
multiplier |
The custom sounds are off by default. The mod ships seven OGG files, but they are third-party audio carried over from Grand Teleport — see Credits and License — so they are opt-in rather than the default.
minecraftSoundVolume scales vanilla's teleport sounds, which play regardless. Both volume
multipliers are independent.
The transition has two halves — out and in — because arriving somewhere is not the same moment as
leaving it. Each half has its own stage timings and heights, and the effectEnabled master switch
turns the whole thing off.
The fastest way to get a result you like:
- Turn the flash off first —
stepFlashIntensity = 0. It is the most opinionated part of the effect. - Then adjust
zoomOutStage1..3andzoomInStage1..3for pacing. Larger numbers are slower. - Then the heights, if the framing is wrong rather than the timing.
- Leave
zoomStageGlide*alone unless it looks like a plain zoom rather than a move.
See Configuration for ranges and defaults.
Teleport Animation is by Stalking Dragons. Code is MIT licensed; the bundled sound effects are third-party audio from Grand Teleport, included for non-commercial in-game use only. Originally a fork of Grand Teleport by Codex, with contributions by hookuru_. Not affiliated with the original authors.