Assets 3
  • Automatically switches to linear interpolation if you only use 2 points, closes #4 (e.g. dolly zoom is now a lot easier to do)
  • Transition from sending "/tp" to direct local world integrated server sync
    • Fixes the "/cam goto", "/cam replace" workflow, (Camera angles were previously normalized due to "/tp" resulting in unwanted barrel rolls) closes #3
    • Supersedes having to open the LAN server with cheats enabled
  • Warning messages are now colored

Compatible with Forge 1.12 and 1.12.1

@daipenger daipenger released this Nov 20, 2016 · 7 commits to master since this release

Assets 3

Preview rendering:

Better performance:

  • Interpolated points for preview rendering will now be cached
  • Amount of interpolated points is now dynamically determined based on the distances between all points

Bug fixes:

  • Uses GLStateManager for most of the rendering now: Rendering should be a bit more compatible with Minecraft.
  • Eye height of the rendering position is now used
  • Known bug: Using shaders together with VBOs on makes the preview disappear (Needs further investigation)


  • Preview path is now doubled in thickness

Other changes:

  • Added a low german translation
  • Warn the player that a focus is still being set when clearing the path

@daipenger daipenger released this Oct 16, 2016 · 18 commits to master since this release

Assets 2

Preview rendering:

Paths will now be rendered with red lines until you start them. This is useful if you craft an eye-pleasing camera path first and finish your film set afterwards.
Disable/enable with "/cam preview"

@daipenger daipenger released this Oct 15, 2016 · 20 commits to master since this release

Assets 2


  • "/cam export" and "/cam import" have been renamed to "/cam save" and "/cam load"
  • Already existing saved files will not be overwritten now
  • The whole filepath to the file is now shown upon saving. This is quite useful if you are using a Launcher which does not require any interaction with the install folder and you do not have a clue where it is.

More precise path control:

"/cam remove" and "/cam insert" have been added. This allows for much better correction of the path now if you mess up.

Circular paths:

  • Using "/cam circle" will automatically create path points which behave like a circle
  • left/right movement is meant for targets being set inside the circle. A target outside of the circle swaps the logic.

@daipenger daipenger released this Sep 5, 2016 · 43 commits to master since this release

Assets 2

FOV changing:

  • The camera path will now allow dynamic FOV changes by remembering your current FOV setting when setting points
  • Or you adjust the FOV setting via the keys O, (Higher) I, (Reset to 70) and U (Lower)
  • With those keys you can adjust the FOV beyond the minecraft limits: 5 - 150
  • FOV changing is useful for Dolly Zoom effects (be careful with anything else as it can make some people motion sick)
  • Due to this new property exported files from v1.8 and below are now incompatible! (Without fixing them by hand)


  • Use "/cam target set" to set a point where your whole camera path will then be focused to.
  • Use "/cam target off" to remove the target point.

Targets will not be saved to exported files.

Internal changes:

  • Heavy refactoring for the interpolation section of the code to make it more modular for future additions. (Circular paths are planned)
  • Vector math added for targets (will also be useful for circular paths)

@daipenger daipenger released this Aug 6, 2016 · 55 commits to master since this release

Assets 2

Fixed unstable/jumping camera movement that only some users experienced
Update still highly recommended for all users

Assets 3

All new features and bugfixes have been backported to 1.8.9.

This release does contain the Coremod again for Optifine compatibility which was not necessary for newer minecraft versions.

@daipenger daipenger released this Jul 5, 2016 · 59 commits to master since this release

Assets 3

Cosmetic changes and some potential bug fixes

Attached source code comes from master (1.10.2) but is completely the same for 1.9.4 (just minecraft target versions have to be changed)