Directors Camera
DirectorsCamera gives your world a camera crew.
Instead of teleporting a player around or locking them in a boat to show them something, you use the camera tool or kubejs or JSOn datapacks to describe a camera path and the game flies around showing the player what you want them to see. The view lifts out of the player, glides along the path you set, and hands control back when the shot is over. The player cannot walk, look around or break anything while it plays, so what they see is exactly what you framed.
These cutscenes are good for a spawn tour, a boss reveal, a quest intro, a look at the machine somebody just finished, or a slow turn across the skyline of a base.
Build a shot by walking it
The Director's Camera (Tools and Utilities tab) records shots without anyone typing a coordinate. Stand where you want the camera, look where you want it to look, and click.
| Input | What it does |
|---|---|
| Right-click | Save your position and view angle as the next camera point |
| Right-click a marker | Move that point to where you are standing now |
| Sneak + right-click | Undo the last point |
| Left-click | Preview the shot for real, from the first point to the last |
| Sneak + left-click, twice | Clear the recording |
| Sneak + scroll | Make the shot faster or slower |
While you hold the camera you can see the whole shot in the world with a numbered marker at every point. A line showing where the camera is pointed traces from point to point and the curved path it will actually travel. The marker you are looking at turns green so you know which one you are about to change.
The recording is stored on the item, so you can hand the camera to someone else, keep several cameras in a chest for different shots, or copy one and edit the copy.
When you like it, save it with a name and play it whenever you want:
/directorscamera camera save myworld:intro
/directorscamera play myworld:intro
You can play a shot for yourself, for a named player, for everyone in range, or for everyone on the server.
Shots that follow the build
Place a Cutscene Anchor block in a room and record the shot relative to that block. Every other copy of that room, at any rotation, anywhere in the world, plays the same shot correctly. Useful for dungeon rooms, prefabs, and anything a structure generates more than once.
An anchor can also play a cutscene on its own when a player walks within a set distance, once per player or on a cooldown. The anchor block is invisible in survival, so nobody sees it except you (in creative, or while holding the camera).
Sound, shake and getting out
A shot can carry its own sound cues, timed to the picture and played by each viewer, so music and effects stay lined up even on a laggy server. Sounds can sit at a point in the world or ride along with the camera.
Screen shake is available on its own, with a radius so nearby players feel more of it than distant ones. Use it for explosions, machinery, or a boss landing.
Any skippable shot ends when the player holds their jump key for a second and a half, with a progress bar in the corner so they know it is working. If something ever goes wrong, /directorscamera fix puts a player back in their body immediately.
Ready-made shots
A handful of common moves are one line each: a full orbit around a point, a straight flyby, a descent onto a target, a turn in place, a push into something, and a panorama that spins on the spot and can loop forever until the player skips it.
For pack makers
Cutscenes can be written as datapack JSON files, so a pack can ship them without any scripting. Point generators do the tedious parts: orbits, spirals, arcs and panoramas are described by a centre and a radius rather than by hand-listing dozens of points.
If your pack uses KubeJS, everything is available from scripts as well: build shots in code, run commands or your own logic at exact moments during a shot, react to a cutscene starting, ticking, being finished or being skipped, and cancel playback before it starts. Shots made in game with the camera item can be exported straight to a datapack file or a KubeJS script and pasted into your pack.
There is also a Bedrock-style keyframe animation system underneath, with expressions, loop modes and blended transitions, if you want to drive a camera (or anything else) from a Blockbench animation.
Requirements
Minecraft 26.1.2, NeoForge. KubeJS is optional and only needed for the scripting API. Everything else, including the camera item, anchors and datapack cutscenes, works without it.
Full documentation, the command list and the scripting reference are on the GitHub page.

