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Kopper Camera

A sophisticated multimode camera

Kopper Camera

A unified, client-side camera system for Minecraft Forge 1.20.1.

Kopper Camera brings the camera work of several mods into a single camera arbiter: RPG-style third person, Cobblemon battle cameras, lock-on, level cameras and recorded camera paths. Other mods ask for what they want (position, look direction, framing, FOV, roll, shake) through the KopperLib API, and Kopper Camera decides who is in charge, blends the transitions, and steps aside when CMDCam or Freecam take control.

Early development (0.12.0-dev). Tested with an automated harness, not yet playtested extensively by hand. Expect rough edges, and please report anything odd on our Discord.

Features

Gameplay views

  • RPG third person: the body turns toward where you walk or look, over-the-shoulder offsets, aiming, and editable camera profiles.
  • ISO and 2D views, with an on-screen cursor and click-to-move.
  • Improved first person.
  • Distance profiles with smooth transitions and per-block collision filtering, so the camera does not clip through walls or get stuck in leaves.

Level cameras (with Kopper Stages)

  • Top-down, isometric, 2D side view, fixed camera and rails, with screen-relative WASD input.
  • Hold X to nudge the camera (drag to pan, scroll to zoom). Shift+X puts it back.
  • On-screen cursor in the top-down view, with magnetic snapping to targets.
  • Sound stays on the player, not on the detached camera, so nothing fades out in wide shots.
  • No view bobbing in 2D side and top-down views.
  • F9 debug mode: drops the level camera and gives you the normal one back; press again to restore it.

Camera paths

  • Build Bezier camera paths in the world with the in-game editor (/kcam path edit).
  • Graph per channel, on-screen numbers and warnings, undo and redo, and remappable editor keys.
  • Ready-made templates: orbit, dolly, crane and flyby.
  • Share paths with copy, paste, export and import as plain JSON.

Compatibility with other mods

Dedicated support (tested)

  • Minecraft Transit Railway (MTR) trains: while you ride a train, Kopper Camera keeps a smooth vanilla-style camera with its own collision, and switches off Leawind's Third Person so the train does not jerk.
  • Create: Hypertube: when you travel through a tube, Kopper Camera hands the camera over to Hypertube's own camera and gives it back when you exit.

Both can be turned off in the config (Mod Integrations).

Safe with physics and ship mods

  • Valkyrien Skies 2 and similar mods that move blocks and players with their own physics: Kopper Camera does not have ship-specific camera logic yet. Its collision is built to be safe around them (it never uses the vanilla ray cast, and rejects rays that are too long, not finite or outside the world), which avoids the freezes that extreme ship coordinates can cause. Collision against ships themselves is not supported yet.

Other vehicles

  • Create trains and contraptions, Immersive Aircraft, Small Ships, boats and similar: no special handling at the moment, they use the normal camera. Dedicated cameras for them are planned, not released.
  • Cobblemon mounts: free-look camera while riding a Pokemon (works with PokeRider).

Other camera mods

  • Steps aside for CMDCam and Freecam. Leawind's Third Person is replaced by the RPG view, or you can choose to keep Leawind in charge.
  • Cobble Strike lock-on and combat framing, and the Cobblemon battle camera, run through the same arbiter.
  • If you use Camera Fix Compat or Cobblemon Battle Camera, Kopper Camera switches the overlapping parts off on its own and warns you.
  • No Mixins.

Configuration

  • Its own screen with General, RPG, Profiles, Block collision, Mods, Battle and Keys sections.
  • Every key is configurable. Profiles are stored in koppercamera-profiles.json.

Requirements

  • Minecraft 1.20.1 with Forge (client only)
  • KopperLib 1.6.0 or newer
  • Recommended: Kopper Stages for level cameras

For developers

The API lives in KopperLib (CameraRequests, RigSpec): POSE, LOOK, FRAMING, ROLL, FOV, SHAKE and INPUT channels, each with priorities, blend curves and fallbacks. The camera path model (com.kopperlib.camera.path) is also part of KopperLib, so other mods can read and play the same paths.

Community

Questions, bug reports and suggestions: Discord

Author: koppernico.

Kopper Camera Team

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