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Immersive Cinematics
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Add cinematic cutscenes to your modpack — no command blocks required. JSON timelines, server-side triggers, and an in-game editor.
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Must be installed on both the client and the server.
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ImmersiveCinematics
Cinematic cutscenes for your modpack — scripted in JSON, triggered by the world. No command blocks, no redstone.
A server-side trigger system decides when a scene plays; a client-side player renders it — keyframed camera, letterboxing, overlays, spatial audio — and a queue keeps scenes from fighting each other. Write scripts by hand in JSON, or build them in the editor with a live preview. Forge and Fabric, client and server, no dependencies.
Intro fly-ins · boss pre-fight cinematics · chest close-ups · fixed-camera puzzle rooms · world tours.
Camera
- 6-DOF keyframes: position, yaw, pitch, roll, FOV, zoom
- Bézier paths with arc-length parameterisation — curves at constant speed
- Follow an entity, or look at an entity / coordinate / structure centre
- Direction bases: world angle, entity facing, or a line between two points
- Handheld breathing shake, four noise models, reproducible from a seed
- Morph transitions; overlapping clips; per-clip looping (repeat / ping-pong); macro loop over a range
Overlays & audio
- Fade, images (PNG and animated GIF), subtitles
- Resolution-independent geometry — positions are window percentages, so one script composes right at any resolution
- OGG/WAV tracks or vanilla sound events; keyframed volume, pitch, position, fades
- Camera listener mode — footsteps, mobs and biome ambience are sampled at the camera, so the mix follows the shot
Triggers
23 types, evaluated server-side:
login · location · advancement · biome · entity_kill · entity_interact · block_interact · item_on_interact · dimension_change · dimension (residency) · item_craft · item_use · item_consume · item_release · item_instant_use · item_use_interrupt · item_pickup · item_drop · xp · observation · inventory · structure · gamestage
AND/OR conditions, wildcards, per-trigger delay; repeatable or single-fire with on_enter / exit_buffer; prerequisites — a trigger can require another script to have played first; per-player state synced to the client.
Playback control
- Priority queue: un-interruptible scenes queue newcomers and hand over automatically
- Skippable with a configurable hold key; multiplayer skip voting
- Input and mob-AI blocking, per-layer HUD hiding, arm hiding, view-bob and distortion suppression, pause-aware
- Multiplayer instance tracking and completion sync
World streaming
A cutscene that flies away from the player keeps its surroundings loaded: vanilla chunk tracking is driven from a virtual camera centre, so chunks and entities arrive by the game's own rules, then the difference is released when the shot ends.
Editor
In-game timeline editor (F6) — multi-track editing, keyframes, box selection, snapping, clipboard, undo/redo, live preview viewport, camera flight mode for framing.
Standalone WebUI editor — shares the mod's script schema and a local preview stream, so it always matches the installed version.
Commands
| Command | Description |
|---|---|
/icinematics play <file> [players] | Play a script (@a / @p accepted) |
/icinematics stop [players] | Stop playback |
/icinematics status | Playback status |
/icinematics reload | Sync scripts and rebuild triggers |
/icinematics validate <file> | Static-validate a script |
Requirements
Minecraft 1.20.1 · Forge 47.x+ · Fabric Loader 0.16.10+ · no dependencies. Sodium / Rubidium / Embeddium compatible, shader-friendly, pause-aware. Script format v3, MIT licensed.
Script format & triggers · AI scripting guide · Source & issues
Version history — 0.3.5: chunk streaming, audio listener modes, script folders, trigger prerequisites, breathing v2, GIF overlays, presets, editor flight, no more Architectury · 0.3.4: audio, overlays, event track rework, camera tracking · 0.3.0: rewrite
Coming in 0.3.6
| Feature | Status |
|---|---|
Colour grading track — curves, colour wheels, channel mixer, .cube LUTs, blend modes | ✅ Done |
| Multi-camera composition — split screen, picture-in-picture, crossfades between lanes | ✅ Done |
Per-clip rules — if / until conditions that fire camera, overlay, sound or command actions mid-shot | ✅ Done |
| Motion models (spring, inertia, exponential smoothing) and per-parameter transitions | ✅ Done |
Point sources, per-axis yaw / pitch locks, block and body-part look-at | ✅ Done |
New triggers — death, facing, nestable all_of / any (27 total) | ✅ Done |
Subtitle and description localisation (@lang: keys) | ✅ Done |
| Iris / Oculus multi-camera compatibility | ✅ Done |
| Standalone WebUI editor becomes the main workflow (F9); in-game F6 editor retired | 🚧 In progress |
| Editor-side templates and clip presets | 🚧 In progress |
ImmersiveCinematics
Cinematic cutscenes for your modpack — scripted in JSON, triggered by the world. No command blocks, no redstone.
A server-side trigger system decides when a scene plays; a client-side player renders it — keyframed camera, letterboxing, overlays, spatial audio — and a queue keeps scenes from fighting each other. Write scripts by hand in JSON, or build them in the editor with a live preview. Forge and Fabric, client and server, no dependencies.
Intro fly-ins · boss pre-fight cinematics · chest close-ups · fixed-camera puzzle rooms · world tours.
Camera
- 6-DOF keyframes: position, yaw, pitch, roll, FOV, zoom
- Bézier paths with arc-length parameterisation — curves at constant speed
- Follow an entity, or look at an entity / coordinate / structure centre
- Direction bases: world angle, entity facing, or a line between two points
- Handheld breathing shake, four noise models, reproducible from a seed
- Morph transitions; overlapping clips; per-clip looping (repeat / ping-pong); macro loop over a range
Overlays & audio
- Fade, images (PNG and animated GIF), subtitles
- Resolution-independent geometry — positions are window percentages, so one script composes right at any resolution
- OGG/WAV tracks or vanilla sound events; keyframed volume, pitch, position, fades
- Camera listener mode — footsteps, mobs and biome ambience are sampled at the camera, so the mix follows the shot
Triggers
23 types, evaluated server-side:
login · location · advancement · biome · entity_kill · entity_interact · block_interact · item_on_interact · dimension_change · dimension (residency) · item_craft · item_use · item_consume · item_release · item_instant_use · item_use_interrupt · item_pickup · item_drop · xp · observation · inventory · structure · gamestage
AND/OR conditions, wildcards, per-trigger delay; repeatable or single-fire with on_enter / exit_buffer; prerequisites — a trigger can require another script to have played first; per-player state synced to the client.
Playback control
- Priority queue: un-interruptible scenes queue newcomers and hand over automatically
- Skippable with a configurable hold key; multiplayer skip voting
- Input and mob-AI blocking, per-layer HUD hiding, arm hiding, view-bob and distortion suppression, pause-aware
- Multiplayer instance tracking and completion sync
World streaming
A cutscene that flies away from the player keeps its surroundings loaded: vanilla chunk tracking is driven from a virtual camera centre, so chunks and entities arrive by the game's own rules, then the difference is released when the shot ends.
Editor
In-game timeline editor (F6) — multi-track editing, keyframes, box selection, snapping, clipboard, undo/redo, live preview viewport, camera flight mode for framing.
Standalone WebUI editor — shares the mod's script schema and a local preview stream, so it always matches the installed version.
Commands
| Command | Description |
|---|---|
/icinematics play <file> [players] |
Play a script (@a / @p accepted) |
/icinematics stop [players] |
Stop playback |
/icinematics status |
Playback status |
/icinematics reload |
Sync scripts and rebuild triggers |
/icinematics validate <file> |
Static-validate a script |
Requirements
Minecraft 1.20.1 · Forge 47.x+ · Fabric Loader 0.16.10+ · no dependencies. Sodium / Rubidium / Embeddium compatible, shader-friendly, pause-aware. Script format v3, MIT licensed.
Script format & triggers · AI scripting guide · Source & issues
Version history — 0.3.5: chunk streaming, audio listener modes, script folders, trigger prerequisites, breathing v2, GIF overlays, presets, editor flight, no more Architectury · 0.3.4: audio, overlays, event track rework, camera tracking · 0.3.0: rewrite
Coming in 0.3.6
| Feature | Status |
|---|---|
Colour grading track — curves, colour wheels, channel mixer, .cube LUTs, blend modes |
✅ Done |
| Multi-camera composition — split screen, picture-in-picture, crossfades between lanes | ✅ Done |
Per-clip rules — if / until conditions that fire camera, overlay, sound or command actions mid-shot |
✅ Done |
| Motion models (spring, inertia, exponential smoothing) and per-parameter transitions | ✅ Done |
Point sources, per-axis yaw / pitch locks, block and body-part look-at |
✅ Done |
New triggers — death, facing, nestable all_of / any (27 total) |
✅ Done |
Subtitle and description localisation (@lang: keys) |
✅ Done |
| Iris / Oculus multi-camera compatibility | ✅ Done |
| Standalone WebUI editor becomes the main workflow (F9); in-game F6 editor retired | 🚧 In progress |
| Editor-side templates and clip presets | 🚧 In progress |
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