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Cinematic Maker - Official Documentation

Roblox Plugin Version

Cinematic Maker Logo

Note: This repository does not contain the plugin's source code. It serves as a central hub for documentation, bug reporting, feature requests, and community support.

Welcome to the documentation for the Cinematic Maker plugin for Roblox Studio. This document details the structure of plans, shot configuration, the use of effects, and the general workflow within the editor.

Table of Contents

  1. Cinematic Structure
  2. Effects and Transitions System
  3. Using the Editor (Plugin)

Cinematic Structure

The Plan

A Plan is the main object of a cinematic. It is an ordered sequence composed of multiple Shots.

The plugin generates a ModuleScript for each saved plan. To play a cinematic in-game, you simply need to require this module and call its :Play() method.

Script Usage Example:

local Plan = require(Path.To.Plan)

-- 3. Play the plan at the desired moment (e.g., trigger, event)
Plan:Play()

The Camera Shot

A Shot represents a static camera viewpoint at a specific moment in your cinematic. Each shot defines the camera's position and how it should move towards that point.

Parameter Type Description
Duration number The duration (in seconds) the camera will remain static at this shot's position once arrived.
Transition Time number The duration (in seconds) the camera will take to travel from the previous shot's position to this one.
Easing Style Dropdown The interpolation curve style of the movement (e.g., Linear, Quad, Bounce...). Defines the "feel" of the movement.
Easing Direction Dropdown The direction of the interpolation (In, Out, InOut). Defines whether acceleration/deceleration occurs at the beginning, end, or both.

Effects and Transitions System

Each shot can be assigned a single active visual effect.

Effect Transitions

Some effects (like Zoom, Blur, etc.) have an internal transition system. This allows animating the appearance and disappearance of the effect, instead of an abrupt change.

ℹ️ Note: Check the "Transition" box in an effect's parameters to reveal these options.

Transition Parameter Type Default Description
TransitionIn boolean true If checked, the effect will animate in at the beginning of the shot (appearance).
TransitionOut boolean true If checked, the effect will animate towards its default value at the end of the shot (disappearance).
TransitionStartTime number 1.0 Duration of the animated entry (In).
TransitionEndTime number 1.0 Duration of the animated exit (Out).
EasingStyle Dropdown Sine The animation curve style for the effect's transitions.
EasingDirection Dropdown InOut The direction of the animation curve.

List of Available Effects

Here are the currently supported effects:

NULL

No active effect on this shot.

ZOOM

Modifies the camera's Field of View (FOV).

  • FieldOfView (number, default: 70): The target FOV value. Lower than 70 for a close-up (zoom in), higher than 70 for a wide angle (zoom out).

  • Supports transitions.

BLUR

Applies a Gaussian blur to the screen.

  • Size (number, default: 10): The intensity of the blur.

  • Supports transitions.

LETTER_BOXING

Adds cinematic black bars at the top and bottom of the screen.

  • Ratio (number, default: 0.1): The relative height of the bars (between 0 and 1).

  • Color (Color3, default: Black): The color of the bars.

  • Transparency (number, default: 0): The transparency of the bars.

  • Supports transitions.

COLOR_GRADING

Applies color correction to the image.

  • TintColor (Color3, default: White): Applies a global tint. White is neutral.

  • Brightness (number, default: 0): Global brightness, from -1 (complete black) to 1 (complete white).

  • Contrast (number, default: 0): Contrast intensity, from -1 to 1.

  • Saturation (number, default: 0): Color intensity, from -1 (black and white) to 1 (very vivid colors).

CAMERA_SHAKE

Applies procedural shaking to the camera.

  • Preset (Dropdown, default: 'Bump'): Selects the type of shake from a predefined list (e.g., Bump, Explosion, Earthquake, BadTrip...).

Using the Editor (Plugin)

The plugin interface is divided into two main states: creation and modification.

Standard Workflow (Creation Mode)

In this mode, you capture new viewpoints.

  1. Position your Studio camera at the desired location.

  2. Configure the shot parameters (Duration, Transition, Effect) in the side panel.

  3. Use the action buttons:

    • 📸 Add Shot: Captures the current camera position and adds the shot with the chosen parameters to the end of the timeline.

    • ▶️ Preview: Plays the complete cinematic in the Studio window to visualize the result.

Shot Editing Mode

To modify an existing shot, simply click on the shot in the timeline. The editor switches to modification mode, and the panel fills with that shot's parameters.

The action buttons change:

  • ❌ Cancel Edit: Cancels current changes and returns to standard creation mode.

  • 📍 Teleport To Shot: Very useful. Instantly repositions your Studio camera to the exact position where this shot was captured. This allows for reframing without having to redo everything.

  • 💾 Update Shot: Validates changes and updates the selected shot.

    ⚠️ Warning: This button also captures your camera's current position. If you only want to modify parameters (duration, effect...) without changing the position, ensure you have clicked Teleport To Shot before updating.

Project Management (Import/Export)

This section at the bottom of the plugin allows managing your cinematic files.

  • 📥 Install System (Critical):

    • Installs the necessary modules and dependencies into ReplicatedStorage for cinematics to work in-game.

    • Must be done at least once per project. To update the system, delete the existing Packages folder and CinematicController module in ReplicatedStorage, then click this button again.

  • 💾 Save To Module:

    • Exports the current timeline into a ModuleScript. Don't forget to give your plan an explicit name in the text field above before saving.
  • 📂 Import Selected:

    • Allows reloading an existing cinematic to modify it. Simply select a plan's ModuleScript in the explorer, then click this button to load all its shots into the timeline.

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