Real Camera First-Time Setup: What It Does, Config Screen, and Basic Controls
Real Camera is a client-side mod that changes how the first-person view behaves, making the camera feel more lifelike. Instead of a camera locked rigidly to the head, it introduces offsets, rotation, and smoothing so the view moves in a more natural way. Everything is handled through the mod's own interface and hotkeys — there is nothing to craft and no items to obtain.
What the Mod Changes
At its core, Real Camera separates the camera from the player's head. Two settings define this relationship. centerOffset is the rotation center's offset from the head, and classicOffset is the camera's offset from its rotation center. A scale setting controls the size of these offsets, and cameraRotation adds extra rotation in degrees. The notes clarify the axes: pitch, yaw, and roll rotate on the left, up, and front axes respectively, while the player's front, up, and left directions correspond to the X, Y, and Z axes.
Two smoothing values soften movement. rotationSmoothFactor and displacementSmoothFactor both work the same way — raising the value makes the motion smoother.
There is also a classic mode. isClassic means the mod only makes simple changes to the camera's position and rotation, and classicAdjustMode decides which of the two gets adjusted when you press the adjustment key.
Opening the Config Screen
The main configuration lives on a dedicated screen. The setting toModelViewScreen states that detailed settings are found there, and that a key bind must be assigned before you can open it. Assign that bind in the controls menu, then use it to reach the screen.
A related entry, modelView toConfigScreen, opens the global config screen and notes that the Cloth Config API is required for it.
Basic Controls and Hotkeys
Several actions are available as key binds. Set each one in the controls menu:
- toggleCameraMode — switch camera mode on or off.
- toggleAdjustMode — switch adjust mode.
- activeConfigIndexNEXT and activeConfigIndexPREV — move to the next or previous configuration.
- activeConfigIndexRESET — return the configuration index to its starting value.
- modelViewScreen — open the Model View Screen.
When you press the adjustment key, adjustOffset determines whether the camera's offset or its rotation is being changed, and adjustStep sets how much each step moves — a length, or one hundredth of an angle.
Inside the Model View Screen, modelView disableMode lets you disable the parts enclosed in blue boxes. Left click selects, other keys cancel a selection, and holding left click while scrolling quickly selects whatever part the pointer is over. modelView deleteSelectedRectangle removes the selected rectangle, and the Delete key does the same. modelView focusedRectangleNumber shows which rectangle is focused, where 0 means nothing is selected; pressing Space or Enter jumps to the focused rectangle, and while typing you press it twice to jump.
Binding and Disabling
activeConfigIndex is the currently bound configuration index — 0 allows binding to any valid configuration. If a binding attempt fails, bindResultRetentionFrames keeps using the last successful result for a number of frames, and hideBindingFailureMessage suppresses the failure notice. legacyBindingMode switches to the older binding approach, supporting only the vanilla model and actions built on it.
Disabling can be conditional. disableWhenSneaking, disableWhenCrawling, and disableWhenSwimming each turn the main feature off in that state, while disableMainFeatureItems does so while holding certain items and disableRenderItems stops rendering while holding them. Item matching accepts a wildcard such as `minecraft:*sword`, a tag beginning with `#`, or a direct item ID. After leaving a restricted state, outTick sets the delay before the feature returns, measured in ticks where one tick equals 0.05 seconds.