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Managing Model Configs in the Real Camera Model View Screen

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The Model View Screen is where you create, edit, and organize the model configurations that Real Camera uses for its first-person camera behaviour. Open it with the modelViewScreen action — the key bind for this must be assigned in the controls menu before it will work. A dedicated button, toModelViewScreen, also reminds you that detailed settings live on this screen.

Binding a Config

Each config has a targetName (its name) and a textureId, which identifies the model's texture. The texture id does not have to be complete; you can shorten it when saving so it is easier to recognise later.

Binding itself happens through the modelView selecting controls. Hold the screen modifier and left-click to capture the UV coordinates under the mouse pointer. Three coordinate sets are shown, ordered top to bottom: the forward vector, the upward vector, and the point on the target plane. Scrolling while holding the modifier cycles through the model's layers. If you need precision, you can type the UV coordinates in by hand.

The modelView bindButtons option controls whether the camera's relationship to the model is actually changed by this mod. When it is off, that relative relationship stays as it is and the camera's attributes are left untouched.

Disable Settings

Disable rules are managed in the same screen, with global disabling handled on the config screen. Each rule has a disabledName, which cannot be left blank, and a disableMode. In the mode editor, blue boxes mark the parts that will be disabled. Left-click selects a part, other keys deselect, and holding the modifier while left-clicking quickly grabs whatever part the pointer is over.

For disableRenderItems, three matching styles work: a wildcard asterisk pattern, a tag beginning with `#`, or a plain item id.

Organising and Prioritising

The modelView priority value decides ordering during binding — larger numbers sort higher and appear nearer the top of the list on the right. The activeConfigIndex setting picks which configuration is currently bound; a value of zero permits binding to any valid configuration. Use activeConfigIndexNEXT, activeConfigIndexPREV, and activeConfigIndexRESET to move between or clear the index.

Import and Export

modelView export copies the current configuration to the clipboard. modelView import pulls a configuration back in from the clipboard. This is the simplest way to move setups between places or keep a backup.

Editing Values

Numeric fields can be switched between two input styles: modelView toggleFieldToSlider turns a field into a slider, and modelView toggleSliderToField reverses that. modelView scale controls how large the offsets are. modelView preview lets you fine-tune the camera's offset and rotation while watching the result.

Removing Selections

To clear a selected rectangle, use modelView deleteSelectedRectangle or press the Delete key. The modelView focusedRectangleNumber shows which rectangle currently has focus, with zero meaning nothing is selected. Press Space or Enter to jump to the focused rectangle; while typing in a field, press it twice to jump.

Other Screen Options

modelView depth hides planes whose vertices all sit closer to the screen than the given distance. modelView toConfigScreen opens the global config screen, which needs Cloth Config API. A few messages may appear while you work: modelView emptyName and modelView emptyTextureId warn about missing values, and bindingFailed reports that a bind did not succeed and suggests configuring manually on the screen.