WORK IN PROGRESS
Camera events picks which camera shots to use in-game. Each event contains a “pool” of multiple shots within the same category, meaning your venue will not look 100% identical each time you play, but it will always follow the cues you have decided.
If your song has Guitar, Bass and Keys charted, some shots might not show up in-game depending on which instruments are picked in gameplay (for example no Keys shots if only Guitar and Bass is picked). As such, you'll want to stack shots on top of each other in these cases, so the game will use a different shot if the priority camera shot is not able to be used. If no backup shot is authored, the game will instead use a random shot.
The priority is usually as follows:
Keys
Guitar
Bass
Vocals/Drums
All
So for example, if you have a Keys and Bass shot on top of each other, the Keys shot will always play if a keyboardist is on stage, and the Bass shot will only play if no keyboardist is present. We recommend first authoring camera cuts the way you'd want them optimally, then go back and add backup shots where needed. However, closeup shots and directed cuts will usually have higher priority than non-closeup or non-directed shots, so keep that in mind when stacking.
These shots uses special pre-made animations along with the camera cuts, and works a little bit differently than normal shots. These special animations sometimes starts a bit before the camera event, with the placement of the event deciding where the biggest oomph in the animation will take place (for example someone running and jumping; the jump will happen on the event itself while the running will occur beforehand).
If authored with the Rock Band 3 method in Reaper, these cuts will also eat up the next camera cut after them, before then stopping on the camera cut after that. As such, we recommend placing a generic camera cut a 128th before the next normal camera cut after the directed cut to make sure it stops where its supposed to.
Its also worth noting that some of the animations in the animation pool of each directed cut will only show up for certain genre animations. For example, [directed_guitar_cam_pt] might look completely different between a Metal song and a Punk song. The character's gender also affect which animations might show up. In general its not something you have to worry too much about, but it's good to keep in mind if you have specific directed shots in mind for your venue.
This is the list of directed camera cuts:
[directed_all] — Have everyone in the band do a big jump or gesture. Great for start of choruses and such.
[directed_all_cam] — Have the front part of the band dance together. Great for singalongs and such.
[directed_all_yeah] — Pre-roll animation of the vocalist crouching down, then pointing their finger up to the sky while the band jams out. Great for big crescendos and such.
[directed_all_lt] — Makes everyone jump around the stage. Be aware this one only shows up in arenas, and looks like a normal all_near shot otherwise.
[directed_bre] — Makes everybody go bananas, breaking and thrashing stuff. Great for The Who-style BREs and such.
[directed_brej] — A long pre-roll animation following a big jump. Great for the final note of a BRE, or the beginning of a huge Deathcore breakdown, for example.
[directed_drums] — Makes the drummer do a big hit or gesture. This one is prone to desync, however, so use with caution.
[directed_drums_pnt] — Makes the drummer point at the camera. Great for singalongs, big hits and other “wow” moments.
[directed_drums_np] —

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[directed_drums_lt] — Shows the camera circle around or focus on the drummer's playing. Great for drum solos and huge drum fills.
[directed_drums_kd] — Shows a close-up of the drummer's foot as they're playing. Good for fast double-bass parts, stomping build-ups and song lyrics about feet.
[directed_vocals] — Have the vocalist point at or kick the camera. Great for moments where they address or threaten someone in the lyrics, or other “in your face” moments.
[directed_vocals_np] — Have the vocalist jump and such. Good for parts in a song where some acrobatics looks nice.
[directed_vocals_cls] — Have the vocalist emote right into the mic, often with a closeup camera. Great for high notes, screams and other vocal high-points.
[directed_vocals_cam_pr] — Have the vocalist perform a long pre-roll animation with an additional animation on the placement of the event, such as running up to grab the mic stand.
[directed_vocals_cam_pt] — Have the vocalist perform a long post-roll animation after the placement of the event, such as holding the mic to the audience or strutting on stage.
[directed_stagedive] — Have the vocalist jump into the crowd. For best effect, use during instrumental parts and make it so you don't see the vocalist again for about 30 seconds or so.
[directed_crowdsurf] — Shows the vocalist being carried away by the crowd.
[directed_bass] — Have the bassist kick the camera and such.
[directed_crowd_b] — Have the bassist high-five and fist bump with audience members. Good for singalongs, especially if the bassist isn't playing at the time. Sometimes has a very long pre-roll, so use carefully.
[directed_bass_np] — Have the bassist jump and such.
[directed_bass_cam] — Have the bassist pose to the camera. Good for bass solos, singalongs and the likes.
[directed_bass_cls] — Shows a closeup of the bass neck, focusing on their playing. Great for bass solos, bass licks, breakdowns and any sort of bass-centric parts.
[directed_guitar] — Have the guitarist hit the camera and such.
[directed_crowd_g] — Have the guitarist high-five and fist bump with audience members. Good for singalongs, especially if the guitarist isn't playing at the time.
[directed_guitar_np] — Have the guitarist jump and such.
[directed_guitar_cls] — Shows a closeup of the guitar neck, focusing on their playing. Great for guitar solos, guitar licks, breakdowns and any sort of guitar-centric parts.
[directed_guitar_cam_pr] — Shows the guitarist doing a long pre-roll animation followed by another one where the event is placed, such as running across the stage and sliding on their knees towards the camera.
[directed_guitar_cam_pt] — Shows the guitarist do an animation with a long post-roll, such as jamming out on the guitar after the event hits.
[directed_duo_drums] — Shows a closeup of the drummer's face as they nod along to the song. Intended for singalongs.
[directed_duo_guitar] — Shows the vocalist singing with or holding the mic out for the guitarist. Intended for singalongs.
[directed_duo_bass] — Shows the vocalist singing with or holding the mic out for the bassist. Intended for singalongs.
[directed_duo_kv] — Shows the vocalist singing with or holding the mic out for the keyboardist. Intended for singalongs.
[directed_duo_gb] — Shows the guitarist and bassist play near each other. Good for harmonizing parts, singalongs and any other instrumental-focused part of the song.
[directed_duo_kb] — Shows the keyboardist and bassist play near each other. Good for harmonizing parts, singalongs and any other instrumental-focused part of the song.
[directed_duo_kg] — Shows the keyboardist and guitarist play near each other. Good for harmonizing parts, singalongs and any other instrumental-focused part of the song.