[Plugin] CineCam [v3] — Build & Preview Camera Cutscenes Live in Studio, No Playtesting Needed

V3 is now available! :confetti_ball:

It’s me again, hope you aren’t tired of me! :wave:

Anyway, I wanted to build something really cool that would make cutscenes a lot easier since I’m a scripter and can’t really make cutscenes (or animate), so I built a nicer built-in visual editor for it.

EDIT: The plugin does require a good bit of room wherever you dock it to view everything, just FYI.

The problem

Building cutscenes in Roblox without tooling is hard (at least, for me it was). Manually specifying CFrame values, editing easing curves, and jumping in playtest every time to see the result. There’s no way to watch your cutscene while you’re building it (I think).

The existing free options are either years out of date, store camera positions as loose Parts in Workspace, or still require you to run the game to preview anything.


CineCam — Visual Cutscene & Camera Path Editor

Capture keyframes. Preview without leaving the editor. Export and ship.


Demo


What makes it different

In-editor preview.: The coolest part in my opinion. Hit Preview and the camera animates through your path right inside Studio, no play mode required. Adjust a keyframe, recapture, preview again. The whole iteration loop stays in the editor.

No Workspace clutter.: Cutscenes are saved to plugin storage, not as Parts or models dropped into your scene. Your Workspace stays clean.

Self-contained export.: One click generates complete, dependency-free scripts using standard TweenService — no modules to install, no frameworks to wire up. Most modes drop a single LocalScript; Broadcast drops the RemoteEvent and server trigger that go with it too.


Features

Keyframe capture: Position your camera anywhere in the viewport and hit Add Keyframe. CineCam saves the exact position and field of view. Add as many as you need.

Per-keyframe control: Each keyframe (except the first) has:

  • Duration: how long the transition takes
  • FOV: zoom in for drama, out for wide shots
  • Easing style: 10 options: Linear, Sine, Quad, Cubic, Quart, Exponential, Circular, Back, Bounce, Elastic
  • Easing direction: In, Out, or InOut
  • Hard cut: skip the tween entirely and snap instantly to this position
  • Track: enter a Part name from Workspace and the camera will look at it throughout that segment — useful for keeping a character or object in frame during any moving shot
  • Shake: angular noise layered on top of the camera movement for that segment — 0 is off, higher values increase intensity
  • Up/Dn: shift keyframe positions up or down the timeline to reorder them
  • Goto: jump the camera directly to that keyframe’s position in the editor
  • Timeline scrubber: drag the bar above the keyframe list to seek the camera to any point in the cutscene without running the full preview [not in this image, scroll up]

Cutscene events Tag any keyframe with a BindableEvent name. The exported script fires it when the camera arrives at that point, use it to trigger dialogue, play sounds, show UI, or kick off any other game logic. Just create a CineCamEvents Folder in ReplicatedStorage with matching BindableEvents and connect to them from your scripts.

5 export trigger modes Click the trigger mode button to cycle between:

  • Module: calls playCutscene() immediately, place in StarterPlayerScripts
  • On Touch: fires when a player touches a Part named CineCamTrigger in Workspace
  • On Join: fires when the player’s character loads in
  • On Die: fires when the character dies, place in StarterCharacterScripts
  • Broadcast: syncs the cutscene across every player at once — touching CineCamTrigger fires it to everyone simultaneously, not just the toucher

Multiple cutscenes: Manage as many named cutscenes as you need (intro, boss reveal, ending) all in one panel. Navigate with < and > or create new ones with + New. Everything persists between Studio sessions.

Duration display: The footer shows total cutscene length in seconds so you always know how long your sequence runs.


Update — v3.0

  • In-viewport path visualization — draggable gold markers + connecting beams show the camera path directly in the 3D viewport, with a Path On/Off toggle
  • Smooth Path — per-cutscene Catmull-Rom spline option so 3+ keyframes curve instead of kinking at each waypoint
  • Tension control (0–1) — dials the spline from loose/curvy to tight/linear-ish, per cutscene
  • Skip / Letterbox / Fade export toggles — players can skip with Space/click, cinematic black bars, and fade in/out bookends, all combinable
  • Broadcast export mode — a 5th trigger mode that syncs a cutscene across every player at once (RemoteEvent + server trigger + client playback)


The gold spheres are movable and edit the current path (and can be hidden, obvi). Blue markers signify facing direction.


Who it’s for

  • Developers building story games, RPGs, simulators, or any experience with cinematic moments
  • Anyone who’s spent too long iterating on CFrame math blind
  • Teams that want to prototype camera work fast before polishing

How to install

  1. Get the plugin from the Roblox Marketplace: CineCam → CLICK HERE
  2. It appears in your Studio toolbar
  3. Click to open the dock, and get to work!

Pricing

$5.99, includes all future updates (obviously!). This is subject to change but will never break $9.99, pinky promise.


Feedback

Drop bugs, feature requests, or questions below, I read every reply. If you build something with it, I’d genuinely love to see it.

Thanks for checking it out!

1 Like

5.99 for ai code ;-; little bit coocoo

1 Like

I mean I’m not forcing anyone to get it, you don’t have to purchase it. It’s just an option, most of my plugins are free anyway and I figured I’d attempt to make a priced one.

v3 is out now & includes:

  • In-viewport path visualization: draggable gold markers + connecting beams show the camera path directly in the 3D viewport, with a Path On/Off toggle
  • Smooth Path: per-cutscene Catmull-Rom spline option so 3+ keyframes curve instead of kinking at each waypoint
  • Tension control (0–1): dials the spline from loose/curvy to tight/linear-ish, per cutscene
  • Skip / Letterbox / Fade export toggles: players can skip with Space/click, cinematic black bars, and fade in/out bookends, all combinable
  • Broadcast export mode: a 5th trigger mode that syncs a cutscene across every player at once (RemoteEvent + server trigger + client playback)