Target selection
Choose a replay subject with stable identity rather than aiming at a transient camera position.
CineWolf can begin from its own selection, the editor selection, the crosshair, or the spectated entity, then keeps the selected entity reference stable through replay sampling.
Example: Follow one player through a replay segment without manually keyframing each turn.
Camera path generation
Generate one of fourteen camera-path styles from a target, timing, and framing controls.
Each generator validates its inputs, samples a path, calculates a look-at orientation, and prepares an editable result before a timeline write is confirmed.
Example: Build an Orbit for an introduction, then adjust radius and duration before generating it.
Editable keyframes
Generated camera work remains editable inside the Flashback replay editor.
CineWolf writes native Camera, FOV, and replay-time keyframes only after validation and conflict inspection; it does not lock the generated path into a video file.
Example: Generate a Flyby, then fine-tune a single keyframe in the editor timeline.
Collision avoidance
Keep a planned camera path from blindly passing through the local replay world.
Avoid mode scores height adjustment, lateral translation, radius reduction, path shortening, and inserted control points. If no safe correction is found, CineWolf surfaces a warning instead of claiming the path is clear.
Example: Raise and reroute a tracking camera around a roofline instead of clipping through it.
Visibility analysis
Evaluate whether the subject remains readable from the planned camera position.
The local-world pass checks camera clearance and focus visibility, while diagnostics retain visibility and collision notes for review.
Example: Spot a blocked camera angle before it is written to the replay timeline.
Framing analysis
Use camera distance, FOV, subject movement, and lead space to shape a deliberate composition.
CineWolf keeps framing calculations separate from replay analysis so that changing a creative control does not imply invented replay events.
Example: Give a fast vehicle more lead space without turning a profile shot into a generic follow shot.
Structure framing
Framing models account for the scale of a structure or selected area.
Structure-aware distance calculations and diagnostics exist in the camera model. First-class structure-selection controls remain a roadmap item, so the site does not present them as a completed selection workflow.
Example: Plan a wide Crane Up around a tall build using a structure framing reference.
Group framing
Evaluate a group’s spread and visible ratio instead of treating every shot as a single-subject close-up.
The framing model can describe group coverage and a primary focus. First-class group-selection controls are planned rather than represented as a shipped editor workflow.
Example: Review whether a wide shot still includes the important members of a moving group.
Vehicle profiles
Use vehicle-relative framing where the subject’s direction and anchors matter.
Built-in and soft profile logic can expose anchors such as front, rear, side, cockpit, wing, wheel, and coupling without creating a hard dependency on third-party vehicle mods.
Example: Use a Vehicle Profile shot for a minecart or boat instead of an ordinary entity offset.
Presets
Start with seven built-in montage presets, then import validated local presets when needed.
Duration, aspect ratio, pacing, event priorities, shot bounds, framing, and replay-speed preferences are separate controls. Invalid imported presets are isolated rather than overwriting the built-ins.
Example: Use TikTok for a 9:16 guide or Cinematic Showcase for a longer, lower-cut sequence.
Projects
A dedicated local montage-project workflow is part of the product direction, not a cloud workspace.
Current replay work is configured and reviewed locally. The roadmap keeps project organisation and first-class selection workflows explicit so they are not mistaken for already released features.
Example: Keep future project notes, source regions, and preset choices alongside a local replay workflow.
Undo and recovery
Treat one confirmed montage write as one guarded operation.
CineWolf validates before mutation, keeps a rollback path for a failed write, and permits its undo only while the expected editor state has not been changed by another timeline operation.
Example: Undo a generated montage without deleting unrelated keys outside the confirmed interval.
Timeline visualisation
Review detected events and planned shots without modifying native replay markers.
CineWolf uses its own compact event mini-timeline because Flashback 0.41.1 does not expose a stable native timeline-extension API for third-party event glyphs.
Example: Inspect why a movement or block-activity event was ranked before you generate a montage.
Debug diagnostics
Expose practical evidence instead of hiding uncertain replay analysis behind a score.
Debug export records event strength, possible false-positive hints, visibility and collision diagnostics, and path redaction controls.
Example: Check why a weak event was selected before you keep it in an editable montage plan.
English and Polish localisation
Use the editor in English or Polish without relying on an external service.
CineWolf ships localisation for its interface and recent montage, collision, and shot controls.
Example: Switch the Minecraft language and use CineWolf’s matching interface text.
Local deterministic analysis
Analyse replay activity with local, deterministic rules.
CineWolf processes replay samples on the local client. It uses no account, cloud processing, telemetry requirement, or external service for local functionality.
Example: Re-run the same replay range and preset with the same inputs for a stable planning result.