Minecraft Java Edition
BBS Mod Editor Guide
Turn your idea into a scene.
Learn how to record character replays, direct the camera, edit keyframes, and capture a finished scene with the BBS Mod editor.
- Animation
- Roleplay
- Machinima
Your first look inside
Open the BBS Dashboard and Find Your Way Around
Begin in a practice world, open the Dashboard and identify the panels you will use. This guide follows the BBS 2.x editor.
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Choose a simple place to practise
Open a singleplayer Creative world and find a clear area with room for a character and a camera view. You do not need a finished set yet. A flat patch of ground makes it easier to spot movement and understand what changes when you adjust the editor.
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Check your Dashboard key and open BBS
In Minecraft, open Options → Controls → Key Binds and find the BBS Mod Dashboard binding. Return to your world and press its assigned key to open the Dashboard. If another action uses the same key, assign an unused key before continuing.
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Find the film editor workspace
Open the film editor from the Dashboard. BBS 2.x supports dockable layouts, so panels can appear in different positions. Identify the areas below before rearranging anything. Keeping the initial layout while learning will make the next steps easier to follow.
Film editor areas to recognise Area What to check first Scene preview Look at the scene and check how the shot is framed. Timeline and keyframes Check the playhead position before editing. Scrub through time to inspect changes. Properties panel Inspect the selected film, replay, form or clip. Your selection determines which settings you edit.
Keep the editor’s controls handy: press F9 while editing to view the keybind list. BBS 2 lets you edit bindings from that list, so you can check the controls used by your own setup as you work through the guide.
Give your scene a project
Create Your First BBS Mod Film Project
Before recording a character or building a camera move, create a film you can recognise and reopen. A small practice project gives each editing step a clear place to belong.
A practice shot to work toward: one character turns toward a lantern while the camera stays still. Aim for roughly five seconds. This is a suggested exercise, so you can change the setting without adding more characters or camera moves yet.
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Create a film from the film editor
Open the film list in the editor and use its create-film action. Create a fresh film for this exercise rather than selecting a project you already use. This keeps practice changes together and gives you a clear starting point for the next steps.
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Choose a name you will recognise later
Enter a short, descriptive name such as
practice_shot_01and confirm creation. Use the same name when checking the film list later. BBS 2 saves new films when they are created, so the next check is to make sure you can find this project again. -
Confirm which film you are editing
Check the selected film’s name before adding replays or camera clips. BBS 2 supports film tabs; if several projects are open, select the tab for
practice_shot_01. Keep that film active as you move between editing panels. -
Reopen the project before you build the scene
Return to the world, reopen the editor and select the film by its name. Confirm that you are back in the project you just created. Once you begin making changes, save regularly using the editor’s save action or its assigned shortcut, and check your work before leaving the session.
A saved film and a finished video are different things. The film keeps your editable scene. Video capture produces footage to watch or share; it comes after the scene is ready.
Bring in your first performer
Add a Character and Record a Replay
Open practice_shot_01 and give it one character.
Focus on a short performance before adding camera movement,
so you can see clearly what the character is doing.
For the lantern exercise: begin still, turn slowly toward the lantern, then pause again. Leave a little time before and after the turn so the action is easy to inspect during playback.
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Add a replay and choose its appearance
Add a new replay from the film’s replay list. Give it a clear display name such as
lantern_actor. Use that replay’s form picker to choose an available character model. In BBS 2, the form picker and display name are part of the replay list controls. -
Prepare the character’s starting position
Select
lantern_actorand move the timeline playhead to the beginning of your take. Use the selected replay’s actor control to position the character beside the lantern. Check the starting direction and test that your movement controls affect the intended character before recording. -
Record the short performance
Check the assigned BBS binding for Record current replay and use it to begin the take. Wait until recording starts, perform the slow turn and leave the final pause. Finish with the replay recording stop control shown by your editor or its current control hints.
Use the replay recording action for the character’s performance. Record video is the separate action used later to capture finished footage.
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Review the take from the beginning
Return to editing and play the film from the start of the take. Watch the character’s initial direction, the speed of the turn and the final pause. Scrub back through the action to inspect anything that looks sudden or starts at the wrong moment.
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Make one improvement at a time
If the turn feels rushed, try a slower performance before adding other changes. Confirm that
lantern_actoris selected before another recording attempt. Once the action plays as intended, save the film and replay it again before moving on to the camera.
Frame the performance
Set Up a Steady Camera Shot in BBS Mod
Give the replay in practice_shot_01 a clear
camera view. Start with a steady shot so you can judge
the character’s turn before introducing camera movement.
For the lantern shot: keep the character and lantern visible together. Leave a little space above the character’s head and enough room in the direction of the turn. A simple background makes the action easier to read.
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Add a Movement camera clip
In the film’s camera editor, add a Movement clip. Set its start and duration to cover the performance, including the pauses before and after the turn. Select this clip before adjusting its camera settings.
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Set the camera’s position and direction
Use the selected camera clip’s controls to frame
lantern_actorbeside the lantern. Adjust the camera position and rotation rather than moving the replay to fix the composition. Check the shot through the camera output view. -
Keep this first shot still
Keep the camera’s position and rotation constant across the clip. If those tracks already contain keyframes, inspect them for values that introduce movement. Scrub through the clip and confirm that the framing holds.
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Check the beginning, turn and final pause
Play the character’s replay through the camera. Check all three moments: the starting pose, the turn itself and the pause afterward. Keep the face and lantern readable throughout, without the character being cut off at the frame edge.
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Save the framing and replay the whole shot
Save the film after adjusting the camera. Play the shot again from its start, checking that the camera clip covers the complete performance. Keep this steady version as your starting point when you begin experimenting with camera animation.
Make the camera move with purpose
Animate the Camera with Two Keyframes
Use the steady shot in practice_shot_01
as your starting view. Add one small position change and
learn how keyframe values, spacing and interpolation
work together.
Keep the first move simple: change one camera position axis while keeping the other position values and rotation fixed. Choose a small change that keeps both the character and lantern visible.
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Select the camera track you want to animate
Select your Movement camera clip and open its position keyframe tracks. Pick the axis you want to change. For this manual exercise, leave Auto-key off; you will insert the keys yourself. Make sure you are editing the camera rather than
lantern_actor. -
Keep the starting view in the first keyframe
Move the playhead to the start of the camera clip. In the picked position track, add a keyframe for the current value. BBS 2’s default add-key shortcut is Alt + A. If that track already has a key at this time, inspect and use it instead of trying to add another at the same position.
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Add a later keyframe with a small value change
Move the playhead later in the same clip. Use an existing key at that time or add a second key to the same track. Edit this second key’s value to shift the camera slightly. Keep the first key’s value unchanged and check for any extra keys that could introduce an unwanted return move. Scrub between them and check the result through the camera view.
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Check timing before changing the curve
Set both keys to Linear interpolation in their keyframe settings. With the same two values, moving the keys farther apart makes the change take longer; bringing them closer together makes it happen faster. Adjust the spacing until the camera movement suits the character’s turn. Keep both keys within the camera clip’s duration.
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Refine the movement and inspect the whole frame
Once the basic move works, compare Auto or Auto (clamped) interpolation with Linear. Watch the transition between the keys as well as the endpoints. Keep the character and lantern in view throughout, then save the film when the movement looks right.
Optional custom models
Import a Custom Blockbench Model into BBS Mod
Bring your own character into the scene when you are ready. Keep its model and texture together so you can check the appearance before using it in a film.
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Prepare the model and export plugin
Open your project in Blockbench. Under File → Plugins → Available, find and install BBS Model Ex/importer. Put all cubes and meshes inside top-level groups; BBS expects at least one group.
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Export the BBS model and its texture
Choose File → Export → Export BBS model. Save the exported model as a
.bbs.jsonfile, then export its texture as a PNG. Keep your original Blockbench project for future changes. -
Keep the exported files in one model folder
Open the models folder from the BBS Dashboard utilities (F6). Create a folder such as
lantern_customand place both exports inside it. The folder name becomes the model’s ID. -
Preview the model before using it
Reopen the form picker and select the model. Check its texture, scale and orientation before assigning it to your replay. Keep the existing character available while you test the replacement.
Turn the scene into footage
Capture Your BBS Mod Film as a Video
Use the short lantern film for your first capture. Check the encoder and output with a small test before spending time recording a longer scene.
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Set up FFmpeg for your computer
BBS 2 includes a Windows FFmpeg installer. For a manual installation or another operating system, use the packages and executable builds linked from the FFmpeg download page. BBS uses FFmpeg to encode captured frames into video.
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Check the executable and encoder path
Test with
ffmpeg -versionif FFmpeg is on your system PATH; otherwise run it using its full executable path. In BBS video recording settings, point the encoder path to the actualffmpeg.exeorffmpegfile. Select the executable, not its archive or containing folder. -
Choose practical test settings
Start with 1280 × 720 at 30 FPS for a short practice capture. Check the camera clip and the part of the film you intend to record, including the opening and final pauses. Save the scene before capturing.
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Capture the short film
Use Record video in the film editor for the practice capture. Follow the recording controls shown by your build, then open the output through BBS’s movies-folder control. Play the saved file outside Minecraft.
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Inspect the result before the final capture
Check the whole turn, camera movement and last frame. If your film includes audio, check its timing too. Correct any problems in the film project, then capture again with the output settings you want to keep.
Keep the first test short. A small capture helps you find framing, timing or encoder problems before committing to a longer render.
Questions while creating
BBS Mod Editor Guide FAQs
Practical answers about animation, model files, camera tracks and keeping your project usable after video capture.
Can I adjust a character’s pose without recording another take?
Yes, for models that support posing. Use the relevant pose or form keyframe tracks to make changes at selected times. Keep track of whether you are editing the replay’s movement, its form or an individual pose, so a small adjustment affects the part you intended.
Can I rename a Blockbench project to .bbs.json?
Changing the extension does not convert the file’s contents. Use the BBS Model Ex/importer plugin to export the BBS model format. Keep the original Blockbench project separately: that is the file you return to when you want to edit the source model.
Why does the camera move when one position track is unchanged?
A flat track only holds that one value. Check the other position axes, rotation tracks and additional keys on the camera clip. Confirm which clip is active at that moment, then scrub through the camera view to identify when the unwanted movement begins.
What output settings should I use while learning?
A short 1280 × 720, 30 FPS test is a useful starting exercise. Choose final resolution and frame rate after checking the result. Higher resolution adds pixels to process, while higher frame rate adds frames for the same duration, so test the settings with your actual scene.
How should I move a film project to another setup?
Make a complete backup of the working instance first. Keep the film data with the world and any external models, textures or audio it uses. Test a copy in the target setup with the appropriate BBS version before relying on it or removing the original.
Can I continue editing after recording the video?
Yes. Reopen the saved film project to change the scene, then capture a new video. Keep the film and its assets alongside your finished footage. The encoded video contains the rendered result; it does not contain the editable BBS timeline and controls.
