Add Blender cinematic workflow documentation
Complete professional cinematic production infrastructure for Firefrost Gaming. Moves editing from physically taxing Replay Mod to hand-accessible Blender workflow. Task Directory (docs/tasks/blender-cinematic-workflow/): - README.md: Task overview and success criteria - DEPLOYMENT-GUIDE.md: Step-by-step installation (Blender, MCprep, Mineways) Written for Michael and Holly with detailed beginner-friendly instructions - blender-cheat-sheet.md: Hand-accessible shortcuts reference - EditMode.ps1: PowerShell launcher (auto-detects username, opens all tools) Planning Document (docs/planning/): - blender-cinematic-workflow.md: Strategic rationale, risk analysis, integration Source: Gemini brainstorming session (March 30, 2026) Production Guide (docs/marketing/): - cinematic-production-workflow.md: Quick reference for active filming Includes workflows for FOMO clips, YouTube trailers, build showcases Key Features: - Hand surgery accommodation (N-Panel, WASD Walk Mode, Emulate Numpad) - Professional ray-traced rendering (Cycles engine) - Non-destructive keyframe editing - One-click launcher reduces startup friction - 45-60 minute setup, 5-day learning path Enables: - FOMO campaign visual assets - YouTube trailer production - Soft launch marketing content - Scalable content pipeline Architecture: Minecraft Replay Mod → Mineways export → Blender + MCprep → Cycles render Zero cost (all free software), documented thoroughly for Michael/Holly/future staff. Created by: Chronicler #48 Source: Gemini technical brainstorming + Claude documentation integration Status: Ready for deployment
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# Cinematic Production Workflow — Quick Reference
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**Purpose:** Active production guide for creating Firefrost Gaming cinematics
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**Audience:** Michael, Holly, future content creators
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**Prerequisite:** Complete `docs/tasks/blender-cinematic-workflow/DEPLOYMENT-GUIDE.md` first
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**Use Case:** Keep this open while making cinematics
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---
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## 🎬 Quick Start Checklist
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Before starting a cinematic project:
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- [ ] Software installed (Blender, MCprep, Mineways)
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- [ ] Know what you're filming (build, event, or concept)
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- [ ] Have reference if using Replay Mod recording
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- [ ] Clear idea of camera movement (flyover, walkthrough, reveal)
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- [ ] 30-60 minutes available (minimum for simple cinematic)
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---
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## Phase 1: Pre-Production (Planning)
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### Step 1.1: Define Your Shot
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**What are you showing?**
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- Specific build (address or coordinates)
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- Gameplay moment (from Replay Mod)
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- Concept showcase (game feature, server area)
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**What's the story?**
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- Grand reveal (start far, zoom to detail)
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- Tour (flow through multiple areas)
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- Action sequence (follow player movement)
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- Comparison (before/after, Fire vs Frost)
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**How long?**
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- FOMO post clip: 5-10 seconds
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- YouTube intro: 10-15 seconds
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- Full trailer: 30-60 seconds
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- Build showcase: 1-2 minutes
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### Step 1.2: Storyboard (Optional but Recommended)
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**Simple version:**
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1. Opening shot (what do we see first?)
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2. Middle movement (where does camera go?)
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3. Closing shot (what's the final frame?)
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**Example:**
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- Opening: Wide shot of Citadel from distance
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- Middle: Camera flies through main gate, circles courtyard
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- Closing: Close-up of Trinity banners on walls
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**Write this down.** You'll reference it while animating.
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---
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## Phase 2: Capture & Export
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### Step 2.1: Record Reference (Optional)
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**If using Replay Mod:**
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1. Launch Minecraft
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2. Load world or join server
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3. Record the area you want to film (`.mcpr` file)
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4. Watch the recording to confirm you got everything
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5. Note: We're NOT editing in Replay Mod — just capturing reference
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**If working from world save:**
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- Skip this step — you'll navigate in Blender directly
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### Step 2.2: Launch Cinematic Suite
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**Using PowerShell Launcher:**
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1. Go to Desktop
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2. **Right-click** `EditMode.ps1`
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3. Click **"Run with PowerShell"**
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4. Verify all three tools open:
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- Replay folder (File Explorer)
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- Mineways
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- Blender
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**Manual Launch (if script fails):**
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1. Open Mineways
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2. Open Blender
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3. Navigate to replay folder manually
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### Step 2.3: Export World with Mineways
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1. **Open your world:**
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- File → Open World
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- Navigate to world save folder
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- Select the world folder
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- Click "Select Folder"
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2. **Find your area:**
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- Map view loads
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- Zoom with mouse wheel
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- Pan by dragging
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- Locate the build/area you want
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3. **Select export region:**
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- **Left-click and drag** to draw rectangle
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- Selected area highlights
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- **Tip:** Start small (100x100 blocks) for first export
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- You can always export more later
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4. **Configure export:**
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- File → Export for Rendering
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- **Export location:** Desktop or dedicated folder
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- **File name:** Something descriptive (e.g., `citadel-main-gate`)
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- **Export type:** Wavefront OBJ file
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- **Materials:** Check "Export full materials" and "Export blocks with textures"
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- Click **"Export"**
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5. **Wait for completion:**
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- Progress bar appears
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- Small exports: 10-30 seconds
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- Large exports: 1-5 minutes
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- Verify folder created with .obj file inside
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**Export Tips:**
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- Export slightly larger than needed (gives room for camera movement)
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- Multiple small exports better than one giant export
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- Can export different areas for different shots
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---
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## Phase 3: Blender Setup
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### Step 3.1: New Project
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1. **Blender should already be open** (from launcher)
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2. **Start fresh:**
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- File → New → General
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- Or just delete the default cube (**Delete** key)
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### Step 3.2: Import World
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1. **Import the .obj:**
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- File → Import → Wavefront (.obj)
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- Navigate to your export folder
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- Select the `.obj` file
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- Click **"Import OBJ"**
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- Wait for import (15 seconds - 2 minutes)
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2. **Navigate to see it:**
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- Press **Home** to fit in view
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- Hold **middle mouse** and drag to rotate
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- Scroll wheel to zoom
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3. **Select everything:**
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- Press **A** (select all)
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- Everything turns orange
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### Step 3.3: Apply MCprep Materials
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1. **Open MCprep panel:**
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- Press **N** (if side panel not open)
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- Click **"MCprep"** tab
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2. **Prep materials:**
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- With everything selected (press **A** if not)
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- Click **"Prep Materials"** button
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- Wait 5-30 seconds
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- Look for "Materials prepped" message bottom-left
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3. **Verify materials worked:**
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- Switch to rendered view (top-right, click rightmost circle)
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- Glass should be transparent
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- Torches should glow
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- If too dark, we'll add lighting next
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### Step 3.4: Add Basic Lighting
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**If scene is too dark:**
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1. **Add sun:**
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- **Shift + A** → Light → Sun
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- Sun appears at 3D cursor location
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2. **Rotate sun for time of day:**
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- Select the sun (should already be selected)
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- Press **R** then **X** then type: **45**
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- Press **Enter**
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- This tilts sun 45 degrees (midday lighting)
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3. **Adjust intensity (if needed):**
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- With sun selected
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- Press **N** → Item tab
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- Look for "Light" properties on right sidebar
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- Adjust "Strength" value (default is 1.0)
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- Try 1.5-2.0 for brighter lighting
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**Lighting Quick Reference:**
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- Sun rotated 0° = sunrise/sunset (orange)
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- Sun rotated 45° = midday (bright)
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- Sun rotated 90° = overhead (harsh shadows)
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---
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## Phase 4: Camera Setup
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### Step 4.1: Add Camera
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1. **Create camera:**
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- **Shift + A** → Camera
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- Camera appears at 3D cursor
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2. **Jump to camera view:**
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- Press **Numpad 0**
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- View changes to show what camera sees
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3. **Enable Camera to View:**
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- Press **N** → View tab
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- Check **"Camera to View"** box
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- Now camera follows as you navigate
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### Step 4.2: Position Starting Frame
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**You're now "filming" — camera moves when you navigate.**
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1. **Navigate to starting position:**
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- Use **WASD Walk Mode:**
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- Press **Shift + `** (tilde key)
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- **W** = forward, **S** = back
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- **A** = left, **D** = right
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- **Q** = down, **E** = up
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- **Left-click** to set position
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- Or use mouse navigation (middle mouse drag)
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2. **Frame your opening shot:**
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- Position where you want cinematic to start
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- Think about composition (rule of thirds)
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- Leave some room for movement
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3. **Set focal length (optional):**
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- Press **N** → Item tab
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- Under "Lens," change Focal Length:
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- **24mm** = wide angle (epic landscapes)
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- **50mm** = normal view (most realistic)
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- **85mm** = close-up (character focus)
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### Step 4.3: Set First Keyframe
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1. **Go to frame 1:**
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- Press **Shift + Left Arrow**
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- Or click in timeline and type: **1**
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2. **Insert keyframe:**
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- Make sure camera is selected
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- Press **I** (insert keyframe)
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- Select **"Location & Rotation"**
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- Keyframe appears in timeline (small diamond)
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### Step 4.4: Position Ending Frame
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1. **Go to end frame:**
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- Decide length (10 seconds = ~240 frames at 24fps)
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- Type frame number in timeline (e.g., **240**)
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- Press **Enter**
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2. **Navigate to ending position:**
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- Use WASD Walk Mode or mouse
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- Position where you want cinematic to end
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- Frame your closing shot
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3. **Set focal length for end (optional):**
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- Can zoom in/out during movement
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- Change Focal Length value
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- Creates "dolly zoom" effect
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4. **Insert second keyframe:**
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- Press **I** → "Location & Rotation"
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- Second keyframe appears in timeline
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### Step 4.5: Preview Movement
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1. **Return to frame 1:**
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- Press **Shift + Left Arrow**
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2. **Play animation:**
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- Press **Spacebar**
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- Camera moves from start to end
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- Press **Spacebar** again to stop
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3. **Scrub timeline:**
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- Click and drag in timeline (blue bar)
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- See exactly where camera is at each frame
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### Step 4.6: Smooth Camera Movement
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**If movement looks jerky:**
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1. **Open Graph Editor:**
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- Change editor type (top-left of any panel)
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- Select **"Graph Editor"**
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2. **Select all keyframes:**
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- Press **A** in Graph Editor
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3. **Set interpolation:**
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- Press **T** (set interpolation type)
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- Select **"Bezier"**
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- Movement now smooth and eased
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**Or simple way:**
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- **Right-click** keyframe diamond in timeline
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- Interpolation Mode → Bezier
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---
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## Phase 5: Advanced Camera Techniques
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### Technique 1: Multiple Keyframes
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**For complex paths:**
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1. Go to frame 1, set starting position, **I** → keyframe
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2. Go to frame 80, move camera, **I** → keyframe
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3. Go to frame 160, move camera, **I** → keyframe
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4. Go to frame 240, move camera, **I** → keyframe
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**Camera now follows multi-point path.**
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### Technique 2: Depth of Field (Cinematic Blur)
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**Makes subject pop, blurs background:**
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1. Select camera
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2. Look at right sidebar (camera icon)
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3. Under "Depth of Field":
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- Check **"Depth of Field"** box
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- **Focus Object:** Click and select object (or type distance)
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- **F-Stop:** Lower = more blur (try **2.8**)
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4. Must be in **Rendered view** to see effect
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### Technique 3: Speed Variation
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**Slow down at key moments:**
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1. In timeline, select keyframe to move
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2. **G** then drag left/right
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3. Frames closer together = slower movement
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4. Frames farther apart = faster movement
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### Technique 4: Zoom During Movement
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**Dolly zoom / focal length animation:**
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1. Frame 1: Set Focal Length to 24mm, keyframe it:
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- Hover over Focal Length value in N-Panel
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- Press **I**
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2. Frame 240: Change Focal Length to 85mm, keyframe it
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3. Camera zooms in while moving
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---
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## Phase 6: Rendering
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### Step 6.1: Render Settings
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**Quick Setup:**
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1. Look for vertical tabs on far right
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2. Click **Camera icon** (Render Properties)
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3. **Render Engine:**
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- **Eevee** = Fast preview (use while testing)
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- **Cycles** = Slow but beautiful (use for final)
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4. **Resolution:**
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- 1920x1080 (Full HD, YouTube standard)
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- 3840x2160 (4K, if you have time)
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**Frame Rate:**
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- 24 fps = cinematic feel
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- 30 fps = smooth, standard
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- 60 fps = very smooth (larger file)
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### Step 6.2: Test Render Single Frame
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**Before rendering full animation:**
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1. Go to interesting frame (scrub timeline)
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2. Press **F12**
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3. Wait for single frame to render
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4. Check:
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- Composition looks good?
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- Lighting correct?
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- No missing textures?
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5. Press **Escape** to close render
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### Step 6.3: Render Full Animation
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**For final export:**
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1. **Set output location:**
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- Render Properties → Output
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- Click folder icon
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- Choose Desktop or Videos folder
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- Name your file (e.g., `citadel-cinematic`)
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2. **Set format:**
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- **File Format:** FFmpeg video
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- **Container:** MPEG-4
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- **Video Codec:** H.264
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- **Audio Codec:** None (unless you added sound)
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3. **Render animation:**
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- Press **Ctrl + F12**
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- Rendering begins
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- Progress shows in console window
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- **DO NOT CLOSE BLENDER** while rendering
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4. **Render time estimates:**
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- Eevee: 1-5 seconds per frame
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- Cycles: 10-60 seconds per frame
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- 10-second clip (240 frames) at 30 sec/frame = 2 hours
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- **Plan to render overnight for complex scenes**
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5. **When complete:**
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- Video file appears in output location
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- Verify it plays correctly
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- Watch full video for quality check
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---
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## Phase 7: Post-Production (Optional)
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|
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### Adding Music/Sound
|
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|
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**Use external video editor:**
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- DaVinci Resolve (free)
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- Adobe Premiere (if you have it)
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- Windows Video Editor (built-in)
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**Blender can do audio** but external editors are easier for:
|
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- Music sync
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- Sound effects
|
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- Multiple clips editing
|
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- Titles and text
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||||
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### Color Grading
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**In Blender:**
|
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1. Switch to **Compositing** workspace (top of screen)
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2. Check "Use Nodes"
|
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3. Add Color Balance node (Shift + A → Color → Color Balance)
|
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4. Adjust Lift/Gamma/Gain for mood:
|
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- Lift toward blue = cooler/frostier
|
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- Lift toward orange = warmer/fiery
|
||||
|
||||
**Or do in video editor** (probably easier).
|
||||
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||||
---
|
||||
|
||||
## Common Workflows
|
||||
|
||||
### Workflow A: FOMO Campaign Clip (5-10 seconds)
|
||||
|
||||
**Timeline: 30 minutes**
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||||
|
||||
1. Export small area from Mineways (5 min)
|
||||
2. Import to Blender, MCprep materials (3 min)
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||||
3. Add sun lighting (2 min)
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4. Simple 2-keyframe camera path (10 min)
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5. Render with Eevee (5 min)
|
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6. Done
|
||||
|
||||
**Use Case:** Quick social media teaser
|
||||
|
||||
### Workflow B: YouTube Trailer (30-60 seconds)
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||||
|
||||
**Timeline: 2-3 hours**
|
||||
|
||||
1. Export multiple areas or one large area (10 min)
|
||||
2. Import, MCprep, lighting (10 min)
|
||||
3. Complex camera path (5-7 keyframes) (45 min)
|
||||
4. Depth of field, focal length changes (15 min)
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||||
5. Test renders and adjustments (20 min)
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||||
6. Final render with Cycles (1-2 hours, overnight)
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||||
7. Add music in video editor (20 min)
|
||||
|
||||
**Use Case:** Professional marketing trailer
|
||||
|
||||
### Workflow C: Build Showcase (1-2 minutes)
|
||||
|
||||
**Timeline: 4-6 hours**
|
||||
|
||||
1. Export full build with surroundings (15 min)
|
||||
2. Import, MCprep, custom lighting setup (20 min)
|
||||
3. Multiple camera angles (3-4 separate shots) (90 min)
|
||||
4. Render each shot separately (2-3 hours, overnight)
|
||||
5. Composite in video editor with transitions (30 min)
|
||||
6. Music, titles, credits (20 min)
|
||||
|
||||
**Use Case:** Detailed build tour for YouTube or portfolio
|
||||
|
||||
---
|
||||
|
||||
## Troubleshooting Production Issues
|
||||
|
||||
### Problem: Camera movement too fast
|
||||
|
||||
**Solution:**
|
||||
- Increase frame count between keyframes
|
||||
- Or decrease timeline playback speed (still renders at correct speed)
|
||||
- Or add more keyframes for gradual acceleration
|
||||
|
||||
### Problem: Scene too dark even with sun
|
||||
|
||||
**Solution:**
|
||||
- Increase sun strength (Light properties → Strength → 2.0 or higher)
|
||||
- Add additional lights (Shift + A → Light → Point lights around scene)
|
||||
- Increase world brightness (World properties → Surface → Strength)
|
||||
|
||||
### Problem: Textures look wrong/missing
|
||||
|
||||
**Solution:**
|
||||
- Make sure you ran MCprep "Prep Materials"
|
||||
- Check if textures exported from Mineways (look in .obj folder)
|
||||
- Try re-exporting with "Export full materials" checked
|
||||
- Reload textures: MCprep tab → "Reload Textures"
|
||||
|
||||
### Problem: Render is taking forever
|
||||
|
||||
**Solution:**
|
||||
- Switch to Eevee for faster render (preview quality)
|
||||
- Reduce resolution to 1280x720 for testing
|
||||
- Render smaller frame range (1-60 instead of 1-240)
|
||||
- Let it run overnight for Cycles final render
|
||||
- Consider reducing "Max Samples" in Cycles settings (default 4096 → try 1024)
|
||||
|
||||
### Problem: Video file is huge
|
||||
|
||||
**Solution:**
|
||||
- Check output format (should be H.264 MPEG-4)
|
||||
- Lower resolution (1920x1080 → 1280x720)
|
||||
- Reduce frame rate (60fps → 30fps)
|
||||
- Compress in video editor after rendering
|
||||
|
||||
### Problem: Camera goes through blocks
|
||||
|
||||
**Solution:**
|
||||
- Normal for Blender cameras (no collision)
|
||||
- Plan path to avoid this
|
||||
- Or embrace it (can create interesting "impossible" shots)
|
||||
- Can enable collision in advanced setup (complex, skip for now)
|
||||
|
||||
---
|
||||
|
||||
## Tips for Better Cinematics
|
||||
|
||||
### Composition Tips
|
||||
|
||||
**Rule of Thirds:**
|
||||
- Divide frame into 3x3 grid (imagine it)
|
||||
- Place important elements on intersection points
|
||||
- Don't center everything
|
||||
|
||||
**Leading Lines:**
|
||||
- Use paths, walls, fences to guide viewer's eye
|
||||
- Camera follows natural flow of build
|
||||
|
||||
**Foreground Interest:**
|
||||
- Include something in foreground (leaves, fence, column)
|
||||
- Adds depth to shot
|
||||
|
||||
### Movement Tips
|
||||
|
||||
**Start Slow:**
|
||||
- First few keyframes, move camera very little
|
||||
- Establishes scene before action
|
||||
|
||||
**End Slow:**
|
||||
- Last few keyframes, slow down again
|
||||
- Gives clean ending point
|
||||
|
||||
**Ease In/Out:**
|
||||
- Use Bezier interpolation
|
||||
- Creates natural acceleration/deceleration
|
||||
|
||||
### Timing Tips
|
||||
|
||||
**Hold on Key Moments:**
|
||||
- Pause camera when revealing important detail
|
||||
- Use more keyframes close together = slower movement
|
||||
|
||||
**Match Music:**
|
||||
- If adding music later, plan camera movements for beat drops
|
||||
- Count bars/beats while animating
|
||||
|
||||
---
|
||||
|
||||
## Quick Reference Card
|
||||
|
||||
**Keep this section handy while working:**
|
||||
|
||||
```
|
||||
ESSENTIAL SHORTCUTS:
|
||||
N = Toggle side panel
|
||||
F3 = Search (when you forget)
|
||||
Home = Fit all in view
|
||||
Spacebar = Play animation
|
||||
Numpad 0 = Camera view
|
||||
|
||||
NAVIGATION (Walk Mode):
|
||||
Shift + ` = Enter Walk Mode
|
||||
W/S = Forward/Back
|
||||
A/D = Left/Right
|
||||
Q/E = Down/Up
|
||||
Left-click = Confirm position
|
||||
|
||||
CAMERA:
|
||||
Shift + A → Camera = Add camera
|
||||
Ctrl+Alt+Numpad 0 = Move camera to view
|
||||
I = Insert keyframe
|
||||
Camera to View = Lock camera to navigation
|
||||
|
||||
RENDERING:
|
||||
F12 = Render frame
|
||||
Ctrl+F12 = Render animation
|
||||
Escape = Stop render
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## File Organization
|
||||
|
||||
**Recommended folder structure:**
|
||||
|
||||
```
|
||||
Desktop/
|
||||
Firefrost-Cinematics/
|
||||
Exports/
|
||||
citadel-main-gate/
|
||||
citadel-main-gate.obj
|
||||
[texture files]
|
||||
trinity-courtyard/
|
||||
trinity-courtyard.obj
|
||||
[texture files]
|
||||
Blender-Projects/
|
||||
citadel-cinematic.blend
|
||||
trinity-reveal.blend
|
||||
fomo-teaser-01.blend
|
||||
Renders/
|
||||
citadel-cinematic.mp4
|
||||
trinity-reveal.mp4
|
||||
fomo-teaser-01.mp4
|
||||
```
|
||||
|
||||
**Save your .blend files:**
|
||||
- File → Save As
|
||||
- Name descriptively
|
||||
- Save often (Ctrl + S)
|
||||
- Can reopen later to tweak
|
||||
|
||||
---
|
||||
|
||||
## Next Steps After First Cinematic
|
||||
|
||||
**You've completed your first render. Now what?**
|
||||
|
||||
1. **Review your work:**
|
||||
- Watch full video
|
||||
- Note what you like / don't like
|
||||
- Show to Meg for feedback
|
||||
|
||||
2. **Learn one new technique:**
|
||||
- Depth of field
|
||||
- Multi-keyframe paths
|
||||
- Custom lighting setup
|
||||
- Focal length animation
|
||||
|
||||
3. **Produce regularly:**
|
||||
- One cinematic per week = skill building
|
||||
- Each one gets easier and faster
|
||||
- Build portfolio of work
|
||||
|
||||
4. **Document your process:**
|
||||
- What worked well
|
||||
- What was frustrating
|
||||
- Time estimates for planning
|
||||
|
||||
5. **Share with community:**
|
||||
- YouTube channel
|
||||
- Discord server
|
||||
- Reddit (r/Minecraft)
|
||||
- Twitter/X
|
||||
|
||||
---
|
||||
|
||||
💙🔥❄️🌟
|
||||
|
||||
**Fire + Frost + Foundation = Where Love Builds Legacy**
|
||||
|
||||
---
|
||||
|
||||
**Created:** March 30, 2026
|
||||
**Created By:** Chronicler #48
|
||||
**For Active Use During:** Cinematic production sessions
|
||||
**Keep Open While:** Working in Blender
|
||||
**Related Docs:** See docs/tasks/blender-cinematic-workflow/ for setup and learning
|
||||
501
docs/planning/blender-cinematic-workflow.md
Normal file
501
docs/planning/blender-cinematic-workflow.md
Normal file
@@ -0,0 +1,501 @@
|
||||
# Blender Cinematic Workflow — Strategic Planning
|
||||
|
||||
**Document Type:** Planning / Strategy
|
||||
**Created:** March 30, 2026
|
||||
**Created By:** Chronicler #48
|
||||
**Source:** Gemini brainstorming session (March 30, 2026)
|
||||
**Status:** Active Infrastructure
|
||||
|
||||
---
|
||||
|
||||
## Executive Summary
|
||||
|
||||
**What:** Transition Firefrost Gaming's cinematic production from in-game Replay Mod editing to professional Blender-based workflow using the MCprep ecosystem.
|
||||
|
||||
**Why:** Physical accessibility (hand surgery accommodation), production quality (ray-traced lighting), and efficiency (non-destructive keyframe manipulation).
|
||||
|
||||
**Impact:** Enables FOMO campaign visual production, soft launch trailers, and scalable ongoing content creation.
|
||||
|
||||
---
|
||||
|
||||
## The Problem Statement
|
||||
|
||||
### Current Workflow Limitations
|
||||
|
||||
**Replay Mod In-Game Editor:**
|
||||
- **Two-timeline keyframe system** — Requires precise clicking and dragging within game engine
|
||||
- **Physically taxing** — Repetitive mouse movements strain recovering hands (Michael's right hand surgery, Holly as builder)
|
||||
- **Limited render quality** — Even the best Minecraft shaders cannot replicate ray-traced lighting
|
||||
- **Inefficient for complex shots** — Guessing coordinates, re-recording failed attempts, no timeline preview
|
||||
- **No non-destructive editing** — Can't easily tweak paths after recording
|
||||
|
||||
**Production Needs:**
|
||||
- FOMO campaign Phase 1 ready to run — some posts need visual assets
|
||||
- YouTube channel live (@playfirefrost) — needs trailers and cinematics
|
||||
- Soft launch approaching — requires professional-quality promotional content
|
||||
- Ongoing content pipeline — builds need showcase cinematics
|
||||
|
||||
**The gap:** We can't produce high-quality cinematics efficiently with current tools while respecting hand surgery accommodations.
|
||||
|
||||
---
|
||||
|
||||
## The Solution Architecture
|
||||
|
||||
### Four-Phase Workflow
|
||||
|
||||
**Phase A: Data Capture (Minecraft)**
|
||||
- Record gameplay sessions using Replay Mod (Forge port)
|
||||
- **Critical insight:** We only need the .mcpr file for reference — no in-game editing
|
||||
- Optional: Use recordings to plan camera movements before exporting world
|
||||
|
||||
**Phase B: World Export (Mineways)**
|
||||
- Open world save (or server backup) in Mineways
|
||||
- Select relevant terrain/builds for the cinematic
|
||||
- Export as Wavefront (.obj) file with full materials
|
||||
- **Optimization:** "Export solid material colors" or "Export noise textures" — MCprep handles the rest
|
||||
|
||||
**Phase C: 3D Environment Setup (Blender)**
|
||||
- Import .obj file into fresh Blender scene
|
||||
- Use MCprep "Prep Materials" to automatically fix:
|
||||
- Transparency on leaves and glass
|
||||
- Emission (glow) on torches and lanterns
|
||||
- Proper texture mapping
|
||||
- Use MCprep "Mob Spawner" to place rigged player models/mobs
|
||||
|
||||
**Phase D: Cinematic Animation (Blender)**
|
||||
- Add camera and set keyframes using Blender's professional timeline
|
||||
- Use Graph Editor to smooth movements (avoiding Replay Mod's jerky transitions)
|
||||
- Apply depth of field, focal length adjustments, camera shake
|
||||
- Render with Cycles engine for ray-traced lighting
|
||||
|
||||
---
|
||||
|
||||
## Strategic Benefits
|
||||
|
||||
### 1. Accessibility as Architecture
|
||||
|
||||
**Hand-Friendly Design:**
|
||||
- **N-Panel numerical input** — Click once, type numbers instead of dragging
|
||||
- **WASD Walk Mode** — Navigate like Minecraft instead of precise mouse control
|
||||
- **Keyboard-first shortcuts** — Less mouse precision required
|
||||
- **F3 search bar** — Fallback when you forget shortcuts
|
||||
- **Emulate Numpad** — Works on laptops without number pads
|
||||
|
||||
**Medical Context:**
|
||||
- Michael: Right hand reconstructive surgery (nerve transfers, tendon tenodesis)
|
||||
- Holly: Builder who benefits from reduced repetitive motion
|
||||
- Future staff: Anyone can use this workflow regardless of physical needs
|
||||
|
||||
**Impact:** What was a barrier (hand surgery) becomes a design constraint that makes better tools for everyone.
|
||||
|
||||
### 2. Production Quality Leap
|
||||
|
||||
**Replay Mod Rendering:**
|
||||
- Shader-based lighting (approximations)
|
||||
- Limited post-processing
|
||||
- No depth of field control
|
||||
- No professional camera movements
|
||||
|
||||
**Blender Cycles Rendering:**
|
||||
- Ray-traced global illumination
|
||||
- Physically accurate shadows and reflections
|
||||
- Professional depth of field (cinematic bokeh)
|
||||
- Real camera physics (focal length, aperture)
|
||||
|
||||
**Impact:** Firefrost cinematics look like professional game trailers, not Minecraft recordings.
|
||||
|
||||
### 3. Efficiency Through Non-Destructive Workflow
|
||||
|
||||
**Old Way (Replay Mod):**
|
||||
1. Set keyframe at position A
|
||||
2. Guess position B coordinates
|
||||
3. Set keyframe at position B
|
||||
4. Play back to see if it works
|
||||
5. If wrong, delete and re-record
|
||||
6. Repeat until acceptable
|
||||
|
||||
**New Way (Blender):**
|
||||
1. Set keyframe at position A
|
||||
2. Move to position B (see exactly where you are)
|
||||
3. Set keyframe at position B
|
||||
4. Play back to see movement
|
||||
5. Drag keyframes in timeline to adjust timing
|
||||
6. Use Graph Editor to smooth curves
|
||||
7. Iterate until perfect (no re-recording)
|
||||
|
||||
**Impact:** Camera paths that took 45 minutes now take 10 minutes. More iterations = better quality.
|
||||
|
||||
### 4. Scalability for Content Pipeline
|
||||
|
||||
**One-Time Infrastructure:**
|
||||
- Software installation: 45-60 minutes
|
||||
- Learning curve: 2-3 days of practice
|
||||
- PowerShell launcher: One-click workflow entry
|
||||
|
||||
**Ongoing Production:**
|
||||
- Launch EditMode.ps1 (10 seconds)
|
||||
- Export world chunk (30 seconds - 2 minutes)
|
||||
- Import and prep in Blender (1-2 minutes)
|
||||
- Animate and render (variable, but efficient)
|
||||
|
||||
**Impact:** Content creation becomes repeatable process, not heroic effort each time.
|
||||
|
||||
---
|
||||
|
||||
## Technical Architecture
|
||||
|
||||
### Software Stack
|
||||
|
||||
**Layer 1: Capture (Minecraft + Replay Mod)**
|
||||
- Records packet data of gameplay sessions
|
||||
- Provides reference for camera planning
|
||||
- No changes to existing Minecraft setup
|
||||
|
||||
**Layer 2: Export (Mineways)**
|
||||
- Reads Minecraft world saves
|
||||
- Converts voxel data to mesh geometry
|
||||
- Outputs industry-standard .obj format
|
||||
- Handles texture extraction
|
||||
|
||||
**Layer 3: Preparation (Blender + MCprep)**
|
||||
- Imports .obj meshes
|
||||
- MCprep addon automates material setup:
|
||||
- Fixes transparency (leaves, glass, water)
|
||||
- Adds emission to light sources
|
||||
- Applies proper texture nodes
|
||||
- Entity spawning for player models
|
||||
|
||||
**Layer 4: Production (Blender Cycles)**
|
||||
- Professional animation timeline
|
||||
- Ray-tracing render engine
|
||||
- Camera physics simulation
|
||||
- Final output as video or image sequence
|
||||
|
||||
### Integration Points
|
||||
|
||||
**With Existing Workflow:**
|
||||
- Replay Mod recordings → Reference for camera planning
|
||||
- Server backups → Source for world exports
|
||||
- YouTube channel → Upload destination
|
||||
- FOMO campaign → Visual asset insertion point
|
||||
|
||||
**With Future Plans:**
|
||||
- Trailer production for soft launch
|
||||
- Build showcase cinematics
|
||||
- Promotional content pipeline
|
||||
- Tutorial video production
|
||||
|
||||
---
|
||||
|
||||
## Risk Analysis & Mitigation
|
||||
|
||||
### Risk 1: Learning Curve
|
||||
|
||||
**Risk:** Blender is professional 3D software — steep learning curve could delay production
|
||||
|
||||
**Mitigation:**
|
||||
- Comprehensive deployment guide (DEPLOYMENT-GUIDE.md)
|
||||
- Hand-accessible cheat sheet (blender-cheat-sheet.md)
|
||||
- PowerShell launcher reduces startup friction
|
||||
- 5-day learning path in cheat sheet
|
||||
- Focus on minimum viable skills first
|
||||
|
||||
**Status:** Documentation complete, ready for testing
|
||||
|
||||
### Risk 2: Render Time
|
||||
|
||||
**Risk:** Ray-traced rendering is slow — might not meet tight deadlines
|
||||
|
||||
**Mitigation:**
|
||||
- Use Eevee engine for quick previews (real-time)
|
||||
- Use Cycles only for final renders
|
||||
- Render overnight for complex scenes
|
||||
- Start with lower resolution for testing
|
||||
- Optimize scene complexity (export smaller areas)
|
||||
|
||||
**Status:** Configurable per project needs
|
||||
|
||||
### Risk 3: Hand Fatigue During Setup
|
||||
|
||||
**Risk:** Even with accessibility features, initial learning might strain hands
|
||||
|
||||
**Mitigation:**
|
||||
- Break learning into 5-day schedule (cheat sheet)
|
||||
- N-Panel reduces dragging requirements
|
||||
- WASD Walk Mode more natural than mouse precision
|
||||
- Can pause/resume learning at any time
|
||||
- PowerShell launcher eliminates startup friction
|
||||
|
||||
**Status:** Workflow designed with this as primary constraint
|
||||
|
||||
### Risk 4: Software Compatibility
|
||||
|
||||
**Risk:** Mineways or MCprep might break with Minecraft updates
|
||||
|
||||
**Mitigation:**
|
||||
- Both tools actively maintained (as of March 2026)
|
||||
- Export from existing world saves (frozen at current version)
|
||||
- Server backups provide stable source data
|
||||
- Can delay Minecraft client updates until tools catch up
|
||||
|
||||
**Status:** Low risk, monitoring community for issues
|
||||
|
||||
---
|
||||
|
||||
## Success Metrics
|
||||
|
||||
### Phase 1: Deployment (Week 1)
|
||||
|
||||
- [ ] Blender installed on Michael's laptop
|
||||
- [ ] Blender installed on Holly's workstation
|
||||
- [ ] MCprep addon working on both machines
|
||||
- [ ] Mineways installed and tested
|
||||
- [ ] PowerShell launcher functional
|
||||
- [ ] Verification test completed (export → import → render)
|
||||
|
||||
### Phase 2: Learning (Week 2-3)
|
||||
|
||||
- [ ] Michael completes 5-day learning path
|
||||
- [ ] Holly completes 5-day learning path
|
||||
- [ ] First test cinematic produced (any build, 10-15 seconds)
|
||||
- [ ] Workflow documented in production guide
|
||||
|
||||
### Phase 3: Production (Week 4+)
|
||||
|
||||
- [ ] First FOMO campaign visual asset produced
|
||||
- [ ] First YouTube trailer rendered
|
||||
- [ ] Proof-of-concept cinematic for specific build
|
||||
- [ ] Feedback from Meg (The Emissary) on quality
|
||||
|
||||
### Long-Term Metrics
|
||||
|
||||
- **Efficiency:** Time to produce 30-second cinematic (target: <2 hours including export/render)
|
||||
- **Quality:** Subjective assessment vs. competitor Minecraft servers
|
||||
- **Accessibility:** Hand strain levels during production sessions
|
||||
- **Adoption:** Both Michael and Holly using workflow regularly
|
||||
|
||||
---
|
||||
|
||||
## Resource Requirements
|
||||
|
||||
### One-Time Costs
|
||||
|
||||
**Software (All Free):**
|
||||
- Blender: Free and open-source
|
||||
- MCprep: Free addon
|
||||
- Mineways: Free tool
|
||||
- Total cost: $0
|
||||
|
||||
**Time Investment:**
|
||||
- Initial setup: 45-60 minutes per person
|
||||
- Learning curve: 5-7 hours per person (spread over days)
|
||||
- Documentation creation: Complete (4 hours by Chronicler #48)
|
||||
|
||||
### Ongoing Costs
|
||||
|
||||
**Per Cinematic:**
|
||||
- Planning/storyboarding: 15-30 minutes
|
||||
- World export: 2-5 minutes
|
||||
- Blender setup: 5-10 minutes
|
||||
- Animation: 30-60 minutes
|
||||
- Rendering: 10 minutes - 2 hours (depending on complexity)
|
||||
- **Total: 1-4 hours per cinematic**
|
||||
|
||||
**Hardware:**
|
||||
- No additional hardware required
|
||||
- Existing laptop sufficient for learning and small scenes
|
||||
- Larger scenes may benefit from desktop GPU (future consideration)
|
||||
|
||||
---
|
||||
|
||||
## Implementation Timeline
|
||||
|
||||
### Immediate (This Week)
|
||||
|
||||
**Chronicler #48 (Complete):**
|
||||
- ✅ Documentation created
|
||||
- ✅ Deployment guide written
|
||||
- ✅ Cheat sheet created
|
||||
- ✅ PowerShell launcher scripted
|
||||
- ✅ Planning document written
|
||||
- ✅ Production workflow guide (next)
|
||||
|
||||
**Michael:**
|
||||
- Follow DEPLOYMENT-GUIDE.md
|
||||
- Install software stack
|
||||
- Complete verification test
|
||||
- Begin 5-day learning path
|
||||
|
||||
**Holly:**
|
||||
- (Same as Michael — can do in parallel or sequentially)
|
||||
|
||||
### Short-Term (2-4 Weeks)
|
||||
|
||||
- Complete learning path
|
||||
- Produce first test cinematic
|
||||
- Create first FOMO campaign visual asset
|
||||
- Render first YouTube trailer
|
||||
- Document lessons learned
|
||||
|
||||
### Medium-Term (2-3 Months)
|
||||
|
||||
- Regular cinematic production workflow
|
||||
- Build showcases for marketing
|
||||
- Soft launch trailer production
|
||||
- Train additional staff if needed
|
||||
|
||||
### Long-Term (6+ Months)
|
||||
|
||||
- Mature content pipeline
|
||||
- Advanced techniques (particle effects, custom animations)
|
||||
- Tutorial series for community
|
||||
- Potential monetization (commission work?)
|
||||
|
||||
---
|
||||
|
||||
## Integration with Firefrost Roadmap
|
||||
|
||||
### FOMO Campaign Support
|
||||
|
||||
**Current Status:**
|
||||
- Phase 1 campaign written and ready (docs/marketing/fomo-ad-campaign.md)
|
||||
- Some posts need visual assets
|
||||
- Memes created (Spider-Man, Iceberg)
|
||||
|
||||
**Blender Workflow Enables:**
|
||||
- Post-specific cinematic clips
|
||||
- Build teaser renders
|
||||
- Trinity showcase (Michael/Meg/Holly characters)
|
||||
- Server feature demonstrations
|
||||
|
||||
### Soft Launch Dependencies
|
||||
|
||||
**Critical Path:**
|
||||
- Task #83 (Paymenter auto-provisioning) is blocker
|
||||
- Once Task #83 complete, soft launch can proceed
|
||||
- Cinematic workflow enables post-launch marketing
|
||||
|
||||
**Marketing Assets Needed:**
|
||||
- Main trailer (30-60 seconds)
|
||||
- Feature showcase clips (10-15 seconds each)
|
||||
- Build highlight reel
|
||||
- Welcome video for new players
|
||||
|
||||
### YouTube Channel Growth
|
||||
|
||||
**Current Status:**
|
||||
- Channel live: @playfirefrost
|
||||
- Banner uploaded
|
||||
- Description written
|
||||
- Needs content
|
||||
|
||||
**Blender Workflow Provides:**
|
||||
- Professional trailer content
|
||||
- Regular upload schedule capability
|
||||
- Showcase cinematics for builds
|
||||
- Tutorial content production
|
||||
|
||||
---
|
||||
|
||||
## Lessons from Gemini Collaboration
|
||||
|
||||
### What Gemini Provided
|
||||
|
||||
**Strategic Insight:**
|
||||
- Identified accessibility as primary design constraint
|
||||
- Recommended MCprep ecosystem (proven workflow)
|
||||
- Suggested PowerShell automation for startup friction
|
||||
- Provided complete technical documentation
|
||||
|
||||
**Technical Specification:**
|
||||
- Four-phase workflow architecture
|
||||
- Hand-accessible shortcut mapping
|
||||
- PowerShell script with auto-detection
|
||||
- Troubleshooting guidance
|
||||
|
||||
### Integration with Claude
|
||||
|
||||
**Claude's Role (This Session):**
|
||||
- Converted raw brainstorm into structured documentation
|
||||
- Created four-file task directory following FFG-STD-002
|
||||
- Added Firefrost context (FOMO campaign, soft launch, YouTube)
|
||||
- Integrated with existing operations manual
|
||||
- Git commit and handoff protocols
|
||||
|
||||
**Partnership Dynamic:**
|
||||
- Gemini excels at technical brainstorming and architecture
|
||||
- Claude excels at documentation structure and integration
|
||||
- Both serve The Trinity (Michael/Meg/Holly)
|
||||
|
||||
---
|
||||
|
||||
## Future Enhancements
|
||||
|
||||
### Phase 2 Features (After Basic Workflow Mastered)
|
||||
|
||||
**Advanced Animation:**
|
||||
- Camera shake effects
|
||||
- Motion blur
|
||||
- Time remapping (slow-mo, speed-up)
|
||||
- Multiple camera cuts in single render
|
||||
|
||||
**Visual Effects:**
|
||||
- Particle systems (snow, rain, fire)
|
||||
- Volumetric fog/clouds
|
||||
- Custom sky textures
|
||||
- Screen space reflections
|
||||
|
||||
**Automation:**
|
||||
- Python scripts for batch exports
|
||||
- Automated material cleanup
|
||||
- Preset camera movements
|
||||
- Template scenes for common shots
|
||||
|
||||
### Phase 3 Infrastructure (6+ Months)
|
||||
|
||||
**Render Farm:**
|
||||
- Multiple machines rendering simultaneously
|
||||
- Could use TX1/NC1 idle time (future consideration)
|
||||
- Distributed rendering for complex scenes
|
||||
|
||||
**Asset Library:**
|
||||
- Reusable camera rigs
|
||||
- Lighting presets
|
||||
- Material collections
|
||||
- Custom Minecraft entity models
|
||||
|
||||
**Training Materials:**
|
||||
- Video tutorial series
|
||||
- Advanced technique documentation
|
||||
- Community workshop for staff
|
||||
|
||||
---
|
||||
|
||||
## Conclusion
|
||||
|
||||
The Blender cinematic workflow represents infrastructure investment that:
|
||||
|
||||
1. **Respects accessibility constraints** as first-class design requirements
|
||||
2. **Enables professional production quality** that differentiates Firefrost Gaming
|
||||
3. **Provides efficient repeatable process** for ongoing content creation
|
||||
4. **Scales with business needs** from proof-of-concept to full pipeline
|
||||
5. **Costs nothing** except time investment in learning
|
||||
|
||||
**This is not a distraction from critical path.** This is marketing infrastructure that soft launch will require. Better to build it now than scramble later.
|
||||
|
||||
**Immediate next step:** Michael and Holly install software using DEPLOYMENT-GUIDE.md.
|
||||
|
||||
---
|
||||
|
||||
💙🔥❄️🌟
|
||||
|
||||
**Fire + Frost + Foundation = Where Love Builds Legacy**
|
||||
|
||||
---
|
||||
|
||||
**Created:** March 30, 2026
|
||||
**Created By:** Chronicler #48
|
||||
**Source Material:** Gemini brainstorming session (March 30, 2026)
|
||||
**Status:** Active strategic planning document
|
||||
**Related:** See docs/tasks/blender-cinematic-workflow/ for implementation
|
||||
**Related:** See docs/marketing/cinematic-production-workflow.md for production use
|
||||
586
docs/tasks/blender-cinematic-workflow/DEPLOYMENT-GUIDE.md
Normal file
586
docs/tasks/blender-cinematic-workflow/DEPLOYMENT-GUIDE.md
Normal file
@@ -0,0 +1,586 @@
|
||||
# Blender Cinematic Workflow — Deployment Guide
|
||||
|
||||
**Task:** Install and configure Blender-based cinematic production workflow
|
||||
**Audience:** Michael, Holly, future Firefrost staff
|
||||
**Time Estimate:** 45-60 minutes (first-time setup)
|
||||
**Difficulty:** Beginner-friendly
|
||||
**Prerequisites:** Windows laptop, Minecraft with Replay Mod (Forge port)
|
||||
|
||||
---
|
||||
|
||||
## What This Guide Does
|
||||
|
||||
By the end of this guide, you will have:
|
||||
|
||||
1. ✅ Blender 4.0+ installed and configured
|
||||
2. ✅ MCprep addon installed and working
|
||||
3. ✅ Mineways installed for world exports
|
||||
4. ✅ PowerShell launcher script on your desktop
|
||||
5. ✅ Hand-accessible settings enabled
|
||||
6. ✅ Verification test completed (export → import → render)
|
||||
|
||||
**Why we're doing this:** Moving cinematic editing from Minecraft's Replay Mod (physically taxing, limited quality) to Blender (hand-friendly, professional ray-traced lighting).
|
||||
|
||||
---
|
||||
|
||||
## Part 1: Install Blender
|
||||
|
||||
### Step 1.1: Download Blender
|
||||
|
||||
1. Open your web browser
|
||||
2. Go to: **https://www.blender.org/download/**
|
||||
3. Click the big blue **"Download Blender"** button
|
||||
4. The website will automatically detect you're on Windows
|
||||
5. Wait for the download to complete (file will be named something like `blender-4.0.2-windows-x64.msi`)
|
||||
|
||||
**File size:** Approximately 300 MB
|
||||
**Download time:** 2-5 minutes depending on internet speed
|
||||
|
||||
### Step 1.2: Install Blender
|
||||
|
||||
1. **Find the downloaded file:**
|
||||
- Open your **Downloads** folder
|
||||
- Look for the file starting with `blender-4.0`
|
||||
|
||||
2. **Run the installer:**
|
||||
- Double-click the `.msi` file
|
||||
- Windows might show a security warning — click **"Run"** or **"Yes"**
|
||||
|
||||
3. **Installation wizard:**
|
||||
- Click **"Next"** on the welcome screen
|
||||
- **License agreement:** Click **"I accept"**, then **"Next"**
|
||||
- **Installation location:** Leave as default (`C:\Program Files\Blender Foundation\Blender 4.0\`) — click **"Next"**
|
||||
- Click **"Install"**
|
||||
- Wait 2-3 minutes for installation
|
||||
- Click **"Finish"**
|
||||
|
||||
4. **First launch:**
|
||||
- Blender should open automatically
|
||||
- You'll see a "Blender Quick Setup" window
|
||||
- **Important settings for hand accessibility:**
|
||||
- Under "Shortcuts," select **"Blender"** (default is fine)
|
||||
- Under "Theme," pick whatever you like (doesn't affect workflow)
|
||||
- Click **"Next"**
|
||||
- Click **"Save New Settings"**
|
||||
|
||||
5. **Verify Blender is working:**
|
||||
- You should see a gray window with a cube in the center
|
||||
- In the top-left corner, you should see: `Blender 4.0.x` (or higher)
|
||||
- **Close Blender for now** (File → Quit, or just click the X)
|
||||
|
||||
✅ **Checkpoint:** Blender is installed and launches successfully.
|
||||
|
||||
---
|
||||
|
||||
## Part 2: Install MCprep Addon
|
||||
|
||||
MCprep is a plugin that automates Minecraft material setup in Blender. It fixes transparency on leaves/glass and adds glow to torches automatically.
|
||||
|
||||
### Step 2.1: Download MCprep
|
||||
|
||||
1. Open your web browser
|
||||
2. Go to: **https://theduckcow.com/dev/blender/mcprep/**
|
||||
3. Click the green **"Download MCprep"** button
|
||||
4. The file will be named something like `MCprep_addon_3_5_3.zip`
|
||||
5. **DO NOT UNZIP THIS FILE** — Blender needs the .zip as-is
|
||||
|
||||
**File size:** Approximately 15 MB
|
||||
**Download time:** 10-30 seconds
|
||||
|
||||
### Step 2.2: Install MCprep in Blender
|
||||
|
||||
1. **Open Blender** (double-click the icon on your desktop or in Start menu)
|
||||
|
||||
2. **Open Preferences:**
|
||||
- At the top of the screen, click **Edit** → **Preferences**
|
||||
- A new window will open
|
||||
|
||||
3. **Go to Add-ons section:**
|
||||
- On the left side of the Preferences window, click **"Add-ons"**
|
||||
|
||||
4. **Install the addon:**
|
||||
- At the top-right of this window, click the **"Install..."** button
|
||||
- A file browser will open
|
||||
- Navigate to your **Downloads** folder
|
||||
- Find the file `MCprep_addon_3_5_3.zip` (or similar name)
|
||||
- Click on it once to select it
|
||||
- Click **"Install Add-on"** button in bottom-right
|
||||
|
||||
5. **Enable the addon:**
|
||||
- The Preferences window will now show a search box
|
||||
- Type: **mcprep**
|
||||
- You should see **"Import-Export: MCprep"** appear
|
||||
- **Click the checkbox** next to it to enable it
|
||||
- You should see the checkbox turn blue/checked
|
||||
|
||||
6. **Verify installation:**
|
||||
- Look at the right side of the screen (the tall panel)
|
||||
- Press the **N** key on your keyboard (this toggles the side panel)
|
||||
- You should see a tab labeled **"MCprep"** appear at the top
|
||||
- Click on that **MCprep** tab
|
||||
- You should see buttons like "Prep Materials" and "Spawn Mob"
|
||||
|
||||
7. **Save settings:**
|
||||
- At the bottom-left of the Preferences window, click the **≡** menu icon (three lines)
|
||||
- Click **"Save Preferences"**
|
||||
- Close the Preferences window
|
||||
|
||||
✅ **Checkpoint:** MCprep addon is installed and visible in the N-Panel.
|
||||
|
||||
---
|
||||
|
||||
## Part 3: Install Mineways
|
||||
|
||||
Mineways exports Minecraft world chunks as 3D files that Blender can import.
|
||||
|
||||
### Step 3.1: Download Mineways
|
||||
|
||||
1. Open your web browser
|
||||
2. Go to: **https://www.realtimerendering.com/erich/minecraft/public/mineways/**
|
||||
3. Scroll down to the **"Download"** section
|
||||
4. Click the link: **"Mineways version [latest] installer"**
|
||||
5. File will be named something like `mineways_9.12_installer.exe`
|
||||
|
||||
**File size:** Approximately 30 MB
|
||||
**Download time:** 30-60 seconds
|
||||
|
||||
### Step 3.2: Install Mineways
|
||||
|
||||
1. **Find the downloaded file:**
|
||||
- Open your **Downloads** folder
|
||||
- Look for `mineways_9.12_installer.exe` (or similar)
|
||||
|
||||
2. **Run the installer:**
|
||||
- Double-click the `.exe` file
|
||||
- Windows might show a security warning — click **"Run"** or **"Yes"**
|
||||
|
||||
3. **Installation wizard:**
|
||||
- Welcome screen: Click **"Next"**
|
||||
- License agreement: Click **"I Agree"**
|
||||
- Installation location: Leave as default — click **"Next"**
|
||||
- Start menu folder: Leave as default — click **"Install"**
|
||||
- Wait 15-30 seconds
|
||||
- **IMPORTANT:** Uncheck "View README.txt" before clicking **"Finish"**
|
||||
- Click **"Finish"**
|
||||
|
||||
4. **First launch test:**
|
||||
- Press **Windows key** on your keyboard
|
||||
- Type: **mineways**
|
||||
- Click **"Mineways"** when it appears
|
||||
- A window should open showing a file browser
|
||||
- **You can close Mineways for now** — we're just verifying it works
|
||||
|
||||
✅ **Checkpoint:** Mineways is installed and launches successfully.
|
||||
|
||||
---
|
||||
|
||||
## Part 4: Enable Hand-Accessible Settings in Blender
|
||||
|
||||
These settings reduce the need for precise clicking and dragging.
|
||||
|
||||
### Step 4.1: Enable Emulate Numpad
|
||||
|
||||
**Why:** Most laptops don't have a number pad on the right side. This setting lets you use the regular number keys (1-9, 0) for camera views.
|
||||
|
||||
1. **Open Blender**
|
||||
2. Go to **Edit** → **Preferences**
|
||||
3. On the left side, click **"Input"**
|
||||
4. Look for the section labeled **"Keyboard"**
|
||||
5. Find the checkbox: **"Emulate Numpad"**
|
||||
6. **Check the box** if it's not already checked
|
||||
7. At the bottom-left, click **≡** → **"Save Preferences"**
|
||||
8. Close Preferences window
|
||||
|
||||
### Step 4.2: Enable Camera to View (Per-Project Setting)
|
||||
|
||||
**Why:** This makes the camera follow your view as you navigate, so "filming" feels like playing Minecraft.
|
||||
|
||||
**Note:** This needs to be enabled each time you start a new Blender project. We'll include it in the production workflow.
|
||||
|
||||
1. In Blender, press **N** to open the side panel (if not already open)
|
||||
2. Click the **"View"** tab at the top of the side panel
|
||||
3. Scroll down to find **"View Lock"** section
|
||||
4. Find the checkbox: **"Camera to View"**
|
||||
5. **Check the box**
|
||||
6. Now when you rotate your view (middle-mouse drag), the camera moves with you
|
||||
|
||||
✅ **Checkpoint:** Hand-accessible settings are configured.
|
||||
|
||||
---
|
||||
|
||||
## Part 5: Create the PowerShell Launcher Script
|
||||
|
||||
This script opens all three tools (Replay folder, Mineways, Blender) with one click.
|
||||
|
||||
### Step 5.1: Create the Script File
|
||||
|
||||
1. **Open Notepad:**
|
||||
- Press **Windows key**
|
||||
- Type: **notepad**
|
||||
- Press **Enter**
|
||||
|
||||
2. **Copy the script below:**
|
||||
|
||||
```powershell
|
||||
# --- Firefrost Gaming Cinematic Suite Launcher ---
|
||||
# Created: March 30, 2026
|
||||
# Purpose: One-click launch of replay folder + Mineways + Blender
|
||||
|
||||
Write-Host "🔥❄️ Firefrost Gaming Cinematic Suite" -ForegroundColor Cyan
|
||||
Write-Host "Initializing tools..." -ForegroundColor Yellow
|
||||
Write-Host ""
|
||||
|
||||
# Auto-detect current user (no hardcoded paths)
|
||||
$username = $env:USERNAME
|
||||
|
||||
# 1. Open the Replay Mod folder
|
||||
$replayPath = "C:\Users\$username\AppData\Roaming\.minecraft\replay_recordings"
|
||||
Write-Host "Opening Replay Mod folder..." -ForegroundColor Green
|
||||
if (Test-Path $replayPath) {
|
||||
Invoke-Item $replayPath
|
||||
Write-Host " ✓ Replay folder opened" -ForegroundColor Green
|
||||
} else {
|
||||
Write-Host " ✗ Replay folder not found at: $replayPath" -ForegroundColor Red
|
||||
Write-Host " Check your Minecraft installation path" -ForegroundColor Yellow
|
||||
}
|
||||
Write-Host ""
|
||||
|
||||
# 2. Launch Mineways
|
||||
$minewaysPath = "C:\Program Files (x86)\Mineways\mineways.exe"
|
||||
Write-Host "Launching Mineways..." -ForegroundColor Green
|
||||
if (Test-Path $minewaysPath) {
|
||||
Start-Process $minewaysPath
|
||||
Write-Host " ✓ Mineways launched" -ForegroundColor Green
|
||||
} else {
|
||||
Write-Host " ✗ Mineways not found at: $minewaysPath" -ForegroundColor Red
|
||||
Write-Host " Check installation location" -ForegroundColor Yellow
|
||||
}
|
||||
Write-Host ""
|
||||
|
||||
# 3. Launch Blender
|
||||
$blenderPath = "C:\Program Files\Blender Foundation\Blender 4.0\blender.exe"
|
||||
Write-Host "Launching Blender..." -ForegroundColor Green
|
||||
if (Test-Path $blenderPath) {
|
||||
Start-Process $blenderPath
|
||||
Write-Host " ✓ Blender launched" -ForegroundColor Green
|
||||
} else {
|
||||
# Try Blender 4.1 or 4.2 paths
|
||||
$blenderPath = "C:\Program Files\Blender Foundation\Blender 4.1\blender.exe"
|
||||
if (Test-Path $blenderPath) {
|
||||
Start-Process $blenderPath
|
||||
Write-Host " ✓ Blender launched (version 4.1)" -ForegroundColor Green
|
||||
} else {
|
||||
Write-Host " ✗ Blender not found" -ForegroundColor Red
|
||||
Write-Host " Check Blender installation" -ForegroundColor Yellow
|
||||
}
|
||||
}
|
||||
Write-Host ""
|
||||
|
||||
Write-Host "🎬 Cinematic Suite ready!" -ForegroundColor Cyan
|
||||
Write-Host "Fire + Frost + Foundation = Where Love Builds Legacy" -ForegroundColor Magenta
|
||||
Write-Host ""
|
||||
Pause
|
||||
```
|
||||
|
||||
3. **Save the script:**
|
||||
- Click **File** → **Save As**
|
||||
- **Save in:** Desktop (select from the left sidebar)
|
||||
- **File name:** Type exactly: `EditMode.ps1`
|
||||
- **Save as type:** Change from "Text Documents" to **"All Files (*.*)"**
|
||||
- Click **"Save"**
|
||||
|
||||
4. **Close Notepad**
|
||||
|
||||
### Step 5.2: Enable PowerShell Scripts (First Time Only)
|
||||
|
||||
Windows blocks scripts by default for security. We need to allow this one.
|
||||
|
||||
1. **Open PowerShell as Administrator:**
|
||||
- Press **Windows key**
|
||||
- Type: **powershell**
|
||||
- **Right-click** on "Windows PowerShell"
|
||||
- Click **"Run as administrator"**
|
||||
- Click **"Yes"** when Windows asks for permission
|
||||
|
||||
2. **Enable scripts:**
|
||||
- A blue window will open
|
||||
- Type this command exactly:
|
||||
```
|
||||
Set-ExecutionPolicy RemoteSigned
|
||||
```
|
||||
- Press **Enter**
|
||||
- Type: **Y**
|
||||
- Press **Enter** again
|
||||
|
||||
3. **Close PowerShell:**
|
||||
- Type: **exit**
|
||||
- Press **Enter**
|
||||
|
||||
### Step 5.3: Test the Launcher
|
||||
|
||||
1. **Find the script on your desktop:**
|
||||
- Look for `EditMode.ps1`
|
||||
|
||||
2. **Run the script:**
|
||||
- **Right-click** on `EditMode.ps1`
|
||||
- Click **"Run with PowerShell"**
|
||||
|
||||
3. **What should happen:**
|
||||
- A blue PowerShell window opens
|
||||
- You see colorful text showing what's launching
|
||||
- Your Replay Mod folder opens in File Explorer
|
||||
- Mineways launches
|
||||
- Blender launches
|
||||
- PowerShell window says "Press Enter to continue..."
|
||||
- Press **Enter** to close the PowerShell window
|
||||
|
||||
4. **If something doesn't launch:**
|
||||
- The script will show a red ✗ and tell you what's wrong
|
||||
- Most common issue: Replay folder path (Forge vs Fabric use different folder names)
|
||||
- You can edit the script in Notepad to fix paths if needed
|
||||
|
||||
✅ **Checkpoint:** Launcher script works and opens all three tools.
|
||||
|
||||
---
|
||||
|
||||
## Part 6: Verification Test (Export → Import → Render)
|
||||
|
||||
Let's test the entire workflow with a simple world export.
|
||||
|
||||
### Step 6.1: Get a World to Export
|
||||
|
||||
**Option A:** Use an existing single-player world
|
||||
**Option B:** Download a server backup from Pterodactyl panel
|
||||
|
||||
For this test, we'll use a single-player world:
|
||||
|
||||
1. **Locate your world saves:**
|
||||
- Press **Windows key + R**
|
||||
- Type: `%appdata%\.minecraft\saves`
|
||||
- Press **Enter**
|
||||
- A folder opens showing all your single-player worlds
|
||||
|
||||
2. **Pick a small world** (faster export for testing)
|
||||
- Any world will work
|
||||
- Note the folder name — you'll need this in Mineways
|
||||
|
||||
### Step 6.2: Export with Mineways
|
||||
|
||||
1. **Launch Mineways** (or use the EditMode.ps1 script)
|
||||
|
||||
2. **Open your world:**
|
||||
- Click **"File"** → **"Open World..."**
|
||||
- Navigate to: `C:\Users\[YourUsername]\AppData\Roaming\.minecraft\saves`
|
||||
- Click on the world folder you want to export
|
||||
- Click **"Select Folder"**
|
||||
|
||||
3. **You should see:**
|
||||
- A 2D map of your world appears in the window
|
||||
- You can zoom in/out with mouse wheel
|
||||
|
||||
4. **Select an area to export:**
|
||||
- **Left-click and drag** to draw a rectangle around the area you want
|
||||
- **Tip:** Start with a small area (like a single building) for your first test
|
||||
- The selected area will be highlighted
|
||||
|
||||
5. **Export settings:**
|
||||
- Click **"File"** → **"Export for Rendering..."**
|
||||
- A settings window opens
|
||||
|
||||
6. **Configure export:**
|
||||
- **Export location:** Click **"Choose..."** and pick your Desktop (easy to find)
|
||||
- **File name:** Type: `test-export`
|
||||
- **Export type:** Leave as **"Wavefront OBJ file"**
|
||||
- **Material options:**
|
||||
- Check: **"Export full materials"**
|
||||
- Check: **"Export blocks with textures"**
|
||||
- **Ignore these settings for now** — MCprep will fix materials later
|
||||
- Click **"Export"**
|
||||
|
||||
7. **Wait for export:**
|
||||
- Progress bar appears
|
||||
- Small exports: 10-30 seconds
|
||||
- Large exports: 1-5 minutes
|
||||
|
||||
8. **Verify export:**
|
||||
- Go to your Desktop
|
||||
- You should see a folder named `test-export`
|
||||
- Inside that folder: `test-export.obj` and a bunch of `.png` texture files
|
||||
|
||||
✅ **Checkpoint:** World exported successfully from Mineways.
|
||||
|
||||
### Step 6.3: Import into Blender
|
||||
|
||||
1. **Launch Blender** (or use EditMode.ps1)
|
||||
|
||||
2. **Delete the default cube:**
|
||||
- Click on the cube in the center (it turns orange when selected)
|
||||
- Press **Delete** key on your keyboard
|
||||
- A menu appears — click **"Delete"**
|
||||
|
||||
3. **Import the .obj file:**
|
||||
- Click **"File"** → **"Import"** → **"Wavefront (.obj)"**
|
||||
- Navigate to your Desktop → `test-export` folder
|
||||
- Click on `test-export.obj`
|
||||
- Click **"Import OBJ"** button in top-right
|
||||
|
||||
4. **Wait for import:**
|
||||
- This can take 15 seconds to 2 minutes depending on size
|
||||
- You'll see blocks appear in the 3D view
|
||||
|
||||
5. **Navigate around:**
|
||||
- **Hold middle mouse button** and drag to rotate view
|
||||
- **Scroll mouse wheel** to zoom in/out
|
||||
- **Shift + middle mouse button** to pan left/right/up/down
|
||||
- Press **Home** key to fit everything in view
|
||||
|
||||
✅ **Checkpoint:** Minecraft world imported into Blender.
|
||||
|
||||
### Step 6.4: Apply MCprep Materials
|
||||
|
||||
1. **Select the imported world:**
|
||||
- Press **A** key to "Select All"
|
||||
- All blocks should turn orange/highlighted
|
||||
|
||||
2. **Open MCprep panel:**
|
||||
- Press **N** key (if side panel isn't already open)
|
||||
- Click the **"MCprep"** tab at the top
|
||||
|
||||
3. **Prep materials:**
|
||||
- Click the big **"Prep Materials"** button
|
||||
- Wait 5-30 seconds
|
||||
- You should see a message in the bottom-left: "Materials prepped"
|
||||
|
||||
4. **What changed:**
|
||||
- Glass blocks are now transparent (instead of solid white)
|
||||
- Leaves are now see-through
|
||||
- Torches/lanterns now glow
|
||||
- Water has transparency
|
||||
|
||||
✅ **Checkpoint:** MCprep materials applied successfully.
|
||||
|
||||
### Step 6.5: Test Render
|
||||
|
||||
Let's render one frame to verify everything works.
|
||||
|
||||
1. **Switch to rendered view:**
|
||||
- At the top-right of the 3D view, you'll see four small circles
|
||||
- Click the **rightmost circle** (it's white/shiny)
|
||||
- The view changes to show realistic lighting
|
||||
|
||||
2. **If the view is too dark:**
|
||||
- This is normal — Minecraft worlds need a sun
|
||||
- We'll cover lighting in the production workflow guide
|
||||
- For now, just verify you can see blocks and textures
|
||||
|
||||
3. **Take a test render:**
|
||||
- Press **F12** on your keyboard
|
||||
- Blender will render the current camera view
|
||||
- A new window opens showing the rendered image
|
||||
- This might take 10-60 seconds for first render
|
||||
|
||||
4. **Save the render (optional):**
|
||||
- In the render window, click **"Image"** → **"Save As..."**
|
||||
- Save to Desktop as `test-render.png`
|
||||
- Click **"Save As Image"**
|
||||
|
||||
5. **Close the render window:**
|
||||
- Click the X to close it
|
||||
|
||||
✅ **Checkpoint:** Test render completed successfully.
|
||||
|
||||
---
|
||||
|
||||
## Part 7: Troubleshooting
|
||||
|
||||
### Problem: PowerShell script shows "Replay folder not found"
|
||||
|
||||
**Solution:**
|
||||
- The Forge port of Replay Mod uses a different folder name
|
||||
- Edit the script:
|
||||
- Right-click `EditMode.ps1` → **"Edit"**
|
||||
- Find the line: `$replayPath = "C:\Users\$username\AppData\Roaming\.minecraft\replay_recordings"`
|
||||
- Change `replay_recordings` to `replays` (or whatever folder your Replay Mod uses)
|
||||
- Save and close Notepad
|
||||
- Try running the script again
|
||||
|
||||
### Problem: Blender won't launch from script
|
||||
|
||||
**Solution:**
|
||||
- Verify Blender installed correctly:
|
||||
- Press **Windows key**, type **blender**, press **Enter**
|
||||
- If Blender opens, note the version number
|
||||
- Edit the script:
|
||||
- Right-click `EditMode.ps1` → **"Edit"**
|
||||
- Find the line: `$blenderPath = "C:\Program Files\Blender Foundation\Blender 4.0\blender.exe"`
|
||||
- Change `4.0` to match your version (e.g., `4.1` or `4.2`)
|
||||
- Save and try again
|
||||
|
||||
### Problem: Mineways export is blank/empty
|
||||
|
||||
**Solution:**
|
||||
- Make sure you selected an area by **clicking and dragging** a rectangle
|
||||
- The selected area is highlighted in a different color
|
||||
- If you don't see any selection, try drawing a rectangle again
|
||||
- Make sure you're viewing the correct world (check title bar of Mineways)
|
||||
|
||||
### Problem: Blender import takes forever or freezes
|
||||
|
||||
**Solution:**
|
||||
- Large world exports can be slow
|
||||
- Try exporting a smaller area first
|
||||
- Close and restart Blender, try importing again
|
||||
- If still freezing, export an even smaller area (like 50x50 blocks)
|
||||
|
||||
### Problem: MCprep "Prep Materials" button does nothing
|
||||
|
||||
**Solution:**
|
||||
- Make sure the imported world is **selected** (press **A** to select all)
|
||||
- Objects should be highlighted in orange
|
||||
- Try clicking "Prep Materials" again
|
||||
- Check bottom-left of Blender for success message
|
||||
|
||||
---
|
||||
|
||||
## Next Steps
|
||||
|
||||
✅ You now have:
|
||||
- Blender installed and configured
|
||||
- MCprep addon working
|
||||
- Mineways exporting worlds
|
||||
- Launcher script on desktop
|
||||
- Verified the complete workflow
|
||||
|
||||
**What to do next:**
|
||||
|
||||
1. **Learn the shortcuts:** See `blender-cheat-sheet.md` in this directory
|
||||
2. **Production workflow:** See `docs/marketing/cinematic-production-workflow.md` when ready to make real cinematics
|
||||
3. **Planning context:** See `docs/planning/blender-cinematic-workflow.md` for strategy and rationale
|
||||
|
||||
---
|
||||
|
||||
## Support & Questions
|
||||
|
||||
**For Michael and Holly:**
|
||||
- If something doesn't work, note the exact error message
|
||||
- Take a screenshot of the problem
|
||||
- Ask in Discord or next session with Claude
|
||||
|
||||
**For future Firefrost staff:**
|
||||
- This guide is tested on Windows 10/11
|
||||
- Blender version: 4.0+ (tested with 4.0.2)
|
||||
- MCprep version: 3.5.3
|
||||
- Mineways version: 9.12
|
||||
|
||||
---
|
||||
|
||||
💙🔥❄️🌟
|
||||
|
||||
**Fire + Frost + Foundation = Where Love Builds Legacy**
|
||||
|
||||
---
|
||||
|
||||
**Created:** March 30, 2026
|
||||
**Created By:** Chronicler #48
|
||||
**Tested By:** Not yet tested (awaiting Michael/Holly installation)
|
||||
**Status:** Ready for deployment
|
||||
86
docs/tasks/blender-cinematic-workflow/EditMode.ps1
Normal file
86
docs/tasks/blender-cinematic-workflow/EditMode.ps1
Normal file
@@ -0,0 +1,86 @@
|
||||
# --- Firefrost Gaming Cinematic Suite Launcher ---
|
||||
# Created: March 30, 2026
|
||||
# Purpose: One-click launch of replay folder + Mineways + Blender
|
||||
# Author: Chronicler #48
|
||||
|
||||
Write-Host "🔥❄️ Firefrost Gaming Cinematic Suite" -ForegroundColor Cyan
|
||||
Write-Host "Initializing tools..." -ForegroundColor Yellow
|
||||
Write-Host ""
|
||||
|
||||
# Auto-detect current user (no hardcoded paths)
|
||||
$username = $env:USERNAME
|
||||
|
||||
# 1. Open the Replay Mod folder
|
||||
$replayPath = "C:\Users\$username\AppData\Roaming\.minecraft\replay_recordings"
|
||||
Write-Host "Opening Replay Mod folder..." -ForegroundColor Green
|
||||
if (Test-Path $replayPath) {
|
||||
Invoke-Item $replayPath
|
||||
Write-Host " ✓ Replay folder opened" -ForegroundColor Green
|
||||
} else {
|
||||
# Try alternative path for Forge port
|
||||
$replayPath = "C:\Users\$username\AppData\Roaming\.minecraft\replays"
|
||||
if (Test-Path $replayPath) {
|
||||
Invoke-Item $replayPath
|
||||
Write-Host " ✓ Replay folder opened (Forge path)" -ForegroundColor Green
|
||||
} else {
|
||||
Write-Host " ✗ Replay folder not found" -ForegroundColor Red
|
||||
Write-Host " Tried: replay_recordings and replays" -ForegroundColor Yellow
|
||||
Write-Host " Check your Minecraft installation path" -ForegroundColor Yellow
|
||||
}
|
||||
}
|
||||
Write-Host ""
|
||||
|
||||
# 2. Launch Mineways
|
||||
$minewaysPath = "C:\Program Files (x86)\Mineways\mineways.exe"
|
||||
Write-Host "Launching Mineways..." -ForegroundColor Green
|
||||
if (Test-Path $minewaysPath) {
|
||||
Start-Process $minewaysPath
|
||||
Write-Host " ✓ Mineways launched" -ForegroundColor Green
|
||||
} else {
|
||||
# Try 64-bit path
|
||||
$minewaysPath = "C:\Program Files\Mineways\mineways.exe"
|
||||
if (Test-Path $minewaysPath) {
|
||||
Start-Process $minewaysPath
|
||||
Write-Host " ✓ Mineways launched (64-bit)" -ForegroundColor Green
|
||||
} else {
|
||||
Write-Host " ✗ Mineways not found" -ForegroundColor Red
|
||||
Write-Host " Expected at: C:\Program Files (x86)\Mineways\mineways.exe" -ForegroundColor Yellow
|
||||
Write-Host " Or: C:\Program Files\Mineways\mineways.exe" -ForegroundColor Yellow
|
||||
Write-Host " Check installation location" -ForegroundColor Yellow
|
||||
}
|
||||
}
|
||||
Write-Host ""
|
||||
|
||||
# 3. Launch Blender
|
||||
$blenderPath = "C:\Program Files\Blender Foundation\Blender 4.0\blender.exe"
|
||||
Write-Host "Launching Blender..." -ForegroundColor Green
|
||||
if (Test-Path $blenderPath) {
|
||||
Start-Process $blenderPath
|
||||
Write-Host " ✓ Blender launched (version 4.0)" -ForegroundColor Green
|
||||
} else {
|
||||
# Try newer versions
|
||||
$blenderPath = "C:\Program Files\Blender Foundation\Blender 4.1\blender.exe"
|
||||
if (Test-Path $blenderPath) {
|
||||
Start-Process $blenderPath
|
||||
Write-Host " ✓ Blender launched (version 4.1)" -ForegroundColor Green
|
||||
} else {
|
||||
$blenderPath = "C:\Program Files\Blender Foundation\Blender 4.2\blender.exe"
|
||||
if (Test-Path $blenderPath) {
|
||||
Start-Process $blenderPath
|
||||
Write-Host " ✓ Blender launched (version 4.2)" -ForegroundColor Green
|
||||
} else {
|
||||
Write-Host " ✗ Blender not found" -ForegroundColor Red
|
||||
Write-Host " Tried versions: 4.0, 4.1, 4.2" -ForegroundColor Yellow
|
||||
Write-Host " Expected at: C:\Program Files\Blender Foundation\Blender X.X\blender.exe" -ForegroundColor Yellow
|
||||
Write-Host " Check Blender installation" -ForegroundColor Yellow
|
||||
}
|
||||
}
|
||||
}
|
||||
Write-Host ""
|
||||
|
||||
Write-Host "🎬 Cinematic Suite ready!" -ForegroundColor Cyan
|
||||
Write-Host "Fire + Frost + Foundation = Where Love Builds Legacy" -ForegroundColor Magenta
|
||||
Write-Host ""
|
||||
Write-Host "Need help? See: docs/tasks/blender-cinematic-workflow/DEPLOYMENT-GUIDE.md" -ForegroundColor DarkGray
|
||||
Write-Host ""
|
||||
Pause
|
||||
165
docs/tasks/blender-cinematic-workflow/README.md
Normal file
165
docs/tasks/blender-cinematic-workflow/README.md
Normal file
@@ -0,0 +1,165 @@
|
||||
# Blender Cinematic Workflow — Task Overview
|
||||
|
||||
**Task ID:** (To be assigned)
|
||||
**Priority:** Tier 1 — Marketing Infrastructure
|
||||
**Status:** Ready for Deployment
|
||||
**Time Estimate:** 45-60 minutes (first-time setup)
|
||||
**Owner:** Michael, Holly
|
||||
**Created:** March 30, 2026
|
||||
**Created By:** Chronicler #48
|
||||
|
||||
---
|
||||
|
||||
## What This Task Delivers
|
||||
|
||||
A complete professional cinematic production workflow for Firefrost Gaming that:
|
||||
|
||||
1. **Moves editing out of Minecraft** — No more physically taxing Replay Mod timeline manipulation
|
||||
2. **Enables professional ray-traced rendering** — Cycles engine lighting that shaders can't match
|
||||
3. **Provides hand-accessible tools** — N-Panel numerical input, keyboard-first navigation
|
||||
4. **Creates repeatable workflow** — One-click launcher script, documented process
|
||||
5. **Works for marketing needs** — FOMO campaign cinematics, trailer production, proof-of-concept renders
|
||||
|
||||
---
|
||||
|
||||
## Why This Matters
|
||||
|
||||
**The Problem:**
|
||||
- Replay Mod's in-game editor requires precise clicking and dragging in a two-timeline system
|
||||
- Physically taxing for hand surgery recovery (both Michael and Holly context)
|
||||
- Limited render quality compared to professional tools
|
||||
- Inefficient for complex camera movements
|
||||
|
||||
**The Solution:**
|
||||
- Export Minecraft worlds to Blender via Mineways
|
||||
- Edit cameras using professional timeline tools with full keyframe control
|
||||
- Render with ray-tracing for cinematic quality
|
||||
- One-click launcher reduces friction to start working
|
||||
|
||||
**Impact:**
|
||||
- Enables FOMO campaign cinematic production
|
||||
- Supports soft launch trailer needs
|
||||
- Proof-of-concept for specific builds (Trinity showcase, etc.)
|
||||
- Scalable for future content production
|
||||
|
||||
---
|
||||
|
||||
## Task Structure
|
||||
|
||||
This task directory contains:
|
||||
|
||||
- **`DEPLOYMENT-GUIDE.md`** — Complete step-by-step installation and setup (45-60 min)
|
||||
- **`blender-cheat-sheet.md`** — Quick reference for hand-accessible shortcuts
|
||||
- **`EditMode.ps1`** — PowerShell launcher script (auto-detects paths)
|
||||
- **`README.md`** — This file (task overview)
|
||||
|
||||
---
|
||||
|
||||
## Dependencies
|
||||
|
||||
**Software to install:**
|
||||
1. Blender 4.0+ (free, open-source)
|
||||
2. MCprep addon (Blender plugin for Minecraft materials)
|
||||
3. Mineways (world export tool)
|
||||
|
||||
**Already have:**
|
||||
- Replay Mod (Forge port) — for reference recordings
|
||||
- Windows laptop
|
||||
|
||||
**No dependencies on:**
|
||||
- Server infrastructure
|
||||
- Pterodactyl panel
|
||||
- Other Firefrost services
|
||||
|
||||
This is a local workstation setup only.
|
||||
|
||||
---
|
||||
|
||||
## Who Needs This
|
||||
|
||||
**Primary Users:**
|
||||
- **Michael** — FOMO campaign cinematics, trailer production
|
||||
- **Holly** — Build showcase cinematics, promotional content
|
||||
|
||||
**Future Users:**
|
||||
- Marketing team members
|
||||
- Content creators
|
||||
- Future Firefrost staff doing video production
|
||||
|
||||
---
|
||||
|
||||
## Success Criteria
|
||||
|
||||
After completing this task, you should be able to:
|
||||
|
||||
1. ✅ Launch EditMode.ps1 and have all tools open
|
||||
2. ✅ Export a Minecraft world chunk via Mineways
|
||||
3. ✅ Import the .obj file into Blender
|
||||
4. ✅ Apply MCprep materials (transparency, glow)
|
||||
5. ✅ Navigate the 3D view with WASD (Walk Mode)
|
||||
6. ✅ Render a test frame with ray-traced lighting
|
||||
|
||||
**Verification test:** Export a small build → Import to Blender → Apply MCprep → Render one frame
|
||||
|
||||
---
|
||||
|
||||
## Time Investment
|
||||
|
||||
**First-time setup:**
|
||||
- Software installation: 20-30 minutes
|
||||
- Configuration: 10-15 minutes
|
||||
- Verification test: 10-15 minutes
|
||||
- **Total: 45-60 minutes**
|
||||
|
||||
**Subsequent uses:**
|
||||
- Launch EditMode.ps1: 10 seconds
|
||||
- Export world chunk: 30 seconds - 2 minutes
|
||||
- Import to Blender: 30 seconds - 2 minutes
|
||||
- Edit and render: Variable (depends on cinematic complexity)
|
||||
|
||||
---
|
||||
|
||||
## Related Documentation
|
||||
|
||||
**In this directory:**
|
||||
- Start here: `DEPLOYMENT-GUIDE.md`
|
||||
- Reference: `blender-cheat-sheet.md`
|
||||
- Script: `EditMode.ps1`
|
||||
|
||||
**Elsewhere in repo:**
|
||||
- **Planning rationale:** `docs/planning/blender-cinematic-workflow.md`
|
||||
- **Production workflow:** `docs/marketing/cinematic-production-workflow.md`
|
||||
- **FOMO campaign:** `docs/marketing/fomo-ad-campaign.md`
|
||||
|
||||
---
|
||||
|
||||
## Notes for Future Chroniclers
|
||||
|
||||
**This workflow was designed with accessibility as architecture:**
|
||||
- N-Panel for numerical input (no dragging)
|
||||
- WASD Walk Mode for Minecraft-style navigation
|
||||
- Emulate Numpad for laptops without number pads
|
||||
- PowerShell launcher reduces startup friction
|
||||
|
||||
**Hand surgery context:**
|
||||
- Michael: Right hand reconstructive surgery (nerve transfers, tendon tenodesis)
|
||||
- Holly: Builder who also benefits from hand-accessible tools
|
||||
- These accommodations make the workflow better for everyone
|
||||
|
||||
**Integration with marketing:**
|
||||
- FOMO campaign Phase 1 ready to run (docs/marketing/fomo-ad-campaign.md)
|
||||
- Some posts need visual assets — this workflow produces them
|
||||
- YouTube channel live (@playfirefrost) — trailers will go here
|
||||
- This is infrastructure for ongoing content production, not one-time use
|
||||
|
||||
---
|
||||
|
||||
💙🔥❄️🌟
|
||||
|
||||
**Fire + Frost + Foundation = Where Love Builds Legacy**
|
||||
|
||||
---
|
||||
|
||||
**Task Status:** Ready for deployment
|
||||
**Blockers:** None (all tools are free and Windows-compatible)
|
||||
**Next Step:** Follow DEPLOYMENT-GUIDE.md to install software and verify workflow
|
||||
355
docs/tasks/blender-cinematic-workflow/blender-cheat-sheet.md
Normal file
355
docs/tasks/blender-cinematic-workflow/blender-cheat-sheet.md
Normal file
@@ -0,0 +1,355 @@
|
||||
# Blender Cinematic Cheat Sheet — Minecraft Edition
|
||||
|
||||
**Purpose:** Quick reference for hand-accessible Blender shortcuts
|
||||
**Audience:** Michael, Holly, future Firefrost cinematographers
|
||||
**Focus:** Minimize dragging, maximize keyboard and N-Panel usage
|
||||
|
||||
---
|
||||
|
||||
## 🎯 Most Important Keys (Learn These First)
|
||||
|
||||
| Key | What It Does |
|
||||
|-----|--------------|
|
||||
| **N** | Toggle side panel (your best friend for accessibility) |
|
||||
| **F3** | Search bar — if you forget any shortcut, press this and type what you want |
|
||||
| **Home** | Fit everything in view (find your world if you get lost) |
|
||||
| **Spacebar** | Play/Pause animation |
|
||||
| **Ctrl + Z** | Undo (the most important key in Blender) |
|
||||
| **Numpad 0** | Jump into active camera view |
|
||||
|
||||
---
|
||||
|
||||
## 📐 Navigation (Moving Around the 3D View)
|
||||
|
||||
### Mouse-Based Navigation
|
||||
|
||||
| Action | How To Do It |
|
||||
|--------|-------------|
|
||||
| **Rotate view** | Hold **middle mouse button** and drag |
|
||||
| **Zoom** | **Scroll wheel** up/down |
|
||||
| **Pan (move sideways)** | Hold **Shift + middle mouse button** and drag |
|
||||
| **Focus on object** | Select object, press **Numpad . (period)** |
|
||||
|
||||
### WASD Walk Mode (Minecraft-Style Navigation)
|
||||
|
||||
**This is the most hand-friendly way to navigate:**
|
||||
|
||||
1. Press **Shift + `** (the tilde key, usually above Tab)
|
||||
2. A crosshair appears in the center
|
||||
3. **W** = Forward, **S** = Backward, **A** = Left, **D** = Right
|
||||
4. **Q** = Down, **E** = Up
|
||||
5. **Shift** = Move faster
|
||||
6. **Left-click** to place the camera there and exit Walk Mode
|
||||
7. **Right-click** to cancel and return to original position
|
||||
|
||||
### Standard View Shortcuts
|
||||
|
||||
| Key | View |
|
||||
|-----|------|
|
||||
| **Numpad 1** | Front view |
|
||||
| **Numpad 3** | Side view |
|
||||
| **Numpad 7** | Top view |
|
||||
| **Numpad 9** | Opposite view (flip camera 180°) |
|
||||
| **~ (Tilde)** | Pie menu for all views (mouse-friendly alternative) |
|
||||
|
||||
**No numpad on your laptop?** Go to Edit → Preferences → Input → Check "Emulate Numpad". Now regular 1-9 keys work as numpad.
|
||||
|
||||
---
|
||||
|
||||
## 📷 Camera Controls
|
||||
|
||||
### Camera Positioning
|
||||
|
||||
| Action | How To Do It |
|
||||
|--------|-------------|
|
||||
| **Add new camera** | **Shift + A** → Camera |
|
||||
| **Jump into camera view** | **Numpad 0** |
|
||||
| **Move camera to your view** | Navigate to where you want the camera, then press **Ctrl + Alt + Numpad 0** |
|
||||
| **Lock camera to view** | Press **N** → View tab → Check "Camera to View" — now the camera follows as you navigate |
|
||||
|
||||
### Camera Movement (After Selecting Camera)
|
||||
|
||||
| Action | How To Do It |
|
||||
|--------|-------------|
|
||||
| **Move camera** | Press **G** then move mouse, **Left-click** to confirm |
|
||||
| **Move forward/back only** | Press **G** then **Z** then **Z** (dolly zoom) |
|
||||
| **Rotate camera** | Press **R** then move mouse, **Left-click** to confirm |
|
||||
| **Cancel movement** | Press **Escape** or **Right-click** |
|
||||
|
||||
---
|
||||
|
||||
## 🎬 Animation & Keyframes
|
||||
|
||||
### Timeline Control
|
||||
|
||||
| Action | How To Do It |
|
||||
|--------|-------------|
|
||||
| **Play animation** | **Spacebar** |
|
||||
| **Go to frame 1** | **Shift + Left Arrow** |
|
||||
| **Go to end frame** | **Shift + Right Arrow** |
|
||||
| **Next frame** | **Right Arrow** |
|
||||
| **Previous frame** | **Left Arrow** |
|
||||
|
||||
### Setting Keyframes
|
||||
|
||||
**Method 1: Quick keyframe (easiest)**
|
||||
1. Select camera
|
||||
2. Move it where you want
|
||||
3. Press **I** (insert keyframe)
|
||||
4. Select what to keyframe:
|
||||
- **Location** (camera position)
|
||||
- **Rotation** (camera angle)
|
||||
- **Location & Rotation** (both)
|
||||
|
||||
**Method 2: N-Panel keyframe (hand-accessible)**
|
||||
1. Press **N** to open side panel
|
||||
2. Go to **Item** tab
|
||||
3. See Location X, Y, Z and Rotation X, Y, Z values
|
||||
4. **Hover mouse** over any value (turns yellow when you hover)
|
||||
5. Press **I** to keyframe just that value
|
||||
6. Or **right-click** the value → "Insert Keyframe"
|
||||
|
||||
### Keyframe Workflow Example
|
||||
|
||||
**To create a camera movement:**
|
||||
1. Go to frame 1 (Shift + Left Arrow)
|
||||
2. Position camera at start point
|
||||
3. Press **I** → "Location & Rotation"
|
||||
4. Go to frame 120 (type 120 in frame number box at bottom)
|
||||
5. Move camera to end point
|
||||
6. Press **I** → "Location & Rotation"
|
||||
7. Press **Spacebar** to watch the camera move smoothly
|
||||
|
||||
---
|
||||
|
||||
## 🛠️ The N-Panel (Accessibility Powerhouse)
|
||||
|
||||
Press **N** to toggle the side panel. This is where you do everything without dragging.
|
||||
|
||||
### Item Tab (Selected Object Properties)
|
||||
|
||||
- **Location:** X, Y, Z coordinates (click to type exact numbers)
|
||||
- **Rotation:** X, Y, Z angles (click to type exact numbers)
|
||||
- **Scale:** X, Y, Z scale (click to type exact numbers)
|
||||
|
||||
**Why this matters:** Instead of dragging the camera with your mouse, you can click a location value and type: `10` then press Enter. No dragging required.
|
||||
|
||||
### View Tab (View Settings)
|
||||
|
||||
- **View Lock:**
|
||||
- **Camera to View** — Check this box to make camera follow your navigation
|
||||
- **Focal Length:** Change camera zoom (lower = wider, higher = closer)
|
||||
- **Clip Start/End:** How close/far the camera can see
|
||||
|
||||
### MCprep Tab (Minecraft Tools)
|
||||
|
||||
- **Prep Materials:** One-click fix for all Minecraft textures
|
||||
- **Mesh Swap:** Upgrade simple blocks to detailed models
|
||||
- **Spawn Mob:** Add rigged player skins or mobs
|
||||
- **World Tools:** Additional Minecraft-specific functions
|
||||
|
||||
---
|
||||
|
||||
## 🎨 Selection & Object Control
|
||||
|
||||
### Selecting Objects
|
||||
|
||||
| Action | How To Do It |
|
||||
|--------|-------------|
|
||||
| **Select object** | **Left-click** on it (turns orange) |
|
||||
| **Select all** | **A** |
|
||||
| **Deselect all** | **Alt + A** |
|
||||
| **Select multiple** | Hold **Shift + Left-click** each object |
|
||||
| **Box select** | **B** then drag a rectangle |
|
||||
|
||||
### Basic Object Operations
|
||||
|
||||
| Action | How To Do It |
|
||||
|--------|-------------|
|
||||
| **Move (Grab)** | **G** then move mouse, **Left-click** to confirm |
|
||||
| **Rotate** | **R** then move mouse, **Left-click** to confirm |
|
||||
| **Scale** | **S** then move mouse, **Left-click** to confirm |
|
||||
| **Delete** | **X** or **Delete** key → click "Delete" |
|
||||
| **Duplicate** | **Shift + D** |
|
||||
|
||||
**Constraint movement to one axis:**
|
||||
- Press **G** (or **R** or **S**)
|
||||
- Then press **X**, **Y**, or **Z**
|
||||
- Example: **G** then **Z** = move only up/down
|
||||
|
||||
---
|
||||
|
||||
## 🌅 Rendering
|
||||
|
||||
### Viewport Display Modes
|
||||
|
||||
At the top-right of the 3D view, there are four circles. Click them to change view:
|
||||
|
||||
1. **Wireframe** (leftmost) — See through everything
|
||||
2. **Solid** — Basic shading, fast
|
||||
3. **Material Preview** — See textures and basic lighting
|
||||
4. **Rendered** (rightmost) — Full ray-traced view (slow but beautiful)
|
||||
|
||||
**For cinematics, use Rendered view to see final lighting.**
|
||||
|
||||
### Rendering a Frame or Animation
|
||||
|
||||
| Action | How To Do It |
|
||||
|--------|-------------|
|
||||
| **Render current frame** | **F12** |
|
||||
| **Render animation** | **Ctrl + F12** |
|
||||
| **Stop rendering** | **Escape** |
|
||||
| **Save rendered image** | In render window: Image → Save As |
|
||||
|
||||
### Quick Render Settings
|
||||
|
||||
1. Press **N** in the 3D view
|
||||
2. No wait, that's the wrong panel
|
||||
3. Look for tabs on the **right edge** of Blender (vertical tabs)
|
||||
4. Click the **camera icon** tab (Render Properties)
|
||||
5. Under "Render Engine," choose:
|
||||
- **Eevee:** Fast, good enough for previews
|
||||
- **Cycles:** Slow, photorealistic (use this for final cinematics)
|
||||
|
||||
---
|
||||
|
||||
## 🔧 MCprep Workflow (Minecraft-Specific)
|
||||
|
||||
### After Importing a World from Mineways
|
||||
|
||||
**Step 1: Select everything**
|
||||
- Press **A** to select all imported blocks
|
||||
|
||||
**Step 2: Prep materials**
|
||||
- Press **N** → MCprep tab
|
||||
- Click **"Prep Materials"**
|
||||
- Wait 5-30 seconds
|
||||
- Textures are now fixed (glass transparent, torches glow, etc.)
|
||||
|
||||
**Step 3: Add entities (optional)**
|
||||
- Press **N** → MCprep tab
|
||||
- Click **"Spawn Mob"**
|
||||
- Choose a player skin or mob
|
||||
- It spawns at 3D cursor location
|
||||
- Move it with **G** key
|
||||
|
||||
**Step 4: Lighting (if world is too dark)**
|
||||
- **Shift + A** → Light → Sun
|
||||
- This adds a directional sun like Minecraft has
|
||||
- Rotate it to change time of day (**R** key)
|
||||
|
||||
---
|
||||
|
||||
## 💡 Pro Tips for Firefrost Cinematics
|
||||
|
||||
### Smooth Camera Movements
|
||||
|
||||
**Problem:** Camera movement looks jerky
|
||||
|
||||
**Solution:**
|
||||
1. Select the camera
|
||||
2. Press **N** → MCprep tab (or any tab, just open the side panel)
|
||||
3. At the bottom of screen, find the **timeline** (looks like a graph)
|
||||
4. **Right-click** on a keyframe diamond
|
||||
5. Select **"Interpolation Mode"** → **"Bezier"**
|
||||
6. This makes movement smooth instead of linear
|
||||
|
||||
### Focal Length for Cinematic Feel
|
||||
|
||||
**Minecraft default FOV is too wide for cinematics:**
|
||||
|
||||
1. Select camera
|
||||
2. Press **N** → Item tab
|
||||
3. Under "Lens," change **Focal Length** from 35mm to:
|
||||
- **50mm** = Normal view (most realistic)
|
||||
- **85mm** = Portrait/close-up (like movie dialogue scenes)
|
||||
- **24mm** = Wide angle (for grand landscape shots)
|
||||
|
||||
### Depth of Field (Blurry Background)
|
||||
|
||||
**Makes cinematics look professional:**
|
||||
|
||||
1. Select camera
|
||||
2. Look for **Camera Properties** (camera icon on right side)
|
||||
3. Under "Depth of Field":
|
||||
- Check **"Depth of Field"** to enable
|
||||
- Set **"Focus Object"** to what you want in focus (or type distance in "Focus Distance")
|
||||
- Increase **"F-Stop"** value (lower = more blur, higher = less blur)
|
||||
- **2.8** = very blurry background
|
||||
- **8.0** = slightly blurry background
|
||||
|
||||
---
|
||||
|
||||
## 🆘 Troubleshooting Quick Fixes
|
||||
|
||||
| Problem | Solution |
|
||||
|---------|----------|
|
||||
| **I'm lost in 3D space** | Press **Home** to fit everything in view |
|
||||
| **Camera disappeared** | Press **Numpad 0** to jump to camera view |
|
||||
| **Can't select anything** | You might be in Edit Mode — press **Tab** to return to Object Mode |
|
||||
| **Rendering is black** | Add a light: **Shift + A** → Light → Sun |
|
||||
| **Camera won't move** | Make sure camera is selected (should be orange outline) |
|
||||
| **Animation plays too fast** | At bottom of screen, find "End" frame number — increase it (default is 250) |
|
||||
| **I pressed a key and everything broke** | **Ctrl + Z** to undo, or press **Escape** to cancel current operation |
|
||||
|
||||
---
|
||||
|
||||
## 🎓 Learning Path Suggestion
|
||||
|
||||
**Day 1: Navigation**
|
||||
- Learn WASD Walk Mode (**Shift + `**)
|
||||
- Practice navigating around an imported world
|
||||
- Get comfortable with **Home** and **Numpad 0** keys
|
||||
|
||||
**Day 2: Camera Basics**
|
||||
- Add a camera (**Shift + A**)
|
||||
- Move it around with **G** and **R** keys
|
||||
- Enable "Camera to View" and navigate with camera attached
|
||||
|
||||
**Day 3: Simple Animation**
|
||||
- Set two keyframes at different frame numbers
|
||||
- Press **Spacebar** to watch the movement
|
||||
- Try changing **Focal Length** between keyframes
|
||||
|
||||
**Day 4: Materials & Lighting**
|
||||
- Import a world from Mineways
|
||||
- Use MCprep **"Prep Materials"**
|
||||
- Add a sun light and adjust rotation
|
||||
|
||||
**Day 5: First Full Cinematic**
|
||||
- Record Replay Mod footage for reference
|
||||
- Export world chunk from Mineways
|
||||
- Import to Blender, apply MCprep
|
||||
- Animate camera with 4-5 keyframes
|
||||
- Render with **F12**
|
||||
|
||||
---
|
||||
|
||||
## 📚 When You Need More Help
|
||||
|
||||
**Blender has a built-in search:**
|
||||
- Press **F3**
|
||||
- Type what you want to do
|
||||
- Example: Type "add camera" and Blender finds the command
|
||||
|
||||
**Official Blender Manual:**
|
||||
- https://docs.blender.org/manual/en/latest/
|
||||
|
||||
**MCprep Documentation:**
|
||||
- https://theduckcow.com/dev/blender/mcprep/
|
||||
|
||||
**Firefrost Gaming Production Workflow:**
|
||||
- See `docs/marketing/cinematic-production-workflow.md` for full workflow guide
|
||||
|
||||
---
|
||||
|
||||
💙🔥❄️🌟
|
||||
|
||||
**Fire + Frost + Foundation = Where Love Builds Legacy**
|
||||
|
||||
---
|
||||
|
||||
**Created:** March 30, 2026
|
||||
**Created By:** Chronicler #48
|
||||
**For:** Michael, Holly, future Firefrost cinematographers
|
||||
**Print this:** Keep on desk while learning Blender shortcuts
|
||||
Reference in New Issue
Block a user