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
Purpose: Active production guide for creating Firefrost Gaming cinematics
Audience: Michael, Holly, future content creators
Prerequisite: Complete docs/tasks/blender-cinematic-workflow/DEPLOYMENT-GUIDE.md first
Use Case: Keep this open while making cinematics
🎬 Quick Start Checklist
Before starting a cinematic project:
- Software installed (Blender, MCprep, Mineways)
- Know what you're filming (build, event, or concept)
- Have reference if using Replay Mod recording
- Clear idea of camera movement (flyover, walkthrough, reveal)
- 30-60 minutes available (minimum for simple cinematic)
Phase 1: Pre-Production (Planning)
Step 1.1: Define Your Shot
What are you showing?
- Specific build (address or coordinates)
- Gameplay moment (from Replay Mod)
- Concept showcase (game feature, server area)
What's the story?
- Grand reveal (start far, zoom to detail)
- Tour (flow through multiple areas)
- Action sequence (follow player movement)
- Comparison (before/after, Fire vs Frost)
How long?
- FOMO post clip: 5-10 seconds
- YouTube intro: 10-15 seconds
- Full trailer: 30-60 seconds
- Build showcase: 1-2 minutes
Step 1.2: Storyboard (Optional but Recommended)
Simple version:
- Opening shot (what do we see first?)
- Middle movement (where does camera go?)
- Closing shot (what's the final frame?)
Example:
- Opening: Wide shot of Citadel from distance
- Middle: Camera flies through main gate, circles courtyard
- Closing: Close-up of Trinity banners on walls
Write this down. You'll reference it while animating.
Phase 2: Capture & Export
Step 2.1: Record Reference (Optional)
If using Replay Mod:
- Launch Minecraft
- Load world or join server
- Record the area you want to film (
.mcprfile) - Watch the recording to confirm you got everything
- Note: We're NOT editing in Replay Mod — just capturing reference
If working from world save:
- Skip this step — you'll navigate in Blender directly
Step 2.2: Launch Cinematic Suite
Using PowerShell Launcher:
- Go to Desktop
- Right-click
EditMode.ps1 - Click "Run with PowerShell"
- Verify all three tools open:
- Replay folder (File Explorer)
- Mineways
- Blender
Manual Launch (if script fails):
- Open Mineways
- Open Blender
- Navigate to replay folder manually
Step 2.3: Export World with Mineways
-
Open your world:
- File → Open World
- Navigate to world save folder
- Select the world folder
- Click "Select Folder"
-
Find your area:
- Map view loads
- Zoom with mouse wheel
- Pan by dragging
- Locate the build/area you want
-
Select export region:
- Left-click and drag to draw rectangle
- Selected area highlights
- Tip: Start small (100x100 blocks) for first export
- You can always export more later
-
Configure export:
- File → Export for Rendering
- Export location: Desktop or dedicated folder
- File name: Something descriptive (e.g.,
citadel-main-gate) - Export type: Wavefront OBJ file
- Materials: Check "Export full materials" and "Export blocks with textures"
- Click "Export"
-
Wait for completion:
- Progress bar appears
- Small exports: 10-30 seconds
- Large exports: 1-5 minutes
- Verify folder created with .obj file inside
Export Tips:
- Export slightly larger than needed (gives room for camera movement)
- Multiple small exports better than one giant export
- Can export different areas for different shots
Phase 3: Blender Setup
Step 3.1: New Project
- Blender should already be open (from launcher)
- Start fresh:
- File → New → General
- Or just delete the default cube (Delete key)
Step 3.2: Import World
-
Import the .obj:
- File → Import → Wavefront (.obj)
- Navigate to your export folder
- Select the
.objfile - Click "Import OBJ"
- Wait for import (15 seconds - 2 minutes)
-
Navigate to see it:
- Press Home to fit in view
- Hold middle mouse and drag to rotate
- Scroll wheel to zoom
-
Select everything:
- Press A (select all)
- Everything turns orange
Step 3.3: Apply MCprep Materials
-
Open MCprep panel:
- Press N (if side panel not open)
- Click "MCprep" tab
-
Prep materials:
- With everything selected (press A if not)
- Click "Prep Materials" button
- Wait 5-30 seconds
- Look for "Materials prepped" message bottom-left
-
Verify materials worked:
- Switch to rendered view (top-right, click rightmost circle)
- Glass should be transparent
- Torches should glow
- If too dark, we'll add lighting next
Step 3.4: Add Basic Lighting
If scene is too dark:
-
Add sun:
- Shift + A → Light → Sun
- Sun appears at 3D cursor location
-
Rotate sun for time of day:
- Select the sun (should already be selected)
- Press R then X then type: 45
- Press Enter
- This tilts sun 45 degrees (midday lighting)
-
Adjust intensity (if needed):
- With sun selected
- Press N → Item tab
- Look for "Light" properties on right sidebar
- Adjust "Strength" value (default is 1.0)
- Try 1.5-2.0 for brighter lighting
Lighting Quick Reference:
- Sun rotated 0° = sunrise/sunset (orange)
- Sun rotated 45° = midday (bright)
- Sun rotated 90° = overhead (harsh shadows)
Phase 4: Camera Setup
Step 4.1: Add Camera
-
Create camera:
- Shift + A → Camera
- Camera appears at 3D cursor
-
Jump to camera view:
- Press Numpad 0
- View changes to show what camera sees
-
Enable Camera to View:
- Press N → View tab
- Check "Camera to View" box
- Now camera follows as you navigate
Step 4.2: Position Starting Frame
You're now "filming" — camera moves when you navigate.
-
Navigate to starting position:
- Use WASD Walk Mode:
- Press Shift + ` (tilde key)
- W = forward, S = back
- A = left, D = right
- Q = down, E = up
- Left-click to set position
- Or use mouse navigation (middle mouse drag)
- Use WASD Walk Mode:
-
Frame your opening shot:
- Position where you want cinematic to start
- Think about composition (rule of thirds)
- Leave some room for movement
-
Set focal length (optional):
- Press N → Item tab
- Under "Lens," change Focal Length:
- 24mm = wide angle (epic landscapes)
- 50mm = normal view (most realistic)
- 85mm = close-up (character focus)
Step 4.3: Set First Keyframe
-
Go to frame 1:
- Press Shift + Left Arrow
- Or click in timeline and type: 1
-
Insert keyframe:
- Make sure camera is selected
- Press I (insert keyframe)
- Select "Location & Rotation"
- Keyframe appears in timeline (small diamond)
Step 4.4: Position Ending Frame
-
Go to end frame:
- Decide length (10 seconds = ~240 frames at 24fps)
- Type frame number in timeline (e.g., 240)
- Press Enter
-
Navigate to ending position:
- Use WASD Walk Mode or mouse
- Position where you want cinematic to end
- Frame your closing shot
-
Set focal length for end (optional):
- Can zoom in/out during movement
- Change Focal Length value
- Creates "dolly zoom" effect
-
Insert second keyframe:
- Press I → "Location & Rotation"
- Second keyframe appears in timeline
Step 4.5: Preview Movement
-
Return to frame 1:
- Press Shift + Left Arrow
-
Play animation:
- Press Spacebar
- Camera moves from start to end
- Press Spacebar again to stop
-
Scrub timeline:
- Click and drag in timeline (blue bar)
- See exactly where camera is at each frame
Step 4.6: Smooth Camera Movement
If movement looks jerky:
-
Open Graph Editor:
- Change editor type (top-left of any panel)
- Select "Graph Editor"
-
Select all keyframes:
- Press A in Graph Editor
-
Set interpolation:
- Press T (set interpolation type)
- Select "Bezier"
- Movement now smooth and eased
Or simple way:
- Right-click keyframe diamond in timeline
- Interpolation Mode → Bezier
Phase 5: Advanced Camera Techniques
Technique 1: Multiple Keyframes
For complex paths:
- Go to frame 1, set starting position, I → keyframe
- Go to frame 80, move camera, I → keyframe
- Go to frame 160, move camera, I → keyframe
- Go to frame 240, move camera, I → keyframe
Camera now follows multi-point path.
Technique 2: Depth of Field (Cinematic Blur)
Makes subject pop, blurs background:
-
Select camera
-
Look at right sidebar (camera icon)
-
Under "Depth of Field":
- Check "Depth of Field" box
- Focus Object: Click and select object (or type distance)
- F-Stop: Lower = more blur (try 2.8)
-
Must be in Rendered view to see effect
Technique 3: Speed Variation
Slow down at key moments:
- In timeline, select keyframe to move
- G then drag left/right
- Frames closer together = slower movement
- Frames farther apart = faster movement
Technique 4: Zoom During Movement
Dolly zoom / focal length animation:
- Frame 1: Set Focal Length to 24mm, keyframe it:
- Hover over Focal Length value in N-Panel
- Press I
- Frame 240: Change Focal Length to 85mm, keyframe it
- Camera zooms in while moving
Phase 6: Rendering
Step 6.1: Render Settings
Quick Setup:
- Look for vertical tabs on far right
- Click Camera icon (Render Properties)
- Render Engine:
- Eevee = Fast preview (use while testing)
- Cycles = Slow but beautiful (use for final)
- Resolution:
- 1920x1080 (Full HD, YouTube standard)
- 3840x2160 (4K, if you have time)
Frame Rate:
- 24 fps = cinematic feel
- 30 fps = smooth, standard
- 60 fps = very smooth (larger file)
Step 6.2: Test Render Single Frame
Before rendering full animation:
- Go to interesting frame (scrub timeline)
- Press F12
- Wait for single frame to render
- Check:
- Composition looks good?
- Lighting correct?
- No missing textures?
- Press Escape to close render
Step 6.3: Render Full Animation
For final export:
-
Set output location:
- Render Properties → Output
- Click folder icon
- Choose Desktop or Videos folder
- Name your file (e.g.,
citadel-cinematic)
-
Set format:
- File Format: FFmpeg video
- Container: MPEG-4
- Video Codec: H.264
- Audio Codec: None (unless you added sound)
-
Render animation:
- Press Ctrl + F12
- Rendering begins
- Progress shows in console window
- DO NOT CLOSE BLENDER while rendering
-
Render time estimates:
- Eevee: 1-5 seconds per frame
- Cycles: 10-60 seconds per frame
- 10-second clip (240 frames) at 30 sec/frame = 2 hours
- Plan to render overnight for complex scenes
-
When complete:
- Video file appears in output location
- Verify it plays correctly
- Watch full video for quality check
Phase 7: Post-Production (Optional)
Adding Music/Sound
Use external video editor:
- DaVinci Resolve (free)
- Adobe Premiere (if you have it)
- Windows Video Editor (built-in)
Blender can do audio but external editors are easier for:
- Music sync
- Sound effects
- Multiple clips editing
- Titles and text
Color Grading
In Blender:
- Switch to Compositing workspace (top of screen)
- Check "Use Nodes"
- Add Color Balance node (Shift + A → Color → Color Balance)
- Adjust Lift/Gamma/Gain for mood:
- Lift toward blue = cooler/frostier
- Lift toward orange = warmer/fiery
Or do in video editor (probably easier).
Common Workflows
Workflow A: FOMO Campaign Clip (5-10 seconds)
Timeline: 30 minutes
- Export small area from Mineways (5 min)
- Import to Blender, MCprep materials (3 min)
- Add sun lighting (2 min)
- Simple 2-keyframe camera path (10 min)
- Render with Eevee (5 min)
- Done
Use Case: Quick social media teaser
Workflow B: YouTube Trailer (30-60 seconds)
Timeline: 2-3 hours
- Export multiple areas or one large area (10 min)
- Import, MCprep, lighting (10 min)
- Complex camera path (5-7 keyframes) (45 min)
- Depth of field, focal length changes (15 min)
- Test renders and adjustments (20 min)
- Final render with Cycles (1-2 hours, overnight)
- Add music in video editor (20 min)
Use Case: Professional marketing trailer
Workflow C: Build Showcase (1-2 minutes)
Timeline: 4-6 hours
- Export full build with surroundings (15 min)
- Import, MCprep, custom lighting setup (20 min)
- Multiple camera angles (3-4 separate shots) (90 min)
- Render each shot separately (2-3 hours, overnight)
- Composite in video editor with transitions (30 min)
- 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?
-
Review your work:
- Watch full video
- Note what you like / don't like
- Show to Meg for feedback
-
Learn one new technique:
- Depth of field
- Multi-keyframe paths
- Custom lighting setup
- Focal length animation
-
Produce regularly:
- One cinematic per week = skill building
- Each one gets easier and faster
- Build portfolio of work
-
Document your process:
- What worked well
- What was frustrating
- Time estimates for planning
-
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