Check this out! - mchorse/bbs-mod-wiki GitHub Wiki
This page contains a HUGE documentation regarding to BBS mod. Hidden features, stuff you should know, time codes to videos, etc. This is basically like a goldmine of information about BBS mod. I hope that you'll find it very useful!
All of this information should be up-to-date with latest version 1.5.5. Some of the features will not work with older versions, obviously.
ProTipβ’: use Ctrl + F with a keyword to find what you are looking for.
Video tutorial: https://youtu.be/O7g-el24Yq8
Install Fabric loader for Minecraft 1.20.1 or 1.20.4. Download Fabric API (for 1.20.4 version or for 1.20.1 version).
Launch Minecraft once with Fabric. If there is a label in the left bottom corner saying Minecraft 1.20.4/Fabric (Modded) in the main menu, then you installed it correctly! Close Minecraft. Download BBS mod, and place it into .minecraft/mods/ where Fabric is installed. That should be it!
Optifabric isn't supported by BBS mod. Use Sodium and Iris to replace Optifine's optimization and shader pack features.
BBS mod isn't natively supported on Forge, but you can run 1.20.1 version on Forge using Sinytra mods. Install Forge 1.20.1, install all of the mods from Sinytra organization (Connector, Forgefied API and Extras) for 1.20.1, and then install BBS mod along side Sinytra mods. That should be it.
Keep in mind that Sinytra mods are incompatible with Optifine, so you should use other mods like Embeddium and Oculus to replace Optifine's optimization and shader pack features.
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Camera editor tutorial β this tutorial fully covers camera editor at the moment it was released. Here is a breakdown of the tutorial with time codes:
- Flight mode β is a mode that lets you move the camera around in Camera and Free camera modes. You can left click and drag to tilt and pan (vertically and horizontally) the camera, middle mouse click and drag to change FOV, and right mouse click and drag to roll. Scrolling mouse wheel to change the speed.
- Clips management β this section covers how to manage clips: how to add, copy/paste, remove, move around, etc.
- Idle clip β statically places camera.
- Dolly clip β moves the camera in specific direction at given distance.
- Path clip β given multiple points, it will traverse the camera throughout all of these points given the interpolation.
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Keyframe clip β camera path can be edited through keyframes.
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distancetrack β this track allows you to move the camera in/out the direction where the camera looks, allowing you to create orbital like movement.
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- Translate clip β relatively translates (position of) the camera. Toggle fields at the bottom allows you toggle the mode from relative to absolute, i.e. instead of adding the coordinate, it will replace the value.
- Angle clip β relatively offset the camera angles. Toggle fields at the bottom allows you toggle the mode from relative to absolute, i.e. instead of adding the angles.
- Drag clip β smooths out the movement.
- Shake clip β shakes the camera using sine/cosine. Toggles at the bottom allows you to choose which aspects of the camera shake will be applied to.
- Math clip β allows you to apply some math expression to selected aspects of the camera. You can see the syntax for math expressions here.
- Look clip β orient the camera toward a replay, block or forward.
- Orbit clip β attach the camera to a replay that lets you make camera orbit around the replay.
- Remapper clip β changes the way time applies to camera clips underneath remapper.
- Audio clip β adds an audio track that can be heard and synchronized to.
- Subtitle clip β adds a text label that will be displayed on top.
- Envelopes β this mechanism allows you to transition between multiple clips. It works only on clips that modify camera position, and subtitle clip.
- Tracker clip β this clip, developed by Chryfi, allows you to attach the camera to specific replay's body part and/or limb.
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Curve clip β this clip allows you to animate sun rotation through keyframes.
- Shader curves β in addition to some tracks, whenever a shader pack is enabled (with Iris/Oculus mod present), its options can be animated via curve clip.
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Multi-track editing β since
1.5.1, instead of creating multiple curve clips to manage different properties, multiple curves are available in a single curve clip's keyframe editor.
- Dolly zoom clip β this clip allows vertigo effect in an easier way. The way it works is by animating the FOV in between, it also moves the camera so that the distance focus would be at the same scale. Finding the focus distance requires some trial and error, but overall it's relatively quick to pick optimal value.
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Clip snapping β useful clips editor UX, while dragging around clips, you'll see that clips will snap to edges of other clips. This makes it easier to place clips. Holding
Altdisables collision and snapping.
Form is a thing in BBS mod that lets you change the appearance of something in BBS mod. Forms can be used in model blocks, entity selectors and films in order to change how a model block looks, what forms entities appear as, and what actors as replays you have in the film.
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Everything you need to know about forms β this tutorial fully covers forms' capabilities at BBS mod's launch. Most of the information is still relevant today. Here is a breakdown of features:
- Model form β this form lets you use models loaded by BBS mod as an appearance. It supports animation configuration, posing, changing color, etc.
- Billboard form β this form is basically a quad that has a texture on it. You can crop it, translate and rotate UVs.
- Label form β this form allows you to place text. There are additional options like adding a background and text shadow to it.
- Extruded form β this form is similar to billboard form, but it has less feature, but it's 3D (extruded).
- Block form β this form lets you use Minecraft blocks as appearances. You can pick a block, and edit its state, however, it doesn't work with liquids (like water and lava) and block entities (like chests, model blocks, etc.).
- Item form β this form lets you use Minecraft items as appearances. Beside picking an item, it lets you to change what kind of transform it uses from the resource pack. For better anchor point, check out anchor form demonstration below.
- Body part β forms offer a mechanism called body parts, which lets you attach forms to other forms. Every form can have body parts. It's extremely useful as you can combine multiple forms into one form, and save it later into user categories as a preset.
- Hitbox β you can setup and enable hitbox for the forms, which would let you change player's hitbox when morphed into this configured form.
- Hotkeys β finally, you can also add a single hotkey to the form that would let you quickly morph into it, when saved to recent or user form categories.
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Mob form β mob form allows you to use mobs registered by Minecraft. Edit one of the mob forms, and pick any from the list. Majority of mobs should work, however, there is no guarantee that every one will work 100% correctly. Some may have missing animations, specific features, or they can even crash due to the way it works, or reads NBT data.
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Getting a mob form from a mob you're currently looking at β if you need a mob form that isn't in the list, and you don't know what kind of NBT you need for the mob to appear in specific way, i.e. baby animals, mobs, or villagers, or Enderman holding specific block, you can use either
/bbs morph_entitycommand and look at the entity, or look at the entity in the world, pressBkey to open morphing panel, and click on the T-posing character icon in the bottom right. Both will morph you into a mob form you're looking at... or will crash, if it's a problematic mob that doesn't play with mob form well.
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Getting a mob form from a mob you're currently looking at β if you need a mob form that isn't in the list, and you don't know what kind of NBT you need for the mob to appear in specific way, i.e. baby animals, mobs, or villagers, or Enderman holding specific block, you can use either
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Vanilla particle form β this form allows you to spawn particles registered by Minecraft's particle system. Some particles that don't handle velocity correctly might crash the game. Particles are heavily influenced by their code, so options like velocity and scatter aren't guaranteed to affect the particles. Some particles (like
minecraft:bubble) work only under specific conditions. - Anchor form demonstration β this form doesn't really do anything, besides being a placeholder for other forms to attach to. Due to the nature of forms and body parts, you can use it for your benefit to place a form that has weird pivot point and rotation into an anchor form, adjust the location of the form in the local space of the anchor form, and then you'll get a form that has way more comfortable conditions to work with!
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User form categories β this section shows you how to create a user form category. In user form categories, you can save custom forms indefinitely. They are stored in
config/bbs/settings/forms/as.jsonfiles. The name of the file denotes the order in which will show up in the form picker.
As opposed to forms, morphing is the mechanism in BBS mod that lets you take an appearance of a form. Morphing in BBS mod is pretty straightforward. Open the morphing panel with B key in the world, or open BBS mod's dashboard, click on morphing panel (chicken icon), and click on any of the forms in the list. There you go, you morphed into a form!
Beside morphing through the list, you can use /bbs morph <player> [form_data] command. However, with this approach, you can only do it through command blocks (/give @s minecraft:command_block and /give @s minecraft:lever), and you can generate a /bbs morph command by right clicking on any form in the form picker, and clicking Copy /bbs morph command..., then you can paste that command from you copy-paste buffer into command block, adjust the player target, and press the lever.
Model blocks are blocks that lets you place forms in the world as a block. Beside that, they can also be picked up as decorative items.
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Using model blocks β this tutorial is fully dedicated to showing how to use model blocks. Here is a breakdown of the tutorial:
- Getting a model block β model block can be found in its own item category in creative inventory.
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Editing a model block β this section shows how to work with model block's menu: you can fly around with the camera, pick model blocks from the list, or clicking them directly in the world, moving them with
Ctrl + G, and showcase of the Global toggle, and what it does. - Editing model block's item appearance β model block's configuration can also be displayed when it's being held as an item. This section shows the editor that lets you configure transformations for the model block's item.
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Importing Blockbench models β this tutorial is fully dedicated on how to import models into BBS mod. It's a part of the main tutorial series called BBS academy. Here is a breakdown of the time codes:
- Importing a static model with one texture and no animations.
- Importing an animated model with one texture.
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Setting up the head rotations for animated models β unfortunately, this process isn't automatic, so this section shows how to use
query.head_yawandquery.head_pitchvariables to make the character's head move. -
Importing Chameleon mod models β you can get Chameleon models on McHorse's Pub Discord server in #ch-models channel. Keep in mind, that Chameleon models are just Bedrock or GeckoLib format models consisting out of
.geo.jsonand.animation.jsonfiles along side one texture! -
Importing
.vox(MagicaVoxel) models β BBS mod also supports.voxmodels, but don't go too crazy with the amount of voxels. BBS mod doesn't have an optimization to render these fast, and due to the way Minecraft rendering works in newer versions, they don't support caching geometry on GPU, making OBJ and MagicaVoxel model rendering slow. - In the beginning of the video, I failed to mention why do you need Texture stitcher plugin. That plugin allows you to turn multiple textures in your model into one. If your model has multiple textures, by default, it won't load the texture correctly, but you can fix this by right clicking anywhere in the Textures section, and pick the last option with a label Stitch all textures, this will combine all textures into one, which you can export with the model to work in BBS mod.
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OBJ and shape keys β this tutorial is dedicated to importing basic OBJ models and setting up shape keys for them. Here is a breakdown of the video:
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Limitations: newer versions of Minecraft, starting with
1.14or1.17, changed the way models are rendered, and now there is no way to cache models in order to speed up high-poly models rendering as opposed to1.12.2without breaking compatibility with essential mods like Sodium and Iris. For this exact reason, you have to keep vertex count in your models to a minimum.1000vertices should be the max until proper optimization will be found! -
Importing basic OBJ model β for simple static models that have low poly count and a single texture, it's possible to import them into Blender, and then export the model as
.obj. Disable Materials, because the.mtlfile will not be accounted at all, and add the model's texture (it has to be a PNG), and that should be it! -
Setting up shape keys β shape keys are the same OBJ model that has different position, UVs, and/or normal for the same model. Shape keys can't work if new vertices were added or removed. The won't work correctly also if the order of vertices was changed. They go to model's
shapes/folder as.objfiles. -
Setting up advanced shape keys with composite BBS model β with OBJs models, it's also possible for attach OBJ parts to
.bbs.jsonmodel. I.e. if you have a group calledbone, and in the OBJ you exported some mesh asbone, that mesh from OBJ will be added as a mesh in BBS JSON model, meaning it could be have the same pivot point, and be animated through animations tab! Shape keys will be applied through the same mechanism as described in the previous section.
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Limitations: newer versions of Minecraft, starting with
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Converting
.geo.jsonmodels into.bbs.jsonβ just for convenience to have models as a single file, you can convert a.geo.jsonmodel into.bbs.jsonformat. -
Emoticons/S&B β
.bobjmodels can be loaded into BBS mod since1.2, however, they are limited to have only one texture, mesh, and armature. BBS mod will reject model loading if there are more than one armature, but will load only the first mesh related to the sole armature! - Vanilla armor rendering β vanilla armor (including trims, but limited to armor, no elytra) can be seen rendered (worn) by default player models. This mechanism doesn't work with Emoticons models supplied by BBS mod.
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Factory models β a couple of models are included in BBS mod.
- Player models β
64x64Steve (4px wide arms) and Alex (3px wide arms) are included in BBS mod by default. -
Bendable models β
MichaelCreeper_'s models are just like player models, but they have elbows, knees, and body separation. -
Eyes rigs β BBS mod comes with two eyes rigs:
2x2and2x1. - Emoticons models β
.bobjmodels from Emoticons mod with all of the emotes animations (but not props and particles).
- Player models β
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Pose flipping β poses can be flipped by right clicking the pose list and clicking the
βοΈ icon. -
Pose overlay tracks β
pose_overlay(andtransform_overlay) were added to be able to animate in parallel multiple poses.
BBS mod supports a subset of features of Bedrock particle format. You can also use either Snowstorm particle editor or BBS mod's particle editor to create or edit particle effects.
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Particle form tutorial β this tutorial shows how to import and use particles from Snowstorm. Here is breakdown:
- Importing with custom texture.
- Importing with default texture.
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pausedkeyframe track β withpausedkeyframe track it's possible to control emission, whether it's playing or paused. -
texturekeyframe trcak β the texture for particles can be changed, unlike in Blockbuster mod. -
User emitter variables β BBS mod offers exclusive
variable.emitter_user_1throughvariable.emitter_user_6variables that can be animated in film editor's timeline, which can affect numerous particle and emitter fields that accept MoLang. This could be a quite powerful tool if used creatively!
Check out an old Snowstorm guide, and a Snowstorm class for more educational content about Bedrock particle system.
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Animating tutorial β this tutorial is dedicated to animating in BBS mod. It covers a ton of features regarding keyframes, but also demonstrates how to animate very basic scenes. Here is a breakdown of most important parts of tutorial:
- How keyframes work?.
- Basic features to work with keyframes in BBS mod β this section shows how to manage keyframes: create, move, delete, copy/paste, duplicate, etc.
- Basic example by animating character wave.
- How axes work? β axes are very helpful visual aid for animating. They help you quickly determine which sliders you need to use in order to translate, scale and rotate.
- Animating with different tracks β with the way BBS mod implemented, its animation system is limited with the way tracks work, so this section shows you how to use different keyframe tracks in order to animate more efficiently.
- Animating bouncy slime β an example how to utilize all of the information you've learned before to animate a bouncy slime.
- Animating Polish cow β this section shows how to animate a popular meme with all of the information you've learned before.
- Orbit camera β orbit camera is a very useful tool that lets you use camera more efficiently to see different angles and select necessary limbs.
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Floating point ticks β since
1.2, animating keyframes allow also for placing keyframes in between ticks, giving you more control over timing, but also enhancing features like keyframe scaling (Vkeybind). -
Animated textures keyframes β this tutorial shows how to import a GIF with multiple frames, and then using
texturetrack property to interpolate between frame numbers that has format_NUMBER.png(for example:pixel_1.png,pixel_2.png, etc.) between two keyframes. So given there are10frames as a sequence of PNGs likehouse_1.pngthroughhouse_10.png, you can pick left keyframe ashouse_1.pngand the right ashouse_2.png, and it would create an animation between these two keyframes (by animating_1to_10). Interpolations work there as well! -
anchorkeyframe track β this tutorial shows how to useanchorkeyframe to pick up, put down and hand object(s). It can be used for more things, but the main property is that it allows you to keyframe replay's attachment (i.e. to which replay does a replay attaches to).- Translate option β this option allows you to attach to given target without applying scale or rotation.
- Scale option β this option allows you to attach to given target without scale. If Translate is enabled, this option will be ignored.
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Keyframes column and left and right selection β by clicking while holding and
AltandShift, you add to selection keyframes in a column. By pressingCtrl + ,orCtrl + ., you select all keyframes to the left, or to the right, respectively. HoldingShiftwithCtrl + ,orCtrl + .allows you to select only in the current track. -
Keyframe tools β this clip showcases some useful tools in keyframe editor: Generating poses from Blockbench animation by right clicking the top
posetrack, scaling keyframes horizontally by pressingVand dragging mouse horizontally, stacking (duplicating) keyframes horizontally by pressingBand dragging mouse horizontally, applying pose properties to all selected keyframes, preview of currently selected clip, and jump between keyframes with[and]. -
Fixating movement for poses β with Fix option in the pose editor, you can fixate the movement. Putting
1into the field fixates the movement, while0means no fixation. Numbers in between allow you to influence partially the fixation of the movement. -
Spread keyframes β selecting keyframes and then pressing
Alt + Bwill spread keyframes in between the earliest and the latest at equal distance. - Adjust values β selected keyframes will be relatively adjusted by the value to the rightmost or leftmost keyframe. Works on multiple tracks!
Presets is a mechanism in BBS mod that allows you to reuse certain parts of your work in future. Presets work in keyframe editor, clips editor, texture picker (right click the textbox), body parts and item editor when editing BBS gun.
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Film editor β this tutorial covers basics of the film editor. Here is the breakdown of the tutorial.
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Installing ffmpeg β
ffmpegis a utility program that makes it very easy to work with different media formats.ffmpegis used by BBS mod to convert images downloaded from URL, media importers, and for video recording. - UI layout β this section breaks down film editor's layout.
- Recording replays β following chapters cover how to manage replays and record characters in the film editor and outside in the world.
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Installing ffmpeg β
- Onion skin β this feature is very useful for animating to see where the character is by showing semi-transparent ghosts of the replay. It's especially useful to view where the legs will be in order to place legs in the correct place when animating.
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Pose and transform axes β when you edit a pose or a transform, you can see RGB lines. These lines represent where the X, Y and Z axes are. You can use that information to understand which translate, scale or rotate slider to adjust.
F8can be used to toggle the axes, if they get in the way. In BBS mod's settings, you can change axes scale under Appearance category. -
Viewport β viewport is the part of the screen in the film editor that is responsible for previewing what you see from the camera's POV. On the bottom of the viewport, there are icons that do following stuff:
- Replays β here you can manage replays (actors) and their properties.
- Onion skin β here you can access additional onion skin settings.
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Play/pause β left clicking the icon, or pressing
Space, toggles film's playback. Right clicking the icon gives you a couple of options:- Play the film outside β closes the camera editor and plays the film outside of the film panel in the world.
- Freeze when paused β allows you to toggle pause feature, that makes replays static during pause. The upside: it's easier to animate models. The downside: it's hard to work with particles.
- Teleport β left clicking the icon teleports player entity to camera's current position. Right clicking the icon offers an option to enable film editor option that spam teleports the player entity to camera's position, which helps a bit with chunk loading.
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Toggle flight mode β toggles flight mode. You can press
Fkey to toggle flight mode with keyboard. -
Toggle control mode β toggles actor control mode, which lets you control current replay with WASD, sneaking, jumping, sprinting and mouse. To exit actor control mode, press
Hkey. -
Toggle orbit mode β allows you to change the camera mode. Here are what every mode does:
- Camera β places the camera according to what you have in the camera clip editor.
- Free β lets you place and control the camera with flight mode wherever you want.
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Orbit β lets you control the camera around the current replay without flight mode. Fligth mode can only be used to change the speed of the camera with scroll wheel. Holding
Zand dragging middle mouse button allows you to orbit around the origin point of the replay. - First-person β lets you to see from first-person POV of the replay (no HUD).
- Third-person (back) β lets you to see from third-person from behind of the replay.
- Third-person (front) β lets you to see from third-person from front of the replay.
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Record video β left clicking starts video recording process. Right clicking the icon offers a couple of options:
- Take a screenshot β makes a screenshot of current frame in the preview. The resolution of the screensot depends on the resolution set in Settings (left bottom icon) > Video recording > Edit settings... > Frame resolution.
- Open videos folder... β opens the folder where videos will be exported to.
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Render audio (from audio clips) β all audio clips in the film will be exported as a
.wavinto the videos folder. - Reset replays upon recording β toggles whether all of the replays will be recreated upon recording. Most of the time it's useful, because it resets the animations and particles, however, in rare cases, if the replay reset messes up with replays (for example there is some random jitter for a couple of frames, or in case with mob forms, there is a visible unpleasant reset), it's better to disable this option.
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Looping β pressing
Lkey lets you enable toggle mode. You can check the bottom right corner for ποΈ icon if looping is enabled. By default, looping will loop the playback of the currently selected clip. You can use[and]keys, orAlt + LMBandAlt + RMB, to set custom looping region. When looping is enabled, and there is a custom looping region, pressing Record video will record only what's in the custom looping region. You can reset custom looping region by pressing[and]simultaneously, orAlt + MMD(Middle Mouse Button). - Actor β enabling this toggle will result in replays being not just virtual entities, but actual entities that can be receive damage, and interact with the world (step on pressure plates, push other entities, emit light when torch held with LambDynamicLights mod, etc.). I would advise you against enabling this option when animating/recording your scene. It's best IMHO to enable it once you've finished the scene (recording and setting up the camera).
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Recording outside from any tick β within the film editor, you can record the actor from any tick, but you're limited to plain action. If you want to record from any tick outside, move the timeline cursor to the tick, press
Ctrl + R, then pressR(or click the most right icon). Record the action, and then stop recording by pressingRight Altor open back the film editor. - Filter tracks β right clicking the keyframe editor in film editor's replay editor, allows you to hide certain tracks that you don't need to see.
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Multi-replay management β multiple replays can be selected, and their properties can be edited at once. In addition to that:
- Offsetting replay's time β selected replays' keyframes can be offset with a math expression.
- Processing replays β individual replays' properties can be processed with a math expression.
- Pasting keyframes to multiple replays β you can copy keyframes and paste them to multiple selected replays at current cursor.
- Inserting space β empty space (gap between keyframes) can be inserted for selected replays. Note: it does nothing about the camera though.
- Replay from a model block β if you have a model block in the world, you can turn it into a replay with ease. One important detail: you have to remove or disable the model block in the world.
- Record the microphone β BBS mod can record the default microphone (the one picked as default in OS's audio settings) and insert it as an audio clip.
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Automatic keyframe insertion β enabling this option allows you to insert keyframes automatically (without having to press
Ifor insertion) when you control the character.
UIs and menus have a ton of UX features! Some of them are apparent, and some of them are hidden... I'll try to cover all of the features that are available in the UI.
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F9 keybind β
F9keybind within BBS mod's menus allow you to toggle a panel that lets you see most of the available hot keys you can use! This way, you can see hidden features available only through keybinds. -
F6 utility panel β
F6keybind opens a utility panel that has some useful features, like opening most important folders (.minecraft, models, and audio), reload certain aspects of BBS mod (like models, textures, audio, etc.), etc. -
Track pad fields β these fields with, arrows on both sides, allow you to edit numerical fields with ease by left clicking, and dragging them horizontally. You can edit the values as text by clicking on the field, and typing out the desired value.
<and>buttons allow you to increment the value, or Up and Down arrow keys to increment during typing.AltandShiftkeys allow you to weaken or amplify the edited value, respectively.Ctrland left clicking the field allows you to round the value in the field. Pressing-when hovering cursor on the value allows you to negate it. Finally, you can evaluate math expressions while typing, see this page for all of the available functions and operations.- Mouse wheel UX tweaks β with mouse wheel, you can adjust the values of a track pad field incrementally. By holding drag, and mouse wheeling, you can change the global amplitude value allowing you to have more precision in configuration. These can be turned off in BBS mod's settings.
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Transformations fields β these fields allow you edit translate, scale, and rotation. Right clicking the area allows you to copy, paste and reset the transform.
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Uniform scaling in transforms β you can press
Spacekey at the end of scale fields, or drag LMB and then RMB to edit all scale fields uniformly. -
Interactive editing for transform β you can press
G.S, orRto enter interactive translate, scale or rotate mode, respectively. Pressing the same key again changes the axis in an order, i.e.Gonce is X axis,Gagain is Y axis,Gagain is Z axis, andGagain. PressingX,YorZallows you to select specific axis. - Global/local translation modes β by pressing translation icon, or right click and click Switch to local, you can enter local translation, which makes it easier positioning an object toward the rotation direction.
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Uniform scaling in transforms β you can press
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Texture picker β this UI element allows you to select a texture from places BBS mod can load from. There are a couple of cool UX features that it offers.
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Ctrl + Ffinder β by pressingCtrl + Fin texture picker, you can see the list appear where you can see all available textures all at once. - You can use arrows up and down to move the selection. Moving to the bottom or the top of the list, cycles to the top or the bottom.
Entercan be pressed to confirm. - You can type letters when texture picker opened, and it will jump to the first entry in the list.
- There are a couple of useful icons in the top right corner:
- π (folder icon) allows you to open the folder in which folder you're currently in.
- βοΈ (pencil icon) allows you to quickly edit the texture.
- Reference texture editor β you can edit a second texture in the texture editor. This is useful when you want to edit the texture for the eyes rig, while having the skin texture as a reference.
- Flood fill β texture editor has flood fill and color replacement tool, which makes it easier to fill a certain area, or replace a certain color across the entire canvas.
- URLs can be pasted into the text field to load a texture from internet.
ffmpeghas to be install for this feature to work.- Downloading textures from URL β alternatively to pasting, you can directly download a texture from URL.
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Pose editor β in the model form editor, or
posetrack keyframe editor, you can see a list of limbs that are available for posing. However, right clicking that list opens a context menu that lets you manage poses. You can copy, paste, reset and save poses as a preset. List belowName...text field lets you pick poses that were previously saved. Poses are saved inconfig/bbs/assets/models/MODEL_NAME/poses.json. Similar mechanism is available for shape keys editor.
You can find multiple BBS mod keybinds in Options > Controls > Key Binds.... Here is what they do:
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Dashboard (
0key) β opens the main BBS mod screen where all of the editing magic happens! -
Demorph (
.key) β removes form you are currently morphed into. -
Model block editor (
Homekey) β when you hold a model block, it opens an editor that lets you edit model block's item transforms and forms. -
Open current replays (
Right Shiftkey) β opens film editor panel in the dashboard with replays list opened. It's equivalent of pressing0and thenRight Shiftwhen film editor panel is opened. -
Open morphing menu (
Bkey) β opens morphing panel in the dashboard, which give you quick access to change your morphed form. -
Play film (
Right Controlkey) β plays current film opened in film editor menu in the world. -
Record current replay (
Right Altkey) β starts recording (with countdown) of player's actions and movement for currently selected replay in the film editor from start. -
Record video (
F4key) β toggle video recording with tick synchronization in the world. -
Teleport to current replay (
Ykey) β teleports to currently selected replay at the cursor in currently opened film in film editor. - Pause film β pauses the currently playing scene (that was played with the Play film keybind).
Random features that don't specifically can be placed in a single category but useful to know about!
- BBS gun β it's an item that can shoot projectiles with custom configuration.
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Color coding audio files β BBS mod has a panel, where you can pick an audio file located in
config/bbs/assets/audio/folder, where you can color code the audio file with different colors. These color codes can be helpful to differentiate between different parts of the dialogue, if your audio track is to cluttered. -
Making PBR textures for use with Iris/Oculus mod β this clip shows how to quickly setup a
_s.pngtexture that would let you to define materials (like make parts of the texture shine) for a texture. - Motion blur without shaders via ffmpeg β this clip shows how you can configure BBS mod to add higher quality motion blur at the expense of render time. It also works without shaders!
- Entity selectors β this clip shows a feature in BBS mod (that was also present in Metamorph) which allows you to target specific mobs to replace their appearance with a form.
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Media conversion β BBS mod has a pretty neat feature where you can drag and drop certain file types onto Minecraft window when BBS mod's dashboard is opened, then BBS mod will do some processing to turn that data into something more suitable to work with.
ffmpeghas to be install for this feature to work. This clip shows how BBS mod can convert different media formats. At the moment of writing this document, BBS mod1.1supports:- GIF to PNG sequence.
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.mp3/.mp4/.flac/.aiffto.wav. - Any
.wavto 16bit mono.wav. - Old
64x32skins to new64x64skins as.png. -
.jpgor.jpegto.png.