Your First Blueprint
In this guide we’ll create a simple Blueprint of a spinning cube, export it to a Minecraft world, and summon it in-game. This will introduce you to the full workflow of Animated Java.
Prerequisites
- Animated Java is installed. See Installing Animated Java if needed.
- You have a Minecraft world with a Data Pack folder and a Resource Pack folder you can write to.
Part 1: Creating the Blueprint
Create a New Blueprint
Navigate to File New Animated Java Blueprint or select Animated Java Blueprint from the startup screen. A new empty Blueprint will open.
Create a Group
In the Outliner, click the Add Group button to create a new bone. Rename it to
cube_bone. Bones are the animated containers for your cube geometry.Add a Cube
Click the Add Cube button to create a new cube. In the Outliner, drag the cube onto
cube_boneto parent it. Adjust the cube’s position and size as desired.Apply a Texture
Open the Textures panel and create or import a texture. Assign it to all faces of your cube.
Part 2: Configure Blueprint Settings
Before exporting, you need to tell Animated Java where to write your files.
Open Blueprint Settings
Click Animated Java Blueprint Settings in the menu bar.
Set the Blueprint ID
Under General, set the Blueprint ID to something unique, for example:
my_pack:spinning_cube. This becomes your function namespace.Set the Target Version
Set Target Minecraft Version to match your Minecraft installation.
Set the Resource Pack Path
Under Resource Pack, click the folder icon and navigate to your Minecraft resource pack directory (the one containing
pack.mcmeta).Set the Data Pack Path
Under Data Pack, click the folder icon and navigate to your Minecraft world’s data pack directory.
Save
Click Confirm to close the settings dialog.
Part 3: Create an Animation
Switch to the Animate Tab
Click the Animate tab at the top of Blockbench.
Create a New Animation
In the Animations panel, click + to create a new animation. Name it
spin. Right-click it and open Animation Properties to set the Loop Mode to loop.Add Rotation Keyframes
Select
cube_bonein the Outliner. At time0, add a rotation keyframe with Y rotation = 0. Move the timeline to the last frame and add another keyframe with Y rotation = 360.
Part 4: Export and Test in Minecraft
Export the Blueprint
Click Animated Java Export (Debug) in the menu bar. This will export your Blueprint’s model and animation functions to the specified data pack and resource pack folders.
Load the Packs in Minecraft
Open your Minecraft world. Enable your resource pack in the Resource Pack menu, then run
/reloadto reload the data pack.Summon Your Rig
Run the following command to summon your spinning cube rig at your feet:
execute positioned ~ ~ ~ rotated ~ 0 run function my_pack:spinning_cube/summon {args: {}} To start the spin animation, run:
execute as @e[tag=my_pack.spinning_cube.root] run function my_pack:spinning_cube/animations/spin/play To remove the rig:
execute as @e[tag=my_pack.spinning_cube.root] run function my_pack:spinning_cube/remove/this Next Steps
- Learn about Blueprint Settings for all available configuration options.
- Explore Variants to give your model multiple appearances.
- Read the full Function API reference to control rigs from your own data pack.