Your First Blueprint
In this guide we’ll build a spinning cube, export it, and summon it in a Minecraft world. It covers the whole Animated Java workflow from start to finish.
Prerequisites
- Animated Java is installed. See Installing Animated Java if it isn’t.
- A Minecraft world with an empty Data Pack in its
datapacksfolder, and an empty Resource Pack in yourresourcepacksfolder. Each one needs at least apack.mcmetafile.
Part 1: Create the Blueprint
Create a new Blueprint
Go to File New Animated Java Blueprint, or pick Animated Java Blueprint on the start screen.
Add a Group
In the Outliner, click Add Group and rename the new group to
cube_bone. Groups are the bones of your rig: they’re what moves when you animate.Add a Cube
Click Add Cube, then drag the cube onto
cube_bonein the Outliner. Position and size it however you like.Texture it
In the Textures panel, create or import a texture and apply it to every face of the cube.
Part 2: Configure the Blueprint
Animated Java needs to know where to write your packs.
Open Blueprint Settings
Click Animated Java Blueprint Settings in the menu bar.
Set the Blueprint ID
On the General page, set Blueprint ID to something unique, like
my_pack:spinning_cube. Every function Animated Java generates lives under this ID.Set the Target Minecraft Version
Set Target Minecraft Version to the version you play on, like
26.2.Pick the Resource Pack folder
On the Resource Pack page, leave the format on Folder and select your Resource Pack’s folder (the one containing
pack.mcmeta).Pick the Data Pack folder
On the Data Pack page, leave the format on Folder and select your Data Pack’s folder inside the world’s
datapacksfolder.Close the dialog
Settings save automatically when you switch pages or close the dialog.
Part 3: Animate It
Switch to the Animate tab
Click Animate in the top-right corner of Blockbench.
Create an animation
In the Animations panel, click + to create an animation and name it
spin. Right-click it, choose Properties, and set Loop Mode to Loop.Add rotation keyframes
Select
cube_bone. At0seconds, add a rotation keyframe with a Y rotation of0. Move to the end of the animation and add another rotation keyframe with a Y rotation of360.
Part 4: Export and Test
Export
Click Animated Java Export (Debug), or press
Ctrl + E. Animated Java writes the model and textures to your Resource Pack, and the functions to your Data Pack.Load the packs
In Minecraft, enable your Resource Pack (or press
F3 + Tif it’s already on), then run/reload.Summon the rig
Run this to summon the cube at your feet, facing south:
execute positioned ~ ~ ~ rotated 0 0 run function my_pack:spinning_cube/summon {args: {}}Play the animation
execute as @e[tag=my_pack.spinning_cube.root] run function my_pack:spinning_cube/animations/spin/playRemove the rig
execute as @e[tag=my_pack.spinning_cube.root] run function my_pack:spinning_cube/remove/this
Next Steps
- Blueprints covers every Blueprint setting.
- Variants and Texture Slots let one rig switch between looks.
- The Function API lists every function you can call from your own Data Pack.