626 lines
36 KiB
Markdown
Executable File
626 lines
36 KiB
Markdown
Executable File
# Installation [installing]
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## Installing the Replay Mod [replaymod]
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### Minecraft 1.14 and above
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The **ReplayMod** for Minecraft 1.14 and above requires **Fabric** to be installed.
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You can find Fabric and the installation instructions [here](https://fabricmc.net/use/).
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After installing Fabric, simply put the downloaded ReplayMod .jar file into the `/mods` folder of your Minecraft directory.
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### Minecraft 1.12.2 and below
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For Minecraft 1.12.2 and below it requires **Minecraft Forge** to be installed.
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If you don't know how to install Forge, follow [this tutorial](https://www.youtube.com/watch?v=4i7-RystzC4).
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After installing Forge, simply put the downloaded `ReplayMod.jar` file in the `/mods` folder of your Minecraft directory.
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> **Note:** The **Replay Mod** is entirely client side and can not be installed on the servers you play on.
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## Installing FFmpeg [ffmpeg]
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To render your creations with **Replay Mod** you will need to have FFmpeg installed.
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### Windows [windows]
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Download the **latest** FFmpeg build from <https://www.gyan.dev/ffmpeg/builds/> (the essentials version is sufficient).
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In your `.minecraft` folder, create a `ffmpeg` folder. Extract the downloaded .zip file into this folder. The FFmpeg executable should end up at `.minecraft\ffmpeg\bin\ffmpeg.exe`.
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**Notes for alternative launchers**
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- Twitch launcher by default installs Minecraft instances in C:\\Users\\*username*\\Twitch\\Minecraft\\Instances\\*instancename*\\
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- GD Launcher by default installs Minecraft instances in C:\\Users\\*username*\\AppData\\Roaming\\gdlauncher_next\\instances\\*instancename*\\
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- MultiMC by default installs Minecraft instances in C:\\Program Files (x86)\\MultiMC\\instances\\*Instancename*\\.minecraft\\
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For these launchers, make sure FFmpeg exists in `instancename\ffmpeg\bin\ffmpeg.exe` (Twitch / GD) or `Instancename\.minecraft\ffmpeg\bin\ffmpeg.exe` (MultiMC)
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### Mac OSX [mac]
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On OSX, you can install **FFmpeg** with **[Homebrew](http://brew.sh/)** using `brew install ffmpeg`.
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Alternatively, you can download the latest static build from <https://ffmpeg.org/> and copy the FFmpeg executable to `/usr/local/bin`.
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### Linux [linux]
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On Linux, you can install **FFmpeg** using your system's package manager, for example using `apt install ffmpeg`.
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If in doubt, consult the documentation of your distribution.
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## Settings [settings]
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To access the **Replay Mod Settings** from the Main Menu click the **"Replay Viewer"** button and click the **Settings** button.
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While playing, you can click the 'Mods' button in the Pause screen to reach **Replay Mod Settings** if you use Minecraft 1.12.2 and below, or have the mod [Mod Menu](https://www.curseforge.com/minecraft/mc-mods/modmenu) installed.
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When in a Replay, you can either bind a hotkey to the **Replay Mod Settings** in Minecraft's Control settings
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or use the hotkey GUI by clicking on the hamburger button in the lower left corner.
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## Accounts [accounts]
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In previous versions of ReplayMod we used accounts to deliver videos to the **Replay Center**. This has since been discontinued and with that, so have the accounts.
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Instead of the forum, you can join our [Discord server](https://discord.gg/5GR7RSb) to get support and answers.
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# Recording [recording]
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The **Recording Indicator** which is displayed while recording
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Recording Replays is the core feature of the **Replay Mod**.
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Recording a Replay is really simple: If enabled in the **Replay Settings**, the Mod will automatically record all of your gaming sessions.
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You will be notified that the Recording started by a **Chat Message**. Chat Messages can be disabled in the **Replay Settings**.
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In the upper left corner, a **Recording Indicator** will be displayed unless disabled in the **Replay Settings** while you are recording.
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While Recording, you can set [Event Markers](#replaying-markers) using the `M` key.
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Upon exiting your Server/Singleplayer World, you might be asked to wait a couple of seconds until saving the Replay has been finished.
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Congratulations, your Replay is now accessible via the **Replay Viewer**!
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# Replaying [replaying]
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The **Replay Viewer** with several recorded Replays
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To watch one of your Replays, open up the **Replay Viewer** from the **Main Menu** and select the desired Replay.
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Then, press the "Load" button.
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In the **Replay Viewer**, you can also **rename**, **delete** and **upload** your **Replay Files**.
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## Movement [movement]
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### Basic Controls [basic]
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While in the Replay, you can freely move around using the movement keys (`WASD, Space, Shift` by default).
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You can move through block similar to Spectator Mode.
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Using the **Mouse Wheel**, you can modify your flying speed. Scrolling **up** causes you to fly faster, while scrolling **down** slows you down.
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If you prefer the camera to be controlled similar to vanilla Creative Mode, you can change that in the **Replay Settings**.
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### Camera Roll [roll]
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A Screenshot taken with a **tilted camera**
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While in a Replay, you can tilt the Camera.
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By default, pressing `J` will tilt the screen clockwise, and pressing `L` will tilt the screen counterclockwise.
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Using `K`, you can reset the Camera Roll.
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When holding the `Ctrl` key (`Cmd` key on Mac) while tilting, you can tilt slower and more precisely.
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> **Hint:** Most of the Keybindings mentioned in this documentation can be changed in Minecraft's **Control Menu**.
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### Spectating Entities [spectating]
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You can spectate any living entitiy (including players) while in a Replay. When looking at an entity, a crosshair will be visible.
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By right-clicking, you will start spectating the entity. If you want to stop spectating the entity, use your Sneak Key (`Shift`).
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## Controlling Time [time]
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### Replay Speed [speed]
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The **Play/Pause button**, **Speed Slider** and **Replay Timeline** hightlighted
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In the upper left corner of you screen, there is a **Play/Pause button** (Shortcut: `P`), using which you can entirely pause the time of the Replay.
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All Entities, Particles and Block Updates will be frozen until you resume. You can fly through a paused Replay as usual.
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Next to the Play/Pause Button, there is a **Speed Slider**. Using the **Speed Slider**, you can control how fast the time in your Replay passes.
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The minimum Speed value is **0.1 times** the normal Minecraft Tick Speed, and the maximum Speed is **8 times** as fast.
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### Jumping in Time [travel]
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To the right of the Speed Slider, there is the **Replay Timeline**.
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On the Replay Timeline, you see a yellow cursor indicating your current position in the Replay.
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By clicking somewhere on this Timeline, you will travel in time towards the specified point in time.
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Please note that it takes longer to do larger steps in time or to jump backwards in time (see also [Quick Mode](#replaying-quickmode)).
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## Camera Paths [paths]
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### Introduction [intro]
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While in a Replay, you can create controlled **Camera Movements** using the Mods's **Keyframe System**.
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Those Camera Paths can be rendered to a video later (see [Rendering](#replaying-render)).
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The **Replay Mod Keyframe System** is similar to many Video Editing Software's Keyframe Systems.
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If you're new to Keyframe Systems, try reading [this Wikipedia article](https://en.wikipedia.org/wiki/Key_frame).
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### Keyframe Timeline [timeline]
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The **Keyframe Timeline** highlighted
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All of the Keyframes which define a Camera Path are placed on the **Keyframe Timeline**.
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The Keyframe Timeline is below the [Replay Timeline](#replaying-time-travel).
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The **Keyframe Timeline** is 10 Minutes long, meaning a Camera Path can take up to 10 Minutes.
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You can zoom in and out on the Keyframe Timeline using the `+` and `-` buttons next to it.
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Other than the **Replay Timeline**, the **Keyframe Timeline**'s time values are not relative to the Replay's point of time, but refer to **real time**.
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If two Keyframes are 5 seconds apart, the Camera Path will take 5 seconds to interpolate between those Keyframes.
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You can drag Keyframes on the **Keyframe Timeline** by left-clicking them, holding the mouse button and moving your mouse.
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### Position Keyframes [place]
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The basic components of a Camera Path are **Position Keyframes**.
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A Position Keyframe stores a **Camera Position** (x, y, z, yaw, pitch, roll).
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You can set a **Position Keyframe** using the "Add Position Keyframe"  button.
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A **Position Keyframe** initially contains the state the Camera was in when creating the Keyframe.
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On the **Keyframe Timeline**, a **Position Keyframe** will appear at the cursors's current position.
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This Keyframe is selected automatically, and the **Position Keyframe Button** will turn red.
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By clicking the **Position Keyframe Button** again, the selected **Position Keyframe** will be removed.
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By adding multiple **Position Keyframes** on the **Keyframe Timeline**, you can create a simple **Camera Path**.
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Using the [Path Preview](#replaying-paths-place-preview), you can preview your **Camera Path**.
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> **Hint:** By right-clicking a **Position Keyframe** on the **Keyframe Timeline**, you can jump to this Keyframe's Position.
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#### Path Interpolation [interpolation]
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A **Camera Path** using **Cubic Interpolation**
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The same **Camera Path** using **Linear Interpolation**
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By default, Camera Paths follow a smooth curve through all of the set **Position Keyframes**.
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This curve is generated using [Cubic Spline Interpolation](https://en.wikipedia.org/wiki/Spline_interpolation).
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If you wish to disable smooth interpolation and want to make the Path follow straight lines instead, change the **Path Interpolation Setting** in the **Replay Settings**.
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You can easily toggle between **Linear** and **Cubic Interpolation** using the `O` key.
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#### Path Preview [preview]
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A normal **Path Preview**
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Using the `H` key, you can toggle a **visual representation** of your Camera Path.
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If enabled, you will see a **Red Line** in the World following the Camrea Path.
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The [Path Interpolation Setting](#replaying-paths-place-interpolation) is respected in this preview.
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By moving the cursor on the **Keyframe Timeline**, you can see the Camera's current positon and view direction on the **Path Preview**.
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### Time Keyframes [time]
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**Time Keyframes** can be used to precisely control time travelling during a **Camera Path**.
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> Every Time Keyframe represents a timestamp in the Replay itself.
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You can set a **Time Keyframe** using the "Add Time Keyframe"  button.
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A **Time Keyframe** initially contains the Replay's point in time when creating the Keyframe.
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When playing the **Camera Path**, the Replay's time will interpolate between the set **Time Keyframes** in the Keyframes' intervals. Two **Time Keyframes** with the same Timestamp will freeze the Replay time for the duration of their interval.
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> **Hint:** By right-clicking a **Time Keyframe** on the **Keyframe Timeline**, you can jump to this Keyframe's Timestamp Value.
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> **Note:** Travelling backwards in time is not supported during **Camera Paths**. Do not add a **Time Keyframe** containing an earlier point in time after another **Time Keyframe**.
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To play your first **Camera Path**, click the **Play Button** next to the **Keyframe Timeline**.
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By default, the **Camera Path** starts from the Cursor Position on the Keyframe Timeline.
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By clicking while holding the `Ctrl` key (`Cmd` key on Mac), you can however start from the beginning regardless of the Cursor Position.
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#### Synchronizing Timelines [sync]
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Using the `V` key, you can **synchronize** the **Keyframe Timeline** with the time that passed since the last **Time Keyframe**'s timestamp.
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This means that pressing `V` moves the **Keyframe Timeline**'s cursor to the position where placing a **Time Keyframe** would result in a **Replay Speed** of the **Speed Slider's current value** between the newly placed and the last **Time Keyframe**.
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If holding `Shift` while synchronizing, it will be synchronized as if the **Speed Slider's value** was **1.0**.
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### Spectator Keyframes [spectator]
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A **Path Preview** with **Spectator Keyframes**
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While [spectating an entity](#replaying-movement-spectating), the "Add Position Keyframe" button becomes an "Add Spectator Keyframe"  button.
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To sucessfully spectate an entity, you always need at least two **Spectator Keyframes** created while spectating the same entity.
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On the **Keyframe Timeline**, the periods during which you are spectating an entity are marked with a blue line.
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To leave a spectated entity during a camera path, simply add a normal **Position Keyframe**.
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### Editing Keyframes [edit]
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The **Keyframe Editor** for a **Position Keyframe**
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You can edit any Keyframe by **double-clicking** it on the Keyframe Timeline.
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A new GUI Screen will open which allows you to modify the Keyframe's properties.
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On the lower part of the screen, you can precisely set the Keyframe's position on the **Keyframe Timeline**.
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Above that, you can modify Keyframe specific settings, for example its Position value.
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### Removing Keyframes [remove]
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Using the `DELETE` key, you can remove the currently selected Keyframe.
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Alternatively, while a Keyframe is selected, its connected Button turns red, and clicking it removes the Keyframe as well.
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> **Note:** If you use an Apple Computer with a built-in keyboard, you may need to press `FN + DELETE` instead.
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### Keyframe Repository [repository]
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The **Keyframe Repository** with two **Path Presets**
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[YouTube](IYrzbbIzWPw)
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Using the `X` key, you can open the **Keyframe Repository**. Every Replay File has a separate Keyframe Repository which can contain several **Keyframe Presets**.
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To save the Keyframes currently on your Timeline, click the **"Save as..."** button.
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You can change a Preset's name, select it from the list and click the **"Rename"** button.
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To load a Keyframe Preset, select a Preset from the list and click the **"Load"** button.
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Using the **"Remove"** button, you can permanently delete a Keyframe Preset from the **Keyframe Repository**.
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## Rendering [render]
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With the **Replay Mod**, you can render **Camera Paths** to videos **without** using a screen recording tool like Fraps.
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To get started, first [set up your Camera Path](#replaying-paths) as described in the previous chapters.
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Then, press the **"Render Camera Path"** button in the upper left corner.
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### Rendering Method [method]
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The **Replay Mod** does not only allow you to render "normal" vidoes as you see them on YouTube everyday,
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you can also render **360 degree videos**, **3D videos** and more.
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To change the rendering method, use the dropdown on the upper half of the **Render Settings Screen**.
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#### Default Rendering [default]
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A frame exported using **Default Rendering**
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Renders the video in the specified resolution. Fastest Rendering Option.
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#### Stereoscopic Rendering [stereoscopic]
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A frame exported using **Stereoscopic Rendering**
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Renders the video as a [stereoscopic](https://en.wikipedia.org/wiki/Stereoscopy) (side-by-side) 3D move, usable by different 3D technologies. The image for one eye is half the width of the video.
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#### Cubic Rendering [cubic]
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A frame exported using **Cubic Rendering**
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Renders the video with a **360 degree panoramic view**, using [Cubic Projection](http://wiki.panotools.org/Cubic_Projection).
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This is usable by several 360 degree video players (and the **Oculus Rift**), for example [VR Player](https://vrplayer.codeplex.com/).
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While **Cubic Videos** can't be used for **YouTube 360° Videos**, it takes less time to render them, so if your player
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is compatible with **Cubic Projection** anyway, you can use this setting.
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#### Equirectangular Rendering [equirectangular]
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A frame exported using **Equirectangular Rendering**
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Renders the video with a 360 degree panoramic view, using [Equirectangular Projection](http://wiki.panotools.org/Equirectangular_Projection).
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This is usable by [YouTube's new 360 degree video function](https://support.google.com/youtube/answer/6178631?hl=en), and several video players (and the **Oculus Rift**), for example [VR Player](https://vrplayer.codeplex.com/).
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> **Note:** In order for **YouTube** to recognize 360 Degree Videos, you have to inject some Metadata. Follow [this guide](https://support.google.com/youtube/answer/6178631?hl=en) for a tutorial.
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### Video Settings [settings]
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The **Video Render Settings** Screen
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After you chose the **Rendering Mode** you want to use, you can further customize the rendered video.
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#### Video Resolution [resolution]
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Below the **Render Method** Dropdown, you can enter the desired **Video Resolution** (Width * Height).
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You can enter any resolution there, but make sure to use reasonable values.
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Common Video Resolutions for **Default Rendering** are:
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- 720p - 1280 * 720
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- 1080p - 1920 * 1080
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- 4k - 3840 * 2160
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---
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When using **Stereoscopic Rendering**, please note that the entered **Width** value is the final video's width.
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Because **Stereoscopic Videos** have two frames next to each other, you therefore need to **double** the video width,
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so if you want a **Full HD Stereoscopic Video**, you have to enter **3840 * 1080**.
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---
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Videos in **Equirectangular Projection** always need to have an **Aspect Ratio** of **2:1**.
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Please note that you should generally use a high resolution when exporting **Equirectangular Videos**, as the Video will be mapped onto a spherical surface in the Viewer you're using. To get a decent looking video, we recommend a resolution of **4320 * 2160**.
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> **Note:** If you're re-rendering Equirectangular footage (e.g. using a video editing software like Premiere), make sure to export it at a **2:1** aspect ratio - otherwise it will look strange in 360 degrees.
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#### Video Framerate [framerate]
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#### Video Encoding and Quality [quality]
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A comparison between the quality of the **MP4 Hight, Default and Potato** Quality Presets.
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Below the **Render Method Dropdown**, there is another Dropdown Menu for **Encoding Presets**.
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> **Note:** If you simply want to render an MP4 video in good quality, don't change these settings.
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There are **7 Encoding Presets** you can choose from:
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- **MP4 - Default Quality**
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Renders an **MP4 video** encoded with the **x264 codec** in **Default Quality**.
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This is default Encoding Preset, as it exports a video with good quality and a relativly low file size.
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- **MP4 - High Quality**
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Renders an **MP4 video** encoded with the **x264 codec** in **High Quality**.
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Rendered videos have a relatively high file size, but their quality is almost lossless. This is useful for video producers who have to encode (render) their footage several times.
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- **MP4 - Potato Quality**
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Renders an **MP4 video** encoded with the **x264 codec** in **Very Low Quality**.
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While the video itself looks really bad, the file size is tiny and therefore this preset can be used for test renders.
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- **MP4 - Custom Bitrate**
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If this Preset is chosen, the **Bitrate Input Field** gets enabled and you can define the video's bitrate yourself.
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The rendered video is an **MP4 video** encoded with the **x264 codec**.
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- **WEBM - Custom Bitrate**
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If this Preset is chosen, the **Bitrate Input Field** gets enabled and you can define the video's bitrate yourself.
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The rendered video is a **webm video** encoded with the **vp8 codec**.
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**webm video files** are useful if you want to upload footage directly to streaming services like YouTube,
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as they usually don't have to convert **vp8-encoded videos** when processing them.
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- **MKV - Lossless**
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Renders an **MKV video** encoded with the **x264 codec** in **Lossless Quality**.
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While these video files are of perfect quality, most **non-FFmpeg-based video players and video editing software** (e.g. QuickTime Player, Sony Vegas and Adobe Premiere) can't play these videos. Therefore, you should instead use the **MP4 - High Quality** preset in most cases.
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- **PNG Sequence**
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Exports the sequence as individual frames in the **PNG Format**.
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**Warning:** This can create a huge amount of files, so make sure to save them in a separate folder.
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### Advanced Settings [advanced]
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The **Advanced Render Settings**
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#### Render Nametags [nametags]
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If you don't want to see Entity's Nametags in the rendered video, simply un-tick the checkbox. Hidden Nametags also include Nametags of **Armor Stands** and **Mobs**, **not only Players**!
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#### Stabilize Camera [stabilize]
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This setting is only applicable for **Cubic Rendering** and **Equirectangular Rendering**.
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Because you can rotate the camera in **360 degree viewers**, a tilted camera persepctive leads to a strange user experience:
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If the user looks around, his view might appear to be tilted because the camera looked up or down.
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Therefore, it is recommended to **always stabilize the camera's Pitch and Roll** using the repsective checkboxes.
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[Example 360° video **without stabilized Camera Pitch**](https://www.youtube.com/watch?v=lHGSG-0CVZw)
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[Example 360° video **with stabilized Camera Pitch and Roll**](https://www.youtube.com/watch?v=mtBehojUotQ)
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#### Chroma Keying [chroma]
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A screenshot of a video rendered with a **Red Chroma Key Setting**
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This is an experimental setting for video producers which allows you to change the sky color to a fixed color.
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Using a **Video Editing Software** like **Adobe After Effects** or **Sony Vegas**, you can change the sky color to transparency and add your own footage as sky. Read more about **Chroma Keying** [here](https://en.wikipedia.org/wiki/Chroma_key).
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> **Note:** For best results, you should **disable clouds** before rendering, as they are transparent.
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### Command Line Settings [commandline]
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The **Command Line Render Settings**
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> **Note**: This is for advanced users only. If you do not know what your're doing, leave these settings as they are.
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The **Replay Mod** runs [FFmpeg](http://ffmpeg.org/) via the **Command Line** to encode videos.
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You can customize both the **executed Command** and the **Command Line Arguments** in the **Command Line Settings** part of the **Render Settings Screen**.
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#### Custom Command [command]
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If you leave the left input field blank, `ffmpeg` will be used as **command**. If you haven't set your **PATH variable** to link to your FFmpeg distribution, simply enter the full path to your FFmpeg executable (e.g. `C:\ffmpeg\ffmpeg.exe` or `/usr/local/bin/ffmpeg`).
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#### Command Line Arguments [arguments]
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In the right input field, you can input custom **Command Line Arguments** to be used in the console.
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Each of the **Encoding Presets** basically represents a set of **Command Line Arugments** which are used with the **ffmpeg Command**.
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Customizing these **Command Line Arguments** allows you to use a specific codec or quality setting and much more.
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If you need an introduction to **ffmpeg Command Line Arguments**, read the [FFmpeg documentation](http://ffmpeg.org/ffmpeg.html).
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Before passing the given **Command Line Arguments** to the **ffmpeg Command**, the **Replay Mod** replaces the following placeholders with your inputs in the **Render Settings Screen**:
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- **%WIDTH%**
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The video's width
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- **%HEIGHT%**
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The video's height
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- **%FPS%**
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The video's framerate
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- **%FILENAME%**
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The video's filename **without the extension**. This should be surrounded with quotation marks `"`, as the filename might contain spaces.
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As the **ffmpeg Command** is always executed from the target file's parent directory, %FILENAME% does **not** contain the file's full path.
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- **%BITRATE%**
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The video's bitrate in **kilobytes per second**. As the %BITRATE% placeholder already contains the **value identifier "K"**,
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you don't have to take care of the bitrate value's format.
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### Rendering Performance [performance]
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The Screen which is displayed while a video is being rendered
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By clicking the **Render Button** in the lower right corner, you start **Default Performance Rendering**. Usually, this is perfectly satisfying regarding rendering speed, but you can increase it slightly using **High Performance Rendering**.
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To use **High Performance Rendering**, hold down the `Ctrl` key (`Cmd` key on Mac) while clicking the **Render Button**.
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**High Performance Rendering** has the following changes to improve rendering speed:
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- Rendering Process, Estimated Time Left and Button Clicks are not recalculated after every rendered frame,
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but only after one rendered seconds (e.g. every 60 frames when rendering with 60fps)
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- Resizing the Minecraft Window does not update the Rendering Gui
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## Ambient Lighting [lighting]
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The same setting, onace with **Ambient Lighting** enabled, once with **Ambient Lighting** disabled
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While **Ambient Lighting** is enabled, this eye symbol is displayed in the lower right corner of the screen.
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If you have a Replay in a dark setting (for example at nighttime, or in a cave) and **Brightness: Bright** just isn't bright enough for you, you can toogle **Ambient Lighting** using the `Z` key (`Y` on some keyboards).
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This works as a replacement for the **Night Vision Potion Effect**, without the side effect of a weird sky color.
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## Quick Mode [quickmode] (Minecraft 1.9 and up)
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In **Quick Mode**, this clock symbol is displayed in the lower right corner of the screen.
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When you first enable **Quick Mode** in a replay, an internal reference of certain entity and block properties is stored for quick access, allowing for faster navigation in the **Replay Timeline**.
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As a side effect, certain features like particles and second skin layers will not be rendered in the preview.
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By default, **Quick Mode** is toggled with `Q`.
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## Player Overview [overview]
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The **Player Overview** Screen
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Using the `B` key, you can open the **Player Overview**. In the **Player Overview**, you see a list of all currently loaded **Players** in the Replay.
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By clicking on a player's **Name or Head**, you can **spectate** this player.
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Next to each player, there's a **checkbox** using which you can toggle the player's **visibility**.
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This way, you can hide certain players from the Replay.
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Below the individual checkboxes, there are two checkbox buttons - one to **hide all players** and one to **show all players**.
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If you want to **save the player visibility settings**, check **"Remember Hidden Players" checkbox**.
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If checked, invisible players will stay invisible after closing the Replay (this can of course be reverted),
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otherwise all of the players are visible again after reloading the Replay.
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## Thumbnails [thumbnail]
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The **Default Thumbnail** which is used if no Thumbnail was created
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While in a Replay, you can use the `N` key to create a **Thumbnail** of the current Replay.
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A **Thumbnail** is a Screenshot which should give the viewer a good impression of your Replay's content.
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**Thumbnails** help keeping your **Replay Viewer** clear and structured.
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If no **Thumbnail** is set for a Replay, the **Default Thumbnail** will be displayed in the **Replay Viewer**.
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## Event Markers [markers]
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The **Replay Timeline** with several **Event Markers**
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Long Replays easily get really clunky and difficult to handle.
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Therefore, **Event Markers** are a simple way to mark important events in your Replay.
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While [recording a Replay](#recording), you can press the `M` key anytime to set an **Event Marker**.
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This **Event Marker** remembers the **Position** where you've added it and will later,
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while watching a Replay, be displayed on the **Replay Timeline**.
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While viewing a Replay, you can jump to an **Event Marker**'s Position and Timestamp by right-clicking it on the **Replay Timeline**.
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You can also add new **Event Markers** while viewing a Replay using the `M` key as well.
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You can name **Event Markers** by double-clicking them.
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When hovering over the **Event Marker**, its name is displayed.
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This way, it's even simpler to add structure to your Replays.
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You can **delete an Event Marker** by clicking it once to select it and then pressing the `DELETE` key.
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# Frequently Asked Questions [faq]
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### For how long can I record?
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Theoretically, a Replay File can be up to **24 days, 20 hours, 30 minutes and 23 seconds** long - which is a timespan you'll probably never reach.
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### How many chunks around me does the Mod record?
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If you're playing in **Singleplayer**, all of the loaded chunks within your **Render Distance** are recorded.
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If you're on a server, this depends on the **view-distance** setting in the **server.properties** file, which is set to **11 Chunks** by default.
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The Replay Mod of course records every **loaded**, not only the **rendered** chunks. Therefore, chunks behind your back are recorded as well.
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### Why can't I start recording in the middle of a session?
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Due to the way the **Replay Mod** works, you need to start recording when joining a **Server** or **World** - otherwise some data which the **Replay Files** need is missing.
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### How does recording affect my FPS?
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Usually, recording a Replay does **_not_** affect your framerate, and it also doesn't lead to lag on servers.
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We've tested the Mod on a low-end notebook with only **3GB of ram**, and everything worked fine.
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### How big are the files the Replay Mod records?
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The file size of the recorded **.mcpr files** greatly depends on the amount of world data the replay contains.
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A Replay in which you travelled around and discovered a lot of terrain is significantly larger than a Replay which was recorded in a void world.
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An average Replay File of **10 Minutes duration** usually is between **2MB and 10MB large**.
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Replays recorded on **Minigame Servers** with lots of particle effects and world changes might be larger.
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# Troubleshooting [troubleshooting]
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> If you have trouble with rendering, please first consult the Documentation before asking for help in the Discord.
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## No FFmpeg installation found [ffmpeg]
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The error screen that is displayed when no FFmpeg installation could be found
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If you have not installed FFmpeg, please follow the steps provided [here](#installing-ffmpeg)
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If already have installed FFmpeg, you have to manually tell the **Replay Mod** where your FFmpeg executable is located.
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First, get the full path to your `ffmpeg.exe` (on Windows) or `ffmpeg` executable (on Mac/Linux).
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On Windows, this path might look like `C:\ffmpeg\ffmpeg.exe`.
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Then, open the **"Command Line Settings" Section** in the Render Settings and paste this path into the **left input field** and retry rendering.
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## Crash while rendering [crash]
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If Minecraft crashes after a few frames of rendering, it most likely means the **FFmpeg** didn't like the **Command Line Arguments** you passed.
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If you customized the Command Line Arguments manually, re-check them - it's probably your own fault.
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> **Hint:** In your .minecraft folder, you'll find a file called `export.log` which contains information about FFmpeg's rendering process.
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- If you did **not** customize the **Command Line Arguments**, you might have entered some insanely high (or low) values e.g. for Bitrate or Video Resolution. Try again with other, more reasonable values.
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- Make sure the camera doesn't move below Y=0 or above Y=255
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## Unsupported Launchers and clients [launchers]
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[Future Client](https://www.futureclient.net/) is not compatible with the Mixin required by ReplayMod.
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[Lunar Client](https://www.lunarclient.com/) does not support ReplayMod
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[Badlion Client](https://www.badlion.net/) offers a different ReplayMod that is not the same as this one.
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## Compatibility with other Mods [compatibility]
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### General information [general]
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In General, the Replay Mod _should_ be compatible with most Forge and Fabric Mods.
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### Shaders Mod [shaders]
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[Karyonix' Shaders Mod](http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1286604-shaders-mod-updated-by-karyonix)
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is no longer compatible with Minecraft Forge starting with 1.9.4. As such it is not compatible with the Replay Mod either.
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Please use [Optifine](https://optifine.net/) instead.
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### Custom Main Menu [custom-main-menu]
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The [Custom Main Menu](https://www.curseforge.com/minecraft/mc-mods/custom-main-menu) mod is often used in mod packs to customize their Main Menu with a button layout fitting the background image, links to their website / bug tracker and similar.
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If you are familiar with it, the button id for the Replay Mod is: **17890234** (text: `replaymod.gui.replayviewer`).
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Due to the nature of this Custom Main Menu mod, buttons added to the Main Menu by 3rd party mods like the **Replay Mod** will not show up by default.
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Thus, to access the Replay Viewer/Editor/Center, you need to manually configure the position for those buttons.
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To do so, you need to modify the Custom Main Menu configuration file.
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Usually, you can find it at `.minecraft/config/CustomMainMenu/mainmenu.json` (if you're using a mod pack launcher, it normally has its own .minecraft folder).
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For an explanation of this config file, have a look at Custom Main Menu's page.
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You can find a list of already modified config files [here](https://gist.github.com/Johni0702/3f3fab81dbf7ada83d045d9fe8f345aa).
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### Tickrate Changer [tickrate-changer]
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The [Tickrate Changer](https://www.curseforge.com/minecraft/mc-mods/tickratechanger) mod may cause minecraft to freeze when you try to use the Replay Viewer UI.
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### LabyMod [labymod]
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The [LabyMod](https://www.curseforge.com/minecraft/mc-mods/labymod) is not compatible with ReplayMod.
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### OldAnimationsMod [oldanimationsmod]
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In case your Minecraft crashes when you are using both ReplayMod and [OldAnimationsMod](https://oldanimationsmod.net/), try removing OldAnimationsMod.
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### Orange's 1.7 Animations [17animations]
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If you use ReplayMod with shaders and [1.7 Animations](https://www.curseforge.com/minecraft/mc-mods/old-animations-mod) you may see floating water and glass. Remove 1.7 Animations to resolve this.
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### Sk1er Club: Patcher [patcher]
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We have seen reports of crashes that were related to [Patcher](https://sk1er.club/mods/patcher); in case of crashes try removing Patcher.
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### Baritone [baritone]
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The [Baritone](https://github.com/cabaletta/baritone/) mod can cause a crash when you're trying to load a replay. If you experience such problems, try running without Baritone.
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### RandomPatches [randompatches]
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Minecraft may crash if you try to use [RandomPatches](https://www.curseforge.com/minecraft/mc-mods/randompatches) together with ReplayMod. Try removing RandomPatches if Minecraft crashes on startup.
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### Sodium [sodium]
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ReplayMod can record when [Sodium](https://www.curseforge.com/minecraft/mc-mods/sodium) is installed but will crash during render. Disable Sodium before rendering, it can be re-enabled after that.
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### LiteLoader [liteloader]
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The MultiMC interface to place ReplayMod above LiteLoader.
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The properties for the new *Empty*.
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[LiteLoader](http://www.liteloader.com/) is known to cause issues due to the mixin version it contains.
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You can use MultiMC to workaround this problem.
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> The MultiMC `Edit` function requires that your computer has a default editor for json files associated.
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1: Create your instance then edit the instance
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2: Click `Install Forge`
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3: Click `Install LiteLoader`
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4: Click `Add Empty`; use `ReplayMod` as name and `com.replaymod` as uid
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5: Select the new *ReplayMod* and click `Edit`
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6: Replace the contents with one of the below snippets
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7: Save and close the text editor
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8: Move *ReplayMod* up until it is **above** *LiteLoader*
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9: Remove the ReplayMod jar from the mods folder if you installed it previously.
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** Snippet for 1.8.9 **
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`{ "formatVersion": 1, "name": "ReplayMod", "uid": "com.replaymod", "version": "1.8.9-2.4.5", "libraries": [{ "name": "com.replaymod:replaymod:1.8.9-2.4.5", "MMC-absoluteUrl": "https://minio.replaymod.com/replaymod/replaymod-1.8.9-2.4.5.jar" }]}`
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** Snippet for 1.12.2 **
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`{ "formatVersion": 1, "name": "ReplayMod", "uid": "com.replaymod", "version": "1.12.2-2.4.5", "libraries": [{ "name": "com.replaymod:replaymod:1.12.2-2.4.5", "MMC-absoluteUrl": "https://minio.replaymod.com/replaymod/replaymod-1.12.2-2.4.5.jar" }]}`
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