Privacy
Language: Türkçe

Studio: Game view and live preview

Watch the clip you are making in Punchy! Studio play on your own player in the real game: scrub, play, turn the camera and see every change before you export.

This page has not been translated into Turkish yet, so it is shown in English. Read in English

On this page

The Game view puts the real game beside Punchy! Studio’s stage. Punchy! Moves plays the clip you have open on your own player, so you see the pose, the face and the timing the way the game draws them, and every change you make shows at once, before you export anything.

This page is for anyone making Punchy! Moves clips in Studio. It shows how to turn the view on, what it plays and what it leaves out, and what each control does.

Before you start

  • Punchy! Studio and Punchy! Moves, installed together. The Game view needs Punchy! Moves installed next to Studio, for the same Minecraft version and loader. Studio can still edit and export Moves packs without it. Get Punchy! Studio from Modrinth or CurseForge, and Punchy! Moves from Modrinth or CurseForge.
  • A Punchy! Moves build with Studio’s live preview. Moves 1.0.0 has the preview. When Studio finds a Moves build without it, the Game view tells you to update Punchy! Moves.
  • A world. The clip plays on your own player, so you have to be in one. A creative flat world is the easiest place to test, and Studio needs no server.
  • A clip. Open one in the Animation tab of the Third Person perspective. If you have none yet, Punchy! Studio for Moves packs makes your first one step by step.
  • This page was checked against Punchy! Studio 1.1.1 and Punchy! Moves 1.0.0.

Turn it on

  1. In a world, press F6 to open the editor, and pick Third Person with the switch between the menus and the workspace tabs.

  2. Open the Animation tab and select a clip in the outliner (Search clips finds one by name), or make one with File > New Clip.

  3. Choose View > Game View in the menu bar. The same item is in the View menu in the header of the Player panel, the stage. A check mark shows that it is on.

    The stage and the game share the area above the timeline, each taking half of it, under a header called Game. The outliner and Properties stay at the right. The Front and Back switch sits at the right end of the game’s header.

  4. Press Space. Your player plays the clip in the game, and Playing shows in the corner of the game frame. Press Space again to stop.

  5. To close the view, choose View > Game View again.

View > Game View: Punchy! Moves plays the clip on your own player, and Front and Back turn the game's camera.

What the Game view shows

  • Your own player in the game’s own frame. The picture is the game’s frame, copied beside the stage, so the skin and the world are the game’s. Studio’s stage is a replica of how Punchy! Moves poses a player. The Game view is the game itself, so when the two differ, trust the Game view.
  • The clip at the playhead. Scrub the timeline, step with the arrow keys or click the ruler, and your player stands where the clip is at that time. Press Play and the game plays it from there.
  • Loops and holds. A clip with loop set to true repeats. A clip that does not loop plays once and holds its last pose, and Studio’s playback stops at the end. Press Space at the end to play it again from the start.
  • Every change, at once. Key a bone, move a key, change the length or undo, and the game shows the new clip straight away.
  • The face. The clip’s face keys and looks play, and the looks and eye shapes of the pack you are editing show too, before you export them. If Punchy! Moves cannot read a part of them, a line in the Game view names what it leaves out.
  • Your player only. Punchy! Moves poses only your own player. Other players in the world move as they always do.

What it leaves out

The Game view plays the clip itself, exactly as the animation file holds it. Punchy! Moves poses your player with that clip in place of everything it would play on its own: walking, emotes and the blends between them.

  • Item bones. The Game view poses the body and the face. The right_item and left_item keys of a clip do not play in it, so a held item is not moved by the clip. In the game they play once the pack is exported and the clip is bound to an action that holds the item.
  • Compat files play no part. Whether a compat file names the clip, and which speed, blend or overlay it gives it, does not matter here. To see a clip the way the game plays it, bind it, export the pack and try it. Make it an emote shows how.
  • Reaction changes are not sent. The Game view plays your clip’s face keys, but it does not preview the changes you made to face reactions. Export, then do whatever sets the reaction off in third person. For a changed Starting a run reaction, start running.
  • It lives in the Animation tab. The Face and Bindings tabs have no Game view, and leaving the Animation tab for either of them closes it. The Library tab opens the pack list over the Animation tab, so the Game view stays on behind it.

Controls

The keys are those of the Punchy Studio keymap, the default. With another keymap, the menus and F1 show yours, and the stage orbits as Pick a keymap says. The game frame always turns the player with the right or middle button, and the camera settings of Edit > Preferences… change the stage, not the game frame.

ControlWhat it does
View > Game ViewTurns the Game view on or off.
Front, BackTurns the game’s camera to look at your player from in front or from behind, as F5 turns it in the game. The first time, the view opens on Front. After that it opens on the one you last picked, until you restart the game.
Drag with the right or middle mouse button in the game frameTurns your player: sideways turns it around, up and down tilts it.
SpacePlays or pauses the clip.
EscStops playback and returns to where it started.
Left, RightThe previous or next frame.
Shift+Left, Shift+RightJumps to the start or the end.
Up, DownThe previous or next key.
Click or drag the rulerMoves the playhead. Hold Shift to ignore snapping.
Ctrl+Z, Ctrl+Shift+ZUndo and redo. The game follows.

The other shortcuts of the Animation tab work as usual, and F1 lists them.

What Studio does to your game

  • When you open it, Studio turns the game’s camera to look at your player from the view you picked, and remembers the view you had before.
  • When you close it, whether by the menu, by opening the Face or Bindings tab or by closing the editor with F6, Punchy! Moves poses your player again, the packs’ own faces come back and the camera returns to the view it had.
  • The setting stays on. Only View > Game View turns it off. While it is on, the view opens again when you come back to the Animation tab or open the editor again.
  • Turning your player is real. Dragging in the game frame turns your player in the world, and closing the view does not turn it back.
  • The world keeps running. The editor does not pause it, so be somewhere safe.

Try it: a clip that plays once

A looping clip never shows how a clip ends, so make one that does not loop. It takes about a minute. Punchy! Studio for Moves packs has the longer walkthrough, from a new pack to an emote.

  1. With the Game view on, choose File > New Clip. Type the Name raise_arm, click the Length field, type 0.8 and press Enter, leave Loop unticked and press Create.
  2. In the outliner, select Right Arm and press E for rotation.
  3. With the playhead at 0, press I to key the arm where it rests.
  4. Press Shift+Right to jump to the end, at 0.8 s. In the Transform panel, click the rotation’s Z field, type 90 and press Enter. Typing a value keys it at the playhead.
  5. Press Shift+Left to go back to 0, then Space. In the game, your player raises its arm and holds it there. Playing goes away and Studio stops at 0.8 s.
  6. Press Space again. The clip starts over from 0.
  7. In the Properties panel, under Clip, set Loop to Loop and press Space. The clip now repeats for as long as it plays.

Written as an animation file, a clip like the one you keyed looks like this. Studio writes the file when you export, and a pack made by hand can hold the same text:

{
  "format_version": "1.8.0",
  "animations": {
    "raise_arm": {
      "animation_length": 0.8,
      "bones": {
        "right_arm": {
          "rotation": {
            "0.0": [0, 0, 0],
            "0.8": [0, 0, 90]
          }
        }
      }
    }
  }
}

Add "loop": true beside animation_length and it repeats. That is the only difference between a loop and a hold.

To make the clip by hand, save the text as a .json file in the assets/punchy_moves/animations folder of a resource pack. Animation files builds a whole pack that way, pack.mcmeta included.

Try a clip from a real pack

A pack you already have works the same way. Choose File > Packs, and under Copy a pack from the game pick the pack. The example pack provided by Crafto, Fluid & Foolish, the animation pack for Punchy! Moves that the demos on this wiki use, is a good one to study. Select one of its clips, sword_attack_1, which does not loop, and play it with the Game view on: it plays once and your player holds its last pose.

File > Packs, then Copy a pack from the game. The example pack provided by Crafto heads the list; this recording copies My Moves Pack, made on Punchy! Studio for Moves packs, and opens the copy, My Moves Pack Studio.

The parts of a clip the Game view plays

Keys of a clip
KeyTypeDefaultWhat it doesExample
animation_lengthnumberThe length in seconds. When it is missing or not above 0, the clip lasts until the last key of any bone, face bones included.0.8
loopbooleanfalseOnly the JSON value true loops. Any other value, a string such as "true" included, plays the clip once and holds its last pose.true
bonesobjectThe bones the clip poses, each with rotation, position and scale channels. The rig has root, head, body, right_arm, left_arm, right_leg and left_leg, and waist, which turns the body, the head and both arms. Bones named face_... key the face. right_item and left_item pose the held item and count only in actions that hold one; the Game view does not play them. Bone names are read in any case.
facestring or objectA look that plays for the whole clip: its name, or an object with look and mix, the share of the face the clip takes over (1 by default). The face keys in bones win over it. See Faces in packs and clips."happy"

How every key of a clip is written is in Animation files. Checks in the Properties panel lists anything the game reads differently from how the clip is written.

When the view shows a message

A short line in the Game view tells you why it cannot show the clip.

MessageWhat it means and what to do
Install Punchy Moves to play the clip in the gameStudio finds no Punchy! Moves. Install it next to Studio, from Modrinth or CurseForge, and restart the game.
This Punchy Moves cannot play Studio’s clips. Update Punchy Moves.Punchy! Moves is installed, but its build has no live preview. Update it from Modrinth or CurseForge.
Join a world to see the live cameraThe clip plays on your player, so open a world first.
Open a clip to play it on your playerNo clip is open. Select one in the outliner, or make one with File > New Clip.
Punchy Moves cannot read the clip: …Punchy! Moves could not read the clip’s text, and the words after the colon say why. Your player keeps the last clip Punchy! Moves could read, or moves as usual if there was none. Fix the clip, and Checks in the Properties panel names what it found.
Punchy Moves leaves out: …Part of the pack’s looks or eye shapes could not be read, and the words after the colon name it. The rest of the face plays.

Things to know

  • The Game view shows the clip, not the rules. A clip can look right here and never play in the game because no compat file names it. Check the Verdict in the Bindings tab, export and try it.
  • A clip that does not loop stops at its end. Studio’s playback stops there, and the game holds the last pose. Only the JSON value true loops.
  • Reactions are not previewed. Export to see changes to face reactions.
  • The stage and the game can differ. The stage is Studio’s replica, and the game is the truth.

Last checked against the mod on 30 October 2026.