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Flashback Replay Editor Guide: Timeline, Keyframes, Scenes, and Camera Work

guide

Flashback lets you record Minecraft gameplay, replay it, and build cinematic shots from the footage. This guide covers the editing side: moving around the timeline, placing and adjusting keyframes, organising scenes, choosing how motion is interpolated between keyframes, and controlling the camera.

Getting Around the Timeline

The timeline sits at the bottom of the editor and shows your replay's duration. To change how much of it you can see at once, drag the bar along the bottom edge, or hover over the timeline and turn the scroll wheel. Zooming in gives you finer control when placing keyframes close together.

The playhead marks the current moment. Nudge it forward or backward by a single tick using the left and right arrow keys. To jump straight to the next or previous keyframe instead, use the up and down arrow keys.

While your cursor is over the main view, the scroll wheel changes your flight speed rather than zooming.

Keyframes

Keyframes store camera positions and other values at specific moments. Hold CTRL while adjusting the camera to drop a keyframe. If you want a new keyframe to land exactly on an existing one, hold SHIFT to snap.

Keyframes can be moved around: select them and copy with Ctrl+C, then paste with Ctrl+V. To remove them, delete your selection. Right-clicking a keyframe opens its options, where you can change its Type — this is how you set the interpolation for that keyframe.

Interpolation decides how the camera travels between two keyframes. The Default Interpolation setting controls what new keyframes start with. You can also switch between using the realtime difference and the tick difference as the basis for interpolation.

For a timelapse, you need exactly two keyframes. The one on the left must hold the base time (for example, zero seconds) and the one on the right must hold the total duration you want (for example, ten seconds). The right keyframe's time has to be later than the left one's.

In and Out points define which portion of the timeline gets exported. Set them with their respective keybinds.

Scenes

A scene is a named section of your edit. The export filename can include the active scene's name, so keep scene names meaningful. Deleting a scene is permanent and cannot be undone, so the editor asks you to confirm first.

Camera Controls

Camera keyframes are not required when you are spectating a player — the view follows them instead. You can add a Camera Shake keyframe when you want handheld-style movement.

A Rule of Thirds Guide overlay is available to help you frame shots. Change Aspect Ratio lets you pick a shape for your output, including a 2.40:1 widescreen option.

Right-clicking a player or entity in the world opens a popup with useful actions, including hiding that entity. If there are too many to click individually, the `/hide` and `/show` commands take an entity argument and do the same job. Note that hiding particles only stops new ones from appearing; ones already present stay visible.

For a transparent sky in your export, untick Render Sky in the Visuals window, then tick Transparent Sky in the export window.

Exporting

Open File in the main menu bar and choose Export Video. Fullscreen mode causes problems during export, so turn it off first. If the file cannot be written to your chosen folder — often a permissions issue — the export is kept in a temporary location instead.