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Design and Layout

The Design tab controls the display name, captions, background layout, palette, image, loading indicator and ambient decoration. The effect ID appears under File details. Use lowercase letters, digits and single hyphens, up to 48 characters.

Choose Shader template to retain an animation’s background. Other layouts include solid color, split panels, technical grid, terminal, pulse and no background. The original palette preserves template colors; a custom palette uses your background, primary and secondary colors.

Select the title, subtitle or detail directly on the canvas, or select its field under Design → Captions. The inspector opens controls for that individual component, including text, color, placement, animation and scaling. Use Effect settings to return to the main inspector.

Captions are plain text. {player}, {world}, {source-world} and {effect} are plugin placeholders. Studio uses sample values; live PlaceholderAPI values must be checked in Minecraft. A translated editor interface does not translate your captions.

Use Design → Additional elements → Add text for additional independent captions. You can add up to 12 extra text objects alongside the title, subtitle and detail. Each has its own text, color, entrance animation, position and size. Select an object on the canvas or in the additional-elements list; Remove element deletes only that object. Undo restores it.

Upload PNG or JPEG artwork, then use Edit image or select it on the canvas. Choose cover to fill the area or contain to keep the whole image visible. Control opacity, position, scale, stretch, delay and reveal animation.

Studio exports the image as PNG alongside the effect YAML. The plugin accepts PNGs up to 8 MiB and 2048 × 2048 pixels. Keep the exported image with its matching definition; YAML alone does not include the image bytes.

Use Add image under Additional elements to add another picture instead of replacing the preset’s image. Up to 8 extra pictures can have independent fitting, opacity, entrance animation, position and size. All referenced PNGs travel with the exported ZIP and connected-server saves. Keep the complete ZIP below 9 MiB; the generated server resource pack also has a 32 MiB budget shared by all effects.

Transparent artwork works well for logos and overlays. Replacing an image leaves its composition controls available, so you can reuse a preset with your own branding.

Select an element to show its bounds. Drag it to reposition it and use its corner handles to resize it. Selection opens that component’s inspector. Position and scaling fields allow exact adjustments, including separate horizontal and vertical stretch.

Use Escape to cancel an active manipulation or clear selection. Arrow keys nudge a focused element or resize handle; Shift increases the step. Ctrl/Cmd+Z undoes a committed change and Ctrl/Cmd+Shift+Z redoes it.

The timeline is useful for checking where a moving element lands at different points in the animation. The final Minecraft display can differ with screen proportions; verify the saved design in game.

Available indicators are a moving bar, segmented bar, pulsing dots and rotating ring. Position and size them like other components. They are decorative and do not reflect measured loading progress.

Finishing touches include embers, petals, a scan line and a pulse emblem. Use them with a readable caption layout and enough time for the content to appear.

Under In-game → Player view, control hands, HUD, movement and interactions. Showing hands requires the HUD to remain visible. Studio previews those choices against its captured player view; test the same combination in Minecraft.