Skip to content

GodaOo/bmaMC

Folders and files

NameName
Last commit message
Last commit date

Latest commit

 

History

20 Commits
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Repository files navigation

bmaMC (Block Model Animation Minecraft)

icon

Convert Blockbench Bedrock entity animations into Minecraft Java Edition resource-pack models with multi-axis rotation (25w46a+).

UI

image

Notes

  • Minecraft 25w46a+ only (uses per-element XYZ rotation).
  • Animation import supports translation and rotation; scale is read but ignored to avoid distortion.

Usage

  1. Create your Bedrock Entity model and animations in Blockbench. Save project as .bbmodel file.
  2. Open the bmaMC GUI:
  3. Import one or more .bbmodel files into bmaMC (multi-file import supported).
  4. On the right panel, set:
  5. Click Generate or Clear Folder and Generate
    • Generate: builds into the selected output folder
    • Clear Folder and Generate: empties that folder first, then builds
  6. Load the output as a resource pack in Minecraft.

Example (give item using a dynamic model):
If the model name is model and the animation name is walk, you can get an apple using the animated model with:

/give @a minecraft:apple[minecraft:item_model="model/walk"]

example

Known Issues

  1. Model size limits

    Minecraft requires each cube’s from / to coordinates to stay within the range -16 to 32 on every axis — this includes all positions reached during animation.
    If any element goes outside this range at any frame, the model will not render.

    Workaround: scale down in Blockbench, then scale back up in bmaMC

    1. In Blockbench, open File → Project… and set Default UV mode to Per-Face UV.
    2. Use Transform → Scale…, with the pivot at (0, 0, 0), to scale the whole model down.
    3. The recommended minimum scale factor is 0.25. Going smaller than 0.25 cannot be fully restored later, because Minecraft only supports up to scale back up.
    4. Ideally, adjust the model size before creating animations.
      • If you already have animations, you must manually scale all animated Position values:
        each keyframe position should be multiplied by the same scale factor you used on the model (for example, original position 10 with scale 0.25 becomes 2.5).
    5. In bmaMC, set the Scale field to the inverse of the Blockbench scale you used.
      • Example: if you scaled the model to 0.5 in Blockbench, then set Scale = 2 in bmaMC (1 / 0.5 = 2) to restore its in-game size.
  2. Single-sided geometry

    Some models (for example, evoker_fangs) appear to show “inside” faces in Blockbench.
    However, due to Minecraft’s rendering rules, faces are only rendered on the outer side; the back side (inside) is not drawn.

    This means single-sided or thin, hollow models that rely on visible interior faces will not display correctly in-game.
    When designing models for use with bmaMC, avoid relying on geometry where you need to see the inside of a single face or thin shell.

    face_issue

Showcase

To quickly see bmaMC in action, load bmamc.zip as a resource pack in Minecraft, then run:

/summon item_display ~ ~ ~ {item_display:"head",item:{id:"minecraft:apple",count:1,components:{"minecraft:item_model":"polar_bear/attack"}}}
/summon item_display ~ ~ ~ {item_display:"head",item:{id:"minecraft:apple",count:1,components:{"minecraft:item_model":"polar_bear/walk"}}}
showcase.mp4

The original Blockbench model used for this demo is included in the repository:
you can find the polar_bear model file under example_model folder.
Remember to scale it up by when using bmaMC.

Acknowledgments

Special thanks to ChatGPT for development assistance and idea refinement,
and to Blockbench for providing such a powerful and user-friendly modeling tool
that made this project possible.

About

Convert Blockbench Bedrock entity animations into Minecraft Java resource-pack models (25w46a+ multi-axis).

Topics

Resources

License

Stars

Watchers

Forks

Packages

 
 
 

Contributors

Languages