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Blockbench Plugin
This page is a WIP placeholder for the planned Easy Model Entities Blockbench exporter workflow.
The runtime already loads Blockbench .bbmodel files in modded_entity format.
The exporter/plugin documentation is not complete yet. Treat this page as the
target workflow and naming guide, not as a finished plugin manual.
Create the model in Blockbench as Modded Entity.
EME currently expects:
-
meta.model_formatset tomodded_entity. - Blockbench format version
5.x. - Cube-based elements.
- Groups in the outliner; group names become EME model part names.
Generic item/block model formats are not the right starting point for EME entities, because they do not provide the same group and entity-style structure.
Bone names are not hard validation requirements, but automatic animation only knows specific names. If a bone is missing or named differently, that part will still render, but it will not receive the matching automatic transform.
Biped and humanoid:
rootheadbodyleft_armright_armleft_legright_leg
Quadruped:
rootheadbodyfront_left_legfront_right_legback_left_legback_right_leg- optional tail bones such as
tail,tail_1, orbody_tail
Winged:
rootbodyleft_wingright_wing- optional
left_leg,right_leg, and tail bones
Arthropod:
rootbodyfront_left_legfront_right_legmiddle_front_left_legmiddle_front_right_legmiddle_back_left_legmiddle_back_right_legback_left_legback_right_leg
Static, cuboid, floating, shrine, and mimic-style block models:
root- descriptive part names such as
lid,jaw,crystal, orbody - tail/wing/leg names only when you want EME's automatic transform to affect those parts
The exporter should write the files needed by the selected target:
data/<namespace>/easy_model_entities/profiles/entity/<id>.json
data/<namespace>/easy_model_entities/profiles/block_entity/<id>.json
assets/<namespace>/easy_model_entities/render_profiles/<id>.json
assets/<namespace>/easy_model_entities/models/<id>.bbmodel
assets/<namespace>/textures/entity/<texture>.png
For the simple entity workflow, the exported profiles can stay small:
{
"model_type": "entity",
"preset_type": "humanoid_wandering",
"client": {
"render_profile": "my_pack:little_explorer"
}
}{
"preset_type": "humanoid_wandering"
}For a simple mimic or shrine-style block entity:
{
"model_type": "block_entity",
"preset_type": "animated_randomly",
"client": {
"render_profile": "my_pack:mimic"
}
}{
"preset_type": "static",
"texture": "my_pack:textures/block/mimic.png",
"animation": {
"mode": "random_idle"
}
}The exporter may add generated fields when needed:
-
versionfor matching server and client assets. -
dimensionsfrom the model bounds. -
rendering.visible_bounds_*from the visible box or calculated bounds. -
movement,behavior, andattributeswhen the selected preset needs custom values. -
animation.walk_speed_multiplieroranimation.swing_speedfor animation tuning.
The example .bbmodel files already contain an eme_export metadata block.
This is useful for the exporter UI and repeat exports, but the Minecraft
runtime uses the generated JSON profiles and the model geometry, not the
metadata block itself.
- Model format is
modded_entity. - Bone names match the selected body type where automatic animation is wanted.
- Server profile and render profile IDs match the exported file layout.
- Entity textures go under
textures/entity. - Block entity textures usually go under
textures/blockand should be written explicitly in the render profile. - Run
/easy_model_entities validate_profilesafter loading the pack.