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Blockbench Plugin Rigging
Start a project in the Marionette Rig format. It's exactly like Blockbench's Modded Entity format with a few additions: a role dropdown on groups, and an armature bone in every segment.
A Marionette rig is just groups with a role, set in the Element panel's Marionette role dropdown.
| Role | |
|---|---|
| Limb | one chain of segments. Becomes one Limb.builder(...) call in the exported entity |
| Segment | one link of a chain. Becomes one part entity and one model part |
| None | a plain group, nested and exported as usual |
Segments inside a limb are a chain in outliner order, top to bottom, regardless of nesting.
A segment has two distinct points:
- The joint is the group's pivot, and the base of its bone. This is the
parent-side end, the
−Zend. Posing rotates the group about it. - The export origin is the bone's center, marked with a blue ring. You can think of this as where the hitbox of the part entity will centered.
Resizing a bone moves the export origin by half the length change, so exported geometry offsets change even though you didn't move any geometry. That's intended — the geometry stays put relative to the visible bone.
Each segment contains exactly one ArmatureBone, which is a visual
indicator and a length handle. bone.length is the single source for
segment length; there is no separate field.
The bone is pinned to the joint and can't be meaningfully moved or rotated on its own.
Under Tools, and in a group's right-click menu.
Add Marionette Limb — creates an empty limb group.
Add Marionette Segment — creates a segment plus its bone. With a segment selected, the new one's joint snaps to that segment's bone tip, so you can build consecutive chains this way.
Fit Bone to Geometry — centers the bone center on the geometry's center.
Java library
Blockbench plugin