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Darien Gillespie edited this page Jan 6, 2023 · 17 revisions

The majority of model design is entirely up to the user. The only thing worth noting about general models is that this mod is handled entirely on the client side. As such, things like hitboxes will not be changed from what they are in Vanilla. You should do your best to keep this in mind when designing models and try to keep them constrained to the vanilla sizes.

There are two special features of JEMs models that are important: Item Rendering and Armor Rendering. In order for your models to render held items in their hands or armor on their bodies, specially-named bones must be included in your model as detailed in the following sections.

In this section, an important note is that, in Blockbench, the folders in a model correspond to what is referred to as bones and the cubes are referred to as cubes. The names of the folders/bones are what is important. The names of cubes do not matter.

Item Rendering

In order to render items, mobs must have two specific bones (one for each item). The right hand item must be a bone named rightitem. This bone should be a child of your arm bone to make sure that the item follows any animations, though this is not required. Similarly, the left hand item must be a bone named leftitem. Again, it is suggested that this be a child bone of your arm. Once these bones are added, item rendering will be handled automatically in-game for any items the mobs hold. If you want to tweak the positioning of these items, simply move the positions of these item bones.

Armor Rendering

In order to render armor on your models, several bones are necessary. These bones have their own pivot point positioning. Each armor bone should contain a single, empty cube sized as suggested in its section below. If any more than a single cube is included in this bone, only the first cube will be used. Other armor bones can be, and in the case of the legs and feet probably will be, children of these bones. Note that the size refers to the cube size and the pivot point position refers to the bone's pivot point position.

  • armorhead - Controls the helmet rendering; sized exactly to the head of your model; pivot point in the center of the base of the head.
  • armorbody - Controls the chestplate rendering; sized exactly to the body of your model; pivot point at the center of the top of the body.
  • armorleftarm and armorrightarm - Control the shoulder pad rendering; sized exactly to the arms of your model; pivot point in the center of the width of the body, centered on the arm, 2 voxels below the top of the arm.
  • armorpelvis - Controls the leggings' pelvis rendering; sized exactly to the body of your model; pivot point ... TBD.
  • armorleftleg and armorrightleg - Control the legging rendering; sized exactly to the full leg of your model; pivot point in the center of the top of the leg.
  • armorleftfoot and armorrightfoot - Control the boot rendering; sized exactly to the full leg of your model; pivot point in the center of the top of the leg.

If all of these bones are included and positioned correctly, your model will automatically render any armor that it is wearing.

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