> ## Documentation Index
> Fetch the complete documentation index at: https://entities.lodemc.net/llms.txt
> Use this file to discover all available pages before exploring further.

# Custom Hitboxes

> Draw your mob's hittable area in Blockbench with b_ bones: multiple hitboxes, animation-following, mount points.

By default, your mob's hitbox is whatever its base entity has: spawn a giant dragon on a pig base and players have to hit a pig-sized box floating in its chest. A custom hitbox fixes that: you draw the hittable area right in Blockbench.

## Setting one up

**Step 1.** Create a bone (group) whose name starts with `b_` or `ob_`, or is simply `hitbox`.

```text theme={null}
b_body
ob_body
hitbox
```

**Step 2.** Add a single cube inside that bone, and size it to cover the area that should be hittable. The cube's size **is** the hitbox's size.

**Step 3.** Hide the cube in Blockbench (the eye icon in the outliner). Hidden elements still define the hitbox but never render, so your model stays clean.

Save the model over the old one in `Mobs/`, `/le reload`, spawn a fresh mob, and hit it. The new box is live.

## Multiple hitboxes

A model can have **several** hitbox bones: a `b_head` and a `b_body`, for example. Each becomes its own hittable area. That's how you make a tall boss hittable at the legs and the head, or a long serpent hittable along its length.

## Hitboxes follow animation

A hitbox bone parented inside an animated bone **moves with the animation**. Put `b_head` inside the head bone and the head hitbox tracks the head as it turns and bobs. Dodging a boss's swinging tail becomes real gameplay.

## Mount points

A related tag: a bone prefixed `p_` is a **mount point**, a spot where a hitbox can be seated. Use it for rideable creatures: `p_seat` on the saddle bone.

## Back to

* [Bone Tags](https://entities.lodemc.net/bone-tags.md) for the full tag reference.


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