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You have a .bbmodel. This page gets it walking around your server.

1. Drop the file in

Put it anywhere in Mobs/. A folder per mob keeps the model next to its config:
The file name, without .bbmodel, is your model’s name from now on: fire_golem.bbmodel is the model fire_golem.
The name becomes a path inside the resource pack, so it may only contain lowercase a–z, digits, _ and .: no spaces, capitals or brackets. A file that breaks the rule is skipped, and the reload tells you what to rename it to:

2. Reload

Two things happen at once:
  • The resource pack is rebuilt with your model’s shapes and textures inside.
  • A mob is written for your model right beside it, in Mobs/fire_golem/fire_golem.yml with a pig base, so it’s spawnable straight away. See My First Mob for making it your own.
The console confirms both: watch for the pack generation progress and Auto-generated 1 mob(s) (base pig) beside their models.

3. Apply the resource pack

Your players’ clients need the generated pack to see the model. It’s written to:
For testing, apply it to your own client. For production, send it as your server resource pack or host it with your usual pack setup.
Already running Nexo or ItemsAdder? LodeEntities merges its assets into their pack so players load only one. See Nexo & ItemsAdder.

4. See it in the world

There it is. If you see the base entity instead of your model, the resource pack isn’t applied on your client: that’s the cause in nearly every case.

Updating a model

Edited your model in Blockbench? Overwrite the file, run /le reload, and re-apply the freshly generated pack. Newly spawned mobs use the updated model.

Renaming or deleting a model

A mob whose model is gone (deleted, renamed, or skipped for its name) is disabled on the next reload: it disappears from /le gui, autocomplete and the API, and commands say why instead of failing at spawn time. Its YAML is never edited, so putting the model back, or pointing the mob’s model: at another one, re-enables it on the next /le reload.

Coming from Model Engine

Blueprints left in plugins/ModelEngine/blueprints/ are copied into Mobs/modelengine/ on a new install. A MythicMobs mob that wears a Model Engine model keeps it when imported; see MythicMobs.

Next step

A static model is only half the fun: Animating Your Model.