.bbmodel. This page gets it walking around your server.
1. Drop the file in
Put it anywhere inMobs/. A folder per mob keeps the model next to its config:
.bbmodel, is your model’s name from now on: fire_golem.bbmodel is the model fire_golem.
2. Reload
- 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.ymlwith a pig base, so it’s spawnable straight away. See My First Mob for making it your own.
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: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
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 inplugins/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.
