> ## 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.

# Importing Your Model

> Get your .bbmodel from Blockbench into the world: folder, reload, resource pack, spawn.

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:

```text theme={null}
plugins/LodeEntities/Mobs/fire_golem/fire_golem.bbmodel
```

The file name, without `.bbmodel`, is your model's name from now on: `fire_golem.bbmodel` is the model `fire_golem`.

> [!WARNING]
>
> 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:
>
> ```text theme={null}
> Not loading 'mymodel (2).bbmodel': a model name may only contain lowercase a-z, 0-9,
> '_' and '.'. Rename it to 'mymodel_2.bbmodel' (and update any mob using it), then run /le reload.
> ```

## 2. Reload

```text theme={null}
/le 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](https://entities.lodemc.net/my-first-mob.md) 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:

```text theme={null}
plugins/LodeEntities/build.zip
```

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](https://entities.lodemc.net/resource-pack-compat.md).

## 4. See it in the world

```text theme={null}
/le spawn fire_golem
```

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](https://entities.lodemc.net/mythicmobs.md).

## Next step

A static model is only half the fun: [Animating Your Model](https://entities.lodemc.net/animating-a-model.md).


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