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A model is what your mob looks like: its shape, texture and animations, all designed in Blockbench and saved as a single .bbmodel file. LodeEntities turns that file into something living on your server, with no coding and no hand-built resource pack.

How it works

The whole pipeline is three moves:
  1. Design your model in Blockbench and save it as .bbmodel.
  2. Drop the file anywhere in plugins/LodeEntities/Mobs/, for example Mobs/fire_golem/fire_golem.bbmodel.
  3. Reload with /le reload. LodeEntities builds the resource pack, writes a spawnable mob for your model beside it, and you’re in business.
Everything the client needs (textures, animations, item models) is generated into the resource pack for you. Animated Java’s .ajmodel files load the same way.
A model on its own is not spawnable. It becomes usable once a mob uses it (model: fire_golem), which is why one is written for you on the first reload. Commands and the menu only ever see mobs.

What this section covers

In order, the way you’d actually build one:
  1. Creating a Model: setting up the Blockbench project, cubes and bones.
  2. Importing Your Model: getting it from Blockbench into your world.
  3. Animating Your Model: idle, walk, death, your own animations, and skills on a keyframe.
  4. Bone Tags: special names that give bones behaviours.
  5. Custom Hitboxes: where your creature can be hit.
  6. Custom Nametags: where its name floats.
  7. Custom Shadows: the shadow under its feet.
If you’ve never touched Blockbench before, start at Creating a Model and go top to bottom. Each page builds on the previous one.