AdvancedModels
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    • Model.yml File
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  • Starter Guide: Creating Models
  • 1. Designing Your Model
  • 2. Setting Up the Model Folder
  • 3. Configuring model.yml
  • 4. Testing Your Model (AdvancedModels)
  • 4. Testing Your Model (AdvancedCosmetics)
  1. MODELS & GUIDES

Starter Guide

Starter Guide: Creating Models

Creating custom models is straightforward. This guide will help you design and implement your own models from scratch using Blockbench and model.yml configuration.

1. Designing Your Model

The first step in creating a model is designing it. We recommend using Blockbench, a 3D model editor tailored for Minecraft. Follow these steps:

  1. Open Blockbench and create a new model.

  2. Design your model using various tools provided by Blockbench.

  3. When you're satisfied, export the model as a .bbmodel file.

Make sure you save it with a clear name, as this will be used later in your plugin's configuration.

2. Setting Up the Model Folder

Next, you need to add the model to your server. Each model must have its own folder under plugins/AdvancedModels or AdvancedCosmetics/models/. Follow this structure:

plugins 
    └── AdvancedModels or AdvancedCosmetics
         └── models
              └── [model_name]
                   ├── [model_name].bbmodel
                   └── model.yml

For example, if you're creating a chair model, your folder structure would look like this:

plugins 
    └── AdvancedModels or AdvancedCosmetics
         └── models 
              └── chair 
                   ├── chair.bbmodel 
                   └── model.yml

3. Configuring model.yml

Every model needs a model.yml file to function correctly. This file defines the model’s properties, parameters, and behavior. Here's a basic model.yml template:

name: "Chair"
description: "A simple wooden chair"
properties:
  item:
    type: OAK_LOG 
  entity-collision-threshold: 0.5
  block-collision-threshold: 0.3 
recipe:
  # Layout for crafting. If you want no item in that slot, use a space ` `, e.g. `W W`
  layout:
    - 'P P'
    - 'PPP'
    - 'P P'
  # Define each material below. Material name, e.g. `W` must be 1 capital letter
  materials:
    P:
      type: OAK_PLANKS 
parameters:
  wood:
    default: "OAK"
    values: "OAK, BIRCH, SPRUCE"
    description: "Type of wood used for the chair"
  collision: true
parts:
  chair: 
    material: <wood>_LOG
  sitPart:
    material: <wood>_LOG
    interaction: SIT

4. Testing Your Model (AdvancedModels)

Once your model is set up in the folder and the model.yml is configured, restart your server or run the /am reload command to load the new model.

You can now spawn the model in-game using:

/am spawn [model_name]

Example:

/am spawn chair

Congratulations, you're now ready to create and customize your own models with AdvancedModels!

4. Testing Your Model (AdvancedCosmetics)

Before testing, for AdvancedCosmetics plugin only, you need to create a file inside /plugins/AdvancedCosmetics/cosmetics/modelsfolder, specifically defining additional required characteristics of the cosmetic.

Here is the example of cone.ymlfrom default cosmetics

enabled: true
model: cosmetics:cone

#name: "&dThe Backpack" # You can override model's name here
#description: "A fashionable backpack." # You can override model's description here

item: # You can override model's shown item here
  head: eyJ0ZXh0dXJlcyI6eyJTS0lOIjp7InVybCI6Imh0dHA6Ly90ZXh0dXJlcy5taW5lY3JhZnQubmV0L3RleHR1cmUvM2M4NDk3MTc4ZTZlMjYzYWEwOTM0NDM5MmU4NTY4MzM4OTAwNDk3NzhiNmMzNDQ3ZTYxYmU2ZDQ5ZWRlNzBhOCJ9fX0=

type: HAT

Now, save this file. And that's it! The cosmetic will now show up in /cosmeticsmenu!

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Last updated 2 months ago