Plugin v0.1.0-beta

MODELENGINE.BB

The definitive Blockbench plugin for ModelEngine entity creation. Bone behaviors, variants, and live validation.

01 / Installation

Step 01

Download

Grab the latest meg.js from the GitHub releases page to begin the integration.

Step 02

Load

In Blockbench, navigate to FilePluginsLoad Plugin from File.

Step 03

Setup

Select the downloaded file. The ModelEngine toolbar will appear automatically in your workspace.

02 / Plugin Documentation

Core Format

MEG Entity Format

A dedicated Blockbench format for ModelEngine entity authoring. Create a new project and select MEG Entity, or convert an existing Generic project via File > Convert Project.

All plugin tools are scoped to this format and will not appear or function in other formats. This plugin is currently in beta — expect rough edges and please report any issues you encounter.
Metadata Configuration

MEG Entity Settings

Accessible via Edit > MEG Entity Settings. Stores per-project metadata used for resource pack export.

FieldDescription
Resource NamespaceMinecraft resource namespace (e.g. mypack)
Texture FolderSubfolder for textures (e.g. entity/mymod)
Model IDResource path ID for the model
Mythic Mob IDMythicMobs mob identifier

Enabling Apply Namespace/Folder To Existing Textures will update all loaded textures immediately. New textures created via Blockbench's texture generator automatically inherit the current namespace and folder.

Validation

Error Scanner

Open via the MEG Validate button in the left sidebar (Edit mode only), Edit > Show Error List, or press Y. Clicking See cube or See bone selects that element and closes the dialog.

Cube Errors

  • Oversized cube — any axis exceeds 112px

Bone Errors

  • Combined bounding box of all cube children exceeds 112px on any axis

Project Warnings

  • Multiple or missing hitbox bone
  • Hitbox X/Z sizes differ (MEG uses the larger for both)
  • Hitbox exceeds Minecraft limits (1024×1024×1024px / 64 blocks)
  • Missing hitbox cube
  • Multiple or missing shadow bone
  • Missing shadow cube
  • Mesh elements present (MEG Entity is cube-only)
  • No textures loaded
  • Textures using mcmeta/flipbook animation (use texture index shuffling for MEG instead)
Automated Prefixing

Bone Behaviors

Right-click any bone group and select Add Bone Behavior. Applies a ModelEngine prefix to the bone name. Replace Existing Known Behavior Prefix strips any existing MEG prefix before applying the new one.

BehaviorPrefixRequires Cube-less
Headh_No
Inherited Headhi_No
Leashl_Yes
Seatp_Yes
Item Head Displayih_Yes
Item Main Hand Displayir_Yes
Item Offhand Displayil_Yes
Ghostg_Yes
Nametagtag_Yes
IK Segmentseg_Yes
IK Tailtl_Yes
AABB Hitboxb_No
OBB Hitboxob_No
Player Limb Headphead_Yes
Player Limb Right Armprarm_Yes
Player Limb Left Armplarm_Yes
Player Limb Bodypbody_Yes
Player Limb Right Legprleg_Yes
Player Limb Left Legplleg_Yes
Mount IDmountYes
Bone Configuration

Bone Options

Right-click any bone group and select Bone Options.

  • Is Variant Bone — marks the bone as a variant-only bone, hiding it in the Default view
Workflow

Quick Tools

Found in Add Element menu. Running either action when the bone already exists updates it to defaults rather than duplicating.

  • Add Hitbox — creates or updates a bone named hitbox with a default 8×32×8 cube (pivot Y = 28). Hidden by default.
  • Add Shadow — creates or updates a bone named shadow with a default 16×0×16 cube.
State Management

Variant System

The variant selector dropdown appears in the toolbar. Variants define which sub-bones are visible for a given model state. Default bones contain child bones marked as variant bones; each variant records which of those children are visible.

Actions

  • Create Variant — prompts for a name and adds a new variant
  • Remove Variant — deletes the currently selected variant
  • Rename Current Variant — renames the selected variant
  • Set View as Variant — saves current bone visibility to the active variant
  • View Current Variant — applies the stored visibility for the active variant

Selector Options

  • All — makes all bones visible
  • Default — shows only non-variant bones
  • Named variants — applies saved bone visibility for that variant