Building a Model
How to make your own mannequin model in Blockbench for ModelEngine. To add the finished model to the picker, see Mannequins.
Start from a copy of mannequin.bbmodel in the pack. Its pivot points already sit on the armor stand's joints. A pivot in the wrong place makes the model bend in the wrong place.
Bones
BoxStand writes the stand's pose onto these bones. The names can be changed under mannequin.bones.
| Bone | What it does |
|---|---|
head |
Follows the head pose |
body |
Follows the body pose |
left_arm, right_arm |
Follow the arm poses. Shown only while Arms is on |
left_leg, right_leg |
Follow the leg poses |
baseplate |
Not posed. Shown only while Base Plate is on |
- A model can leave bones out. A torso has no leg bones, and hides the leg slots with
hide-slots. - A bone with
emissivein its name glows at full brightness, seemodel.emissive-bone.
Child bones
The bones above can sit anywhere in the bone tree, and any bone placed inside one moves with it. The bundled mannequin, with its extra bones marked:
waist(extra)headneck(extra)
body
left_arm,right_armleft_leg,right_legleft_foot,right_foot(extra)
baseplate
The pose only touches the named bones. Extra bones are free for animations, so hair, a scarf or a tail goes there.
Loop and override
Animation names are up to you. The mannequin file says which animation plays where, and pose.default-animation names the rest pose.
| Animation | Loop mode | Override |
|---|---|---|
The rest pose (idle) |
Loop | Off |
| A preset pose | Loop | Off |
| A slot animation | Once | Off |
- Loop for poses: an animation set to Play Once ends and the model falls back to the rest pose.
- Override off: override cancels the rest pose underneath. A slot animation only needs keyframes on the bones it moves, and the pose shows through on the rest.