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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 emissive in its name glows at full brightness, see model.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)
    • head
      • neck (extra)
    • body
  • left_arm, right_arm
  • left_leg, right_leg
    • left_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.