# Head

{% embed url="<http://youtu.be/A20y3lo3Aic>" %}

You can specify a bone to be marked as the head, and rotate it automatically when the base entity AI rotates its head.

## Setup

### Configure the head bone

Open your `.iaentitymodel` model file with **Blockbench**.

Select the base bone of the head.

![](/files/r8rL4f3sYhSCHFMJ2z0O)

Right click on the bone and select "**Bone Config**"

![](/files/M8TrnmB9NeXCqxmxswRe)

Check the "**Head**" option and press "**Confirm**".\
You can also decide max angles for X and Y rotation.

![](/files/hhwbeEFg79sFfyqRdICW)

The head bone is now marked as the head, as you can see (the smiley face is the head bone).

![](/files/D1zd40KVlJiEDqVwEIm9)

### Eyes height

Height of the eyes of the entity, used for head look calculations. Default: `1.62`.\
You can set it in the `.yml` configuration file of the entity once exported.

Example:

```yaml
info:
  namespace: vanillaex
entities:
  happy_creeper:
    model_folder: entity/happy_creeper
    type: WOLF
    can_sun_burn: false
    eyes_height: 0.25
```

### Done

Now you have to export the model as usual.

{% content-ref url="/pages/tUe7Qt4uIvt8UDxxf87M" %}
[Entity Creation](/adding-content/entities/advanced-method.md)
{% endcontent-ref %}


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