Entity creation
New advanced method to create custom mobs/entities
Do not abuse the spawning of these mobs. The plugin is very optimized but it can cause lag if you are crazy enough to spawn 600+ entities in front of a player.

Main features
Blockbench extension to convert models
Completely Async, no TPS drops
Optimized for big servers
Damage animation
Fire animation when entity is on fire
Animate size of bones
Animate rotation of bones without angles limitations
Multiple mount seats
Play sounds and particles in animations
Show entity hands equipment
Custom hitbox
MythicMobs compatibility
Citizens compatibility
Limitations
Head bone rotation works only if the mob head is not too far from the center of the body
Pressing SHIFT on flying mobs to move down works only on 1.15, 1.17 and 1.18 clients as 1.16 clients have this bug: https://bugs.mojang.com/browse/MC-202202 . 1.16 clients will see players flying if they press SHIFT while on a flying entity while they should still be riding the entity.
This plugin uses multiple entities to create the animation. Network delay can cause slight animation glitches. It can cause a little lag on servers if you spawn too many entities around players and if your models have too many bones. (NOTE: this plugin is highly optimized so you won't get lag if your server is not a potato)
Hitbox of Citizens NPCs can't be changed for now, it's a Citizens limitation
Installing the Blockbench extension
Before continuing:
Make sure you're running Blockbench 4.1.5 or greater
Make sure you're running the latest ItemsAdder and latest ItemsAdder Blockbench extension
Download Blockbench (don't use the web app).

Download the zip iaentitymodel.zip

Extract it somewhere, then open Blockbench and click on File -> Plugins.

Click on the icon to load plugins from file, then select the file iaentitymodel.js
.

Press OK

Converting the model
Remember to make a backup of your .bbmodel
file before using this tool!
Open your .bbmodel
project with Blockbench, then click on File -> Convert Project


Select "ItemsAdder Entity Model" in the Format setting, then press Confirm. Now save the new converted model file in a new folder where you will put only this file.
You will have something like that

Configuring the model
Now you can configure your model based on your preferences. The ItemsAdder extension automatically decided some settings for you but you might need to change them. Click on the ItemsAdder tab and press Settings.

Here you have to decide a namespace for your custom entities.
The default one is custom
, but you should decide your own, for example my_entities
, hell_mobs
, npcs
...

The other thing you might need to change is the "Model Scaling Mode":
Max Model size provides 7x7x7 block wide models but limits scaling to shrinking only.
Max Scaling range provides shrinking and growing up to 3.125x in size, but limits the maximum model size to 3x3x3 blocks
Change "Max Model Size" only if you have animated the size of some bones.

Export the model
Click on the ItemsAdder tab and press Export.

You should get a success message.

Now open the folder where you have your model and copy/cut the new generated folder assets
.

Now create a new folder inside ItemsAdder/contents/
, it's your namespace folder. For example mine is custom
, so the path is ItemsAdder/contents/custom/
.
Paste the assets
folder inside the ItemsAdder folder ItemsAdder/contents/custom/resourcepack/
.
Creating the ingame entity configuration
Create a new .yml
configuration file inside ItemsAdder/contents/custom/configs/
and call it as you prefer, in this example I use one file per-entity, to keep things organized.
In this example my custom entity will use a ZOMBIE as base entity for its AI. You can use any living entity as base entity, depending on your needs.
Summoning the entity
Use the summon command: /iaentity summon <entity>
Notes
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