Entity creation

New advanced method to create custom mobs/entities

Advanced animation features

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

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

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.

barman_robot.yml
info:
  namespace: custom
entities:
  barman_robot:
    display_name: "Barman Robot"
    type: ZOMBIE
    model_folder: entity/barman_robot
    silent: true
    can_sun_burn: false
    speed:
      movement: 1
      flying: 0
    max_health: 20
      

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

Do not create too many bones, keep the model simple, remember this is a blocky pixelated game, use its style.

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