Creation
Before continuing:
- Make sure you're running Blockbench 4.7.4 or greater
- Make sure you're running the latest ItemsAdder and latest ItemsAdder Blockbench extension


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

Open
config.yml
of ItemsAdder and enable these two options, then run /iazip
command.config.yml
entities:
custom-entitites:
enabled: true
emotes: true
Create a new "
ItemsAdder Entity Model
"You can create as many as animations files you want (ItemsAdder 3.2.1+).

Decide if you want to create an emotes file with examples or a blank emotes file.

Decide a name for your emotes pack.

You can notice a lot of example animations on the left.

Delete all the emotes and edit/rename the ones you want.
They are useful only as base for your new emotes, to have an example to learn from.

Now create a new animation (emote) and save your
.iaentitymodel
project file into this folder (change my_emotes
to your namespace, this one is an example):
ItemsAdder/contents/my_emotes/resourcepack/

Then continue following the tutorial to know how to export the emotes into ItemsAdder.
Click on the ItemsAdder tab and press Export.

You should get a success message.

If you didn't add any custom model into your emote there is no need to use
/iazip
!
Use the command /iareload
to load the new animation in the game.Use the emote command:
/iaemote <emote> [player]
or /emote <emote> [player]
Use the
/iaemote
command: ia.user.iaemote
Use an emote:
ia.user.iaemote.use.<emote>
Example: ia.user.iaemote.use.yes
You can add custom models to your emotes, for example: items, monsters, furniture, animated effects.
This requires ItemsAdder 3.5.0 or greater.
- DO NOT delete any built-in player bone.
- DO NOT resize any built-in player bone, it simply won't work ingame.
- Edit built-in player bones only in the animation view (rotate, move).
- You can hide the built-in player bones using scale to
0,0,0
. Set to1,1,1
to show them again.
.player_advanced_animations
file format is now used to identify player animations which also add custom models to the emote..player_animations
are the player animations which don't add any custom model but will be loaded into the default player model.
In order to decide that you have to set this option in the Blockbench extension settings.

You can import any
.bbmodel
into the scene and use it in your animation.
You can also import extruded textures to show items dynamically.
- 1.select the animation
- 2.select the element you want to hide for a particular animation
- 3.move to the first frame of the animation, using the timeline
- 4.create a new scale key, make sure to set it to the first keyframe
- 5.set scale to 0
Now your model won't be shown for this particular animation.
You can show/hide it in the middle of the animation just by doing the same thing but setting scale to 1.

Last modified 3mo ago