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Models
The majority of model design is entirely up to the user. The only thing worth noting about general models is that this mod is handled entirely on the client side. As such, things like hitboxes will not be changed from what they are in Vanilla. You should do your best to keep this in mind when designing models and try to keep them constrained to the vanilla sizes.
There are two special features of JEMs models that are important: Item Rendering and Armor Rendering. In order for your models to render held items in their hands or armor on their bodies, specially-named bones must be included in your model as detailed in the following sections.
In this section, an important note is that, in Blockbench, the folders in a model correspond to what is referred to as bones and the cubes are referred to as cubes. The names of the folders/bones are what is important. The names of cubes do not matter. Specific, required names are case sensitive.
In order to render items, mobs must have two specific bones (one for each item). The right hand item must be a bone named rightitem. This bone should be a child of your arm bone to make sure that the item follows any animations, though this is not required. Similarly, the left hand item must be a bone named leftitem. Again, it is suggested that this be a child bone of your arm. Once these bones are added, item rendering will be handled automatically in-game for any items the mobs hold. If you want to tweak the positioning of these items, simply move the positions of these item bones.
In order to render armor on your models, several bones are necessary. These bones have their own pivot point positioning. Each armor bone should contain a single, empty cube sized as suggested in its section below. If any more than a single cube is included in this bone, only the first cube will be used. Other armor bones can be, and in the case of the legs and feet probably will be, children of these bones. Note that the size refers to the cube size and the pivot point position refers to the bone's pivot point position.
Note that these names are just the default, base bones. Any bones that start with these names (e.g. "armorhead2") will count as a second rendering of the armor piece. This will allow you to put multiple copies of any armor piece on a mob (e.g. a 4-legged mob with 2 left and 2 right leg armor pieces, a multi-headed mob with a armorhead piece for each head, etc.).
Note: Rotations should not be applied to armor bones directly. Instead, create an empty parent bone and rotate that. Rotations applied to armor bones will cause strange behavior on the scaling and positioning of the armor.
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armorhead- Controls the helmet rendering; sized exactly to the head of your model; pivot point in the center of the base of the head. -
armorbody- Controls the chestplate rendering; sized exactly to the body of your model; pivot point at the center of the top of the body. -
armorleftarmandarmorrightarm- Control the shoulder pad rendering; sized exactly to the arms of your model; pivot point is complex, but covered on the GeckoLib Wiki -
armorpelvis- Controls the leggings' pelvis rendering; sized exactly to the body of your model; pivot point at the center of the top of the body. -
armorleftlegandarmorrightleg- Control the legging rendering; sized exactly to the full leg of your model; pivot point in the center of the top of the leg. -
armorleftfootandarmorrightfoot- Control the boot rendering; sized exactly to the full leg of your model; pivot point in the center of the top of the leg.
If all of these bones are included and positioned correctly, your model will automatically render any armor that it is wearing. It is important to note that these pivot point suggestions are for a bipedal model. More complex, or unusual, models will require a bit more experimentation to get functioning.
In order to have the mob rotate its head to look around, the model must contain a bone named "head." This bone cannot have any rotations applied to it, or the head will rotate incorrectly when looking around. If you don't want your mob to rotate its head, this bone is not needed.
Sheep are another special case of models that have specific bones associated with them. Sheep must have bones with names starting with "wool." These bones will be hidden when the sheep is sheared and are also the bones that will be colored on the texture to the color of the sheep. All children bones of these bones will also be treated as wool and colored and hidden as such, so make sure to make only other wool bones the child of any bone with a name beginning with "wool." If no wool bones are included, the model will still work, but the sheep will have no appearance difference for being sheared and will not be colored to match the colored wool that it drops.
In order to have Enderman render the blocks they pick up, your model must have a bone titled block. From there, the rendering will be handled automatically.