Models
Adding a model
Put .bbmodel files in plugins/AnimatedBB/models/ and run:
/abb models reload
/abb models listA model's name is its file name without .bbmodel. Use it in /abb create <id> model <name> and /abb setmodel <id> <name>.
Animations
The animations come from the model: whatever you made in Blockbench's Animate tab, by name.
| Command | Does |
|---|---|
/abb animation <id> idle <name> | The animation it loops when nothing happens |
/abb animation <id> interact <name> | The animation it plays when clicked |
/abb play <id> <name> | Plays one animation now |
New NPCs use idle and interact by default (change it in config.yml, under defaults.animation).
How it is drawn: heads or quads
Set with models.render-mode in config.yml.
heads (default). Every box becomes one player head carrying a whole 64×64 texture, so one entity draws a complete textured box and a model costs tens of entities. A head face holds 8 texels, so wider boxes are cut into pieces of 8, 4, 2 or 1 texels, which keep the pixel grid even.
A box gets a head when it is solid and opaque. A very thin sheet, or a box that needs real transparency, falls back to coloured panels. An overlay box (a hat, a jacket) is folded into the hat layer of the box under it, so the pair costs one entity.
quads. Every patch of colour becomes a small coloured panel. No upload and no resolution limit, but a detailed texture costs hundreds of entities and much more bandwidth per player.
Two settings choose where a box stops being a head:
| Setting | Default | Meaning |
|---|---|---|
models.sheet-thickness | 0.3 | The thinnest a box can be (Blockbench units) and still be a head |
models.alpha-tolerance | 0.1 | The share of see-through pixels a head may swallow. 0 is strictest, 1 always prefers heads |
Textures and MineSkin
Minecraft only loads head textures from textures.minecraft.net, a domain built into the game, so no other host can stand in for it. AnimatedBB uploads each texture once to MineSkin, which returns it signed. It comes back untouched, hat layer and transparency included.
- Results are kept in
skincache.yml: a model is uploaded once, and identical pieces share one upload. - Without a key: 6 seconds between uploads, 10 a minute, 60 an hour, so a big model takes a while the first time. Pieces that run out of allowance stay blank and finish on the next
/abb models reload. - With a free key (account.mineskin.org/keys) all three limits go up. Put it in
config.ymlundermineskin.api-key.
Looks
| Command | Does |
|---|---|
/abb setscale <id> <value> | Size |
/abb setshading <id> none|vanilla|directional | How faces are shaded |
/abb setshadow <id> auto|off|<radius> | The shadow on the ground |
/abb setskin <id> <player|url> | Skin of a normal NPC, or of a model NPC's Bedrock stand-in |