Codella builds the model the way you would in Blockbench — cubes in groups with real pivots, one unwrapped texture sheet, keyframe animations — and hands you the .bbmodel. Open it, edit it, or export it straight to your plugins.
name:"ruby_sword"meta:{ format_version: "4.10", model_format: "free" }12 cubeselements:[ name:"blade" from:[-0.4, 17, -1.5] to:[0.4, 37, 1.5] faces:{ north: { uv: [0, 0, 3, 20], texture: 0 }, … }outliner:[ { name: "blade", origin: [0, 17, 0] }, { name: "grip" } ]textures:[ { name: "ruby_sword.png", source: "data:image/png;base64,…" } ]animations:[ { name: "idle", length: 2.4, loop: "loop" } ]Every logical part is a group with its origin on the joint — the neck, the hip, the hinge — because that is what makes animation possible later. Symmetric parts are mirrored, not retyped, so both legs are the same size.
Mobs get vanilla proportions and blocky silhouettes. Items get the marketplace construction language: thin planar plates, 22.5° and 45° rotations, stepped tapers, diamond caps. Hollow containers, lathes, curved chains and repeated parts each have their own tool.
One sheet per subject, packed like a vanilla mob texture, painted in one pass so materials match across parts. The face is aimed at the front of the head, a nose cube's cover is accounted for, and markings land on the face you name.
Watch cubes appear as the model is built, orbit it, play the animations, cycle what the AI painted versus what it was sent, and preview wearables on a player character.
Follow-up prompts inspect the outline once and then edit precisely: move a part, resize a cube, fix a pivot, flip an animation sign. The texture is regenerated only for what changed.
Download the .bbmodel, or export packs for ItemsAdder, Oraxen, Nexo, MythicMobs (ModelEngine) and MythicArmors with the config files already written.
Item and block exports convert this to vanilla JSON models with display transforms; see the Minecraft 3D model generator page for the ItemsAdder, Oraxen and ModelEngine packs.
A blocky forest golem mob about 40 units tall: mossy stone body, oak-log arms, a bark face with glowing green eyes painted on, a sapling on its head, with idle sway and a heavy stomping walk.
Yes. It is the same JSON Blockbench writes: elements with from, to, origin, rotation and per-face UVs, an outliner of groups with pivots, embedded textures and keyframe animations. Open it in Blockbench with File → Open Model and everything is editable — no import step, no conversion.
You can download the .bbmodel, edit it in Blockbench and use it anywhere. Inside Codella you keep editing by describing the change — move the ears back, make the blade longer, add a tail wag — and the model updates live in the 3D viewer, with the texture repainted only where the geometry changed.
Models are built in Blockbench's free format, which is what ModelEngine and the plugin exporters read. Item and block exports convert to vanilla Java JSON models, so they respect the vanilla rules: cubes only, rotations at 22.5° steps, geometry inside the 16-unit box. Bedrock geometry export is not offered; open the .bbmodel in Blockbench and convert there.
The generator unwraps every cube into one atlas at a density that suits the model, pre-fills each part with its base material colour, and has an image model paint the detail — faces, fur, plates, trim — onto that sheet. Each face keeps its own UV rectangle, so the result behaves exactly like a hand-unwrapped Blockbench texture.
As Blockbench animations: named clips with a length and loop mode, an animator per bone, and rotation, position and scale keyframes with linear, catmullrom or step interpolation. They play in Codella's viewer, in Blockbench's animation tab and in ModelEngine.
Attach a picture and the generator reads its proportions, symmetry, parts and materials before building, and reproduces them instead of falling back on a generic shape. Works well for weapons, tools, logos on items and simple creatures.
The overview page covers server exports and armor; the ideas page lists models described precisely enough to build.