Blockbench · .bbmodel · free format

AI Blockbench model generatortext in, an editable .bbmodel out.

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.

  • Opens in Blockbench
  • One texture atlas
  • Bones + keyframes
ruby_sword.bbmodel
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" } ]
How it builds

Modelled like a person would, not extruded from a mesh.

Mesh-to-voxel converters give you a lumpy blob of tiny cubes. This builds the way a Blockbench modeller does: big volumes first, detail cubes where they break the silhouette, everything else painted.
  1. Cubes, groups and pivots done properly

    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.

  2. The right construction for the subject

    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.

  3. A single texture atlas

    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.

  4. Live in the viewer while it builds

    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.

  5. Edit by describing

    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.

  6. Export to where it is used

    Download the .bbmodel, or export packs for ItemsAdder, Oraxen, Nexo, MythicMobs (ModelEngine) and MythicArmors with the config files already written.

The file

What is inside the .bbmodel.

Nothing proprietary. The four sections Blockbench itself writes, so anything that reads Blockbench projects — Blockbench, ModelEngine, the plugin exporters — reads this.
elements
Cubes with from/to, origin, rotation, per-face UVs
outliner
Groups (bones) with pivots, nested
textures
Embedded PNG atlas, uv_width / uv_height
animations
Clips → animators per bone → keyframes

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.

Generate or hand-model

Where the generator fits next to Blockbench.

It is not a replacement for Blockbench. It is the first ninety percent — the part that takes an evening — delivered in a minute, in a file Blockbench opens for the last ten.
Generate

Let Codella build it

  • Blocking out proportions, groups, pivots and mirrored limbs.
  • Unwrapping and painting a full texture sheet in a consistent style.
  • Idle, walk and attack loops with weight, on the right bones.
Refine

Finish in Blockbench

  • Pixel-level texture touch-ups in the paint tab.
  • Bedrock conversion, custom display settings, or merging into an existing project.
  • Anything you would rather see under your own cursor than describe.
Try it

Describe your Blockbench model.

Say what it is, how big, what it is made of and what it should do. Mention a reference if you have one, and the animations you want.
Your prompt

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.

FAQ

Questions about generating Blockbench models

Is the output a real .bbmodel file?

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.

Can I edit the generated model in Blockbench and bring it back?

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.

Which Blockbench format is it, and does it work for Bedrock?

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.

How is the texture made?

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.

How are animations stored?

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.

Can it copy a reference image?

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.

Related

The overview page covers server exports and armor; the ideas page lists models described precisely enough to build.

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