Describe a weapon, a mob, a prop or an armor set and Codella builds it cube by cube in Blockbench’s own format, paints one texture sheet over it, animates it, and exports a pack for ItemsAdder, Oraxen or ModelEngine.
[18:02:11 INFO]: create-model shiba_puppy · 64x64[18:02:14 INFO]: place-cubes head, snout, ear_l, ear_r · 4 cubes[18:02:16 INFO]: place-cubes body, tail, legs · 6 cubes[18:02:17 INFO]: duplicate-element leg_front_l → leg_front_r · mirrored[18:02:49 INFO]: generate-model-texture 256x128 sheet · face painted on head[18:02:53 INFO]: create-animation idle, walk, wag · 3 loops[18:02:54 INFO]: Model ready · shiba_puppy.bbmodel> Cubes, groups, pivots and per-face UVs in the .bbmodel format Blockbench reads natively. Proportions follow Minecraft's own — a humanoid is a 8x8x8 head on a 8x12x4 body — so a mob stands next to a vanilla zombie and looks like it belongs. Blocky by default; curved horns and blades are still built from stepped cubes.
The whole model is unwrapped into one atlas and painted in a single pass, so materials stay consistent across every part and the face lands on the front of the head, not the back. Markings — paw pads, a belly patch, a chest emblem — are placed on the exact face you name.
Idle, walk, jump, attack and mechanical loops with body bob, squash and stretch, anticipation and follow-through. Groups are the bones, pivots are the joints, and a wrong-direction swing is a one-keyframe fix, not a rebuild.
Tools and weapons are built the way marketplace item models are — planar plates, 22.5° rotations, stepped tapers, diamond tips — and exported with display transforms so a sword sits in the hand at the right angle instead of floating by the hip.
Helmets, chestplates, leggings, boots, hats, crowns, masks and backpacks are built in player space and previewed on a character in the viewer, wearing it or holding it, before you export.
ItemsAdder content packs with the .yml written, Oraxen items with the model and textures in place, Nexo external packs under their own namespace, MythicMobs packs that ModelEngine loads directly, MythicArmors armor with the limb bones named. Each one with a README that says exactly where it goes.
The Blockbench page covers the .bbmodel itself — what is in the file, how to edit it, and how mobs and items differ. Stuck for a subject? Start from the 3D model ideas.
A small cute shiba inu puppy for ModelEngine: 8-unit head with a separate snout and floppy ears, curled tail, orange fur with a cream muzzle and belly, idle breathing, a walk cycle and a tail wag.
Anything built the Blockbench way: swords, axes and staffs, mobs and bosses, furniture and decoration blocks, vehicles, hats and helmets, full armor sets, backpacks and pets. The model is made of real cubes and groups in Blockbench's own format, so it looks like a vanilla-style model rather than a smoothed mesh, and it opens in Blockbench unchanged.
Yes. The generator unwraps the geometry into a single texture sheet and paints it with an image model, so the head gets a real face, the body gets fur or cloth or metal, and a blade gets forged steel — all on one atlas, the way a hand-made Blockbench model is textured. You can then repaint individual pixels or regenerate the sheet in a different style.
Yes. Parts are grouped into bones with proper pivots, and the generator adds keyframe animations — idle, walk, attack, a wag or a flap — with body bob, squash and stretch and follow-through on tails and ears, so a mob reads as alive in the viewer, in Blockbench and in ModelEngine.
Use the Integrations tab. It exports a ready-to-install pack for ItemsAdder, Oraxen or Nexo (items, blocks, hats and armor), a MythicMobs pack for ModelEngine mobs, or a MythicArmors pack for true 3D armor. Each pack ships the vanilla JSON models, textures, config files and a README with the install steps. You can also download the raw .bbmodel and do it yourself.
Yes. Armor is built on the player's own body proportions so it sits correctly when worn, and you can preview it on a player character right in the viewer. Helmets and hats export as head-slot 3D items; full sets export either as vanilla armor layer textures for ItemsAdder and Oraxen, or as real 3D armor for MythicArmors on Model Engine.
Yes. Every model, texture and animation you generate is yours to use, modify, sell in your own packs or list on the Codella marketplace. There is no attribution requirement.
The Blockbench page goes deeper on the file format and editing; the ideas page is a list of models described precisely enough to build.