Migrating
Moving from Model Engine
Copy your blueprints/ folder into a pack and start the server. Every
.bbmodel in it becomes something you can give, place, spawn or bind.
plugins/RPEngine/content/
mypack/
pack.yml
blueprints/ ← straight out of Model Engine
golem.bbmodel
bosses/dragon.bbmodel/rp give mypack:golem the item that wears it
/rp bind mypack:golem put it on the mob you are looking at
/rp spawn mypack:guard a mob of your own wearing oneThe file name is the ID. golem.bbmodel is mypack:golem, and a subfolder
organises without reaching the ID — the same rule as every other category.
Uppercase or spaces in a file name are refused rather than folded, and the load
says which file.
Why there is nothing to convert#
Model Engine's content format is the .bbmodel files: the save file carries
the geometry, the bones and the animations, and there is no YAML beside it to
translate. RP Engine reads Blockbench projects directly for the same reason, so
a blueprint is already in a format it understands.
The bone names already mean the same thing, because they are Model Engine's names, adopted deliberately so a rig you already have — or bought — works here without being re-authored:
| Bone | What it does |
|---|---|
h_head | Turns to look at whatever its mob is targeting |
hi_head | The same, and every bone under it inherits it |
b_wing | A sub-hitbox — the mob is hit on the wing you aimed at |
ob_wing | The same, turning with the bone |
p_seat1 | Somewhere to sit |
mount | Where the driver sits |
tag_name | Where a name floats |
Animations come across too: a looping animation loops, and a one-shot plays
when the piece is right-clicked. What each one is called is what
/rp and the API play it by.
What is different#
An item owns the model here. In Model Engine a blueprint is a thing in its
own right, spawned with /meg; in RP Engine every model belongs to an
item, which is what makes one ID work as a thing you hold,
a thing you place and a thing a
mob wears. Dropping a blueprints folder in creates that item
for you — a plain one, on paper. Write your own under the same ID in items/
if you want more than that, and yours wins.
MythicMobs mechanics have different names. Theirs are model, state and
unmodel; ours are rpmodel, rpanimate and rpunmodel — see
MythicMobs. Deliberately different, so a server can
run both plugins while it moves over, rather than having two plugins fight for
one mechanic name.
What a .bbmodel cannot carry
Meshes — convert them to cubes in Blockbench first — and rotations beyond one axis at one of -45, -22.5, 0, 22.5 or 45 degrees. Both are limits of the Minecraft model format rather than of the reader, and Model Engine works around them with its own renderer. A rig built for that renderer may need simplifying.