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/
blueprints/ ← straight out of Model Engine
golem.bbmodel
bosses/dragon.bbmodelNo pack.yml is needed. A folder holding nothing but Blockbench files is
plainly Model Engine's (or BetterModel's), so it
loads as a pack named after the folder. Add a pack.yml when you want to say
which bundles it goes into, or anything else one says.
/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. A blueprint in
a subfolder is found where it is, and the subfolder organises without reaching
the ID, the same rule as every other category: bosses/dragon.bbmodel is
mypack:dragon. Uppercase or spaces in a file name are refused rather than
folded, and the load says which file.
Nothing to convert#
A Model Engine blueprint is a Blockbench .bbmodel file, holding the geometry,
bones and animations, and RP Engine reads .bbmodel files directly, from
Blockbench 4 or 5.
The bone names mean the same thing, because RP Engine uses Model Engine's naming. A rig you made or bought works 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 placed piece is right-clicked. Blockbench's loop, hold and once
settings are kept as authored. 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; the load still mentions the clash,
so a blueprint shadowed by accident does not go unnoticed.
MythicMobs mechanics have different names. Theirs are model, state and
unmodel; RP Engine's are rpmodel, rpanimate and rpunmodel (see
MythicMobs). Because the names differ, a server can
run both plugins while it moves over.
What a .bbmodel cannot carry
Meshes are dropped (convert them to cubes in Blockbench first), and a cube's rotation is snapped to one axis at -45, -22.5, 0, 22.5 or 45 degrees. Both are limits of Minecraft's model format, which Model Engine works around with its own renderer, so a rig built for that renderer may need simplifying.