Commands
BMModel
Adds or removes a model from an entity. This is necessary for entities that can have multiple models.
Syntax:
bmmodel entity:<entity> model:<model> (remove)Examples:
To add a model:
bmmodel entity:<context.entity> model:my_modelTo remove a model:
bmmodel entity:<context.entity> model:my_model remove
BMState
Plays or stops a layered animation state on a specific model on an entity, optionally limited to specific bones. Supports multiple concurrent animations by allowing animations on specific parts of the model.
Syntax:
bmstate entity:<entity> model:<model> state:<animation> (bones:<list>) (loop:<once|loop|hold>) (speed:<#.#>) (lerp_duration:<duration>) (remove)Arguments:
bones:<list>: Optional list of bone names to apply the animation to (defaults to entire model).loop: Playback mode:once,loop, orhold.speed:<#.#>: Playback speed multiplier.lerp_duration:<duration>: Transition duration between animation states.for_players:<list_of_players>: Only shows the animation to specified players.remove: Stops the specified animation.
Examples:
Looping 'walk' on specific leg bones:
bmstate entity:<context.entity> model:robot state:walk bones:left_leg|right_leg loop:loop
One-shot 'shoot' on the arm without stopping other animations:
bmstate entity:<context.entity> model:robot state:shoot bones:right_arm
BMBillboard
Applies a billboard effect to a specific bone of a model, making it always face the player.
Syntax:
bmboard entity:<entity> model:<model> bone:<bone> type:<fixed|vertical|horizontal|center>Types:
fixed: Disables the billboard effect.vertical: Rotates on the Y-axis only.horizontal: Rotates on the X and Z axes.center: Rotates on all axes to face the player.
Example:
bmboard entity:<context.entity> model:my_mob bone:head type:center
BMLimb
Plays a player-specific animation sourced from models in the players folder. To stop a looping or held animation, play another animation over it.
Syntax:
bmlimb target:<player> model:<model_animator> animation:<animation_name> (loop:<once|loop|hold>) (hide:<player>)Modes:
once: Plays a single time (default).loop: Repeats indefinitely.hold: Plays once and freezes on the final frame.
Examples:
bmlimb target:<player> model:steve animation:rollbmlimb target:<player> model:player_gestures animation:dance loop:loopbmlimb target:<player> model:player_poses animation:heroic_pose loop:hold
BMPart
Applies a player's skin part (e.g., head, cape, body) to a specific bone of a model.
Syntax:
bmpart entity:<entity> model:<model> bone:<bone> part:<part_name> from:<player>Arguments:
entity:<entity>: Target entity.model:<model>: BetterModel model name attached to the entity.bone:<bone>: Bone name within the model.part:<part_name>: One of thePlayerLimbvalues (e.g.,head,body,left_arm,cape).from:<player>: Player whose skin will be used.
Description:
Dynamically maps the specified bone to a part of the player's skin using BetterModel's skin manager and bone item mapper.
Example:
bmpart entity:<[statue_entity]> model:statue_model bone:head part:head from:<player>
BMMount
Mounts or dismounts an entity from a model's bone.
Syntax:
bmmount [<entity_to_mount>] on:<bmbone> (dismount) (dismount_all)Arguments:
<entity_to_mount>: Entity to mount (optional fordismount_all).on:<bmbone>: Target bone (must be configured as a seat in the model file).dismount: Dismounts the specified entity from the bone.dismount_all: Dismounts all entities from the bone.
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