CreativeMode can use a saved Blockbench project as the model for a mob, placeable object, or handheld item.
This means that you can design your own 3D model in Blockbench, and then use CreativeMode to turn it into a mod without writing a single line of code!
In Blockbench, use File → Save Project and upload the resulting .bbmodel file.
Do not use:
.bbmodel attachment..bbmodel attachments.In Create Mob, attach a Blockbench mob and describe its behavior. The model supplies its appearance; remove separate reference images and textures first. You can also attach animated or entity-format models in Full Mod and describe each creature's role. Models are checked after upload, before generation starts.
Mob imports support cuboid models with nested bones, embedded PNG textures,
per-face or box UVs, and numeric linear rotation/position animations. Save textures
inside the .bbmodel; files that reference textures on your computer cannot use them.
Limits are 128 cuboids, 255 authored bones plus the import root, 4,096 keyframes,
and seven action animations besides idle and travel. Action animations can last
up to 20 seconds; idle and travel clips can last up to 30 seconds.
Each texture can be up to 2048×2048 pixels, with up to
four million pixels across all textures.
During generation, the agent interprets existing animations from their motion,
looping, and your description. Give clips descriptive names such as idle,
tail_swipe, or sleep; rename placeholders such as animation_1 or Take 001
before uploading. No fixed naming convention is required. Idle and travel
must loop. When no suitable clip exists, that role keeps the model in its rest pose.
Models exported by CreativeMode retain their saved animation assignments.
Collision size and travel stride are estimated from the model. Test movement and
collision after generation.
Meshes, animated scaling, Molang expressions, effect tracks, and non-linear animation curves cannot currently be imported as mobs. The upload error explains what to remove or bake into numeric linear keyframes in Blockbench. Animated textures are also unsupported. Full Mod shows the detected mob or static-object use for review before attaching the model. Items and blocks must use static models.
Mention the uploaded filename in the prompt and identify its purpose:
Use
@crystal_staffas a handheld magic weapon.
Use
@arcade_cabinetas a placeable two-block-tall object that opens a simple game menu when used.
Test:
Use a Mod Edit to describe any correction.
See also: 3D Objects, Studio 3D Models, and Using a Texture from Blockbench.