Nob ~/jukz/guia

~/jukz · Blockbench guide

Cosmetics in Blockbench

From an empty file to a hat that moves on everyone who wears it. Start from the template: it already has the player to build on and an example that uses every trick.

01What you need

Blockbench · free, desktop or webthe template · .bbmodel, belowtime · about 20 minutes

02Step by step

  1. 1Open jukz-template.bbmodel in Blockbench (File → Open). It is a “Generic Model”.
  2. 2Build your piece on the player. Don’t move the player: where you put it is exactly where it goes in the game.
  3. 3Put each piece that moves in its own group, and place the group’s pivot where it should turn (the base of an antenna, the root of a wing).
  4. 4In the Animate tab, make up to three looping animations: idle, walk, sneak.
  5. 5Save the .bbmodel and send it from make a cosmetic. We send back how it looks in game.

03How the template is organised

The template’s outliner (top right in Blockbench), and what each line becomes in jukz:

▸ reference      ← the player: never sent, only for size and place
▪ band           ← outside any group: never moves
▸ antenna_l      ← a part: turns around its pivot
  ▪ stalk        ← moves with antenna_l
  ▸ tip_l#1=40   ← frame 1 of “tip_l”, shown 40 ticks
  ▸ tip_l#2=6    ← frame 2, 6 ticks: the light blinks
▸ antenna_r      ← the same, mirrored

The template in jukz. Still, walking, sneaking: the antennas sway, swing harder when you walk and bend back when you sneak.

04The three animations

NamePlays whenIn the template
idleyou stand stilla slow sway, 2 s per loop
walkyou walk or run (it blends in with speed)faster and wider, 0.5 s
sneakyou sneak (it replaces the others)bent back, barely moving
  • Set each one to loop, and make the last keyframe equal the first.
  • Each loop becomes one smooth back-and-forth swing: two or three keyframes are enough. More detail than that gets smoothed out.
  • Rotation and position work. Any of the three can be missing: a part with no walk keeps its idle while you walk.
  • Time: 1 second = 20 game ticks.

05Special names

Add to a group nameWhat it doesExample
#N=TFrame N of a part, shown T ticks; frames take turns in a loopeyes#1=170, eyes#2=6
@stillOnly while standing stillzzz@still
@movingOnly while walking or runningeyes_open@moving
@sneakingOnly while sneakingshield@sneaking
@standingHidden while sneakingfeather@standing

Both can go together: tip#1=40@still. Frames of one part are sibling groups with the same name and their own numbers; the first one’s pivot and animations count for all of them.

06What works and what doesn’t

Works

  • Cubes of 1 pixel, or of half a pixel for finer detail
  • Rotated cubes
  • Groups inside groups (a tail tip that follows the tail)
  • Up to 48 pixels per side and 52 colours
  • Hats, face pieces and back pieces

Doesn’t (yet)

  • Endless spins (a propeller): only back-and-forth
  • Molang formulas in keyframes: write numbers
  • Scaling
  • Groups rotated in Edit mode: rotate the cubes, or animate the group
  • Capes (Mojang’s rules)

07Made this way

Ender wings. Two parts per wing, the tip riding on the base: they breathe, flap when you run and fold when you sneak.
Sleeping cat. Eyes, ears and Zs are frames with @still / @moving: it sleeps, flicks an ear, and wakes up when you walk.
Antennas. The template itself, ready to change: swap the band for a crown and the antennas for horns.

08Send it

Animated cosmetics move in jukz from version 0.4.4 on; older versions show them still, in their rest pose. Send your .bbmodel from the creators page: you see it in 3D before sending.