-
The root tag
-
parent: Loads a different model from the given path, in
form of a resource location. If both
"parent"
and "elements"
are set, the "elements"
tag overrides the
"elements"
tag from the previous model.
- Can be set to
"builtin/generated"
to use a model that is created out of the specified icon.
Only the first layer is supported, and rotation can be achieved only by using block states files.
- ambientocclusion: Whether to use ambient
occlusion (
true
- default), or not (false
).
- display: Holds the different places where item models
are displayed.
- Position: Named
thirdperson_righthand
, thirdperson_lefthand
, firstperson_righthand
,
firstperson_lefthand
, gui
, head
, ground
, or fixed
.
Place where an item model is displayed. Holds its rotation, translation and scale for the specified
situation. fixed refers to item frames, while the rest are as their name states. Translations are
applied to the model before rotations.
- rotation: Specifies the rotation of the model
according to the scheme
[x, y, z]
.
- translation: Specifies the position of the
model according to the scheme
[x, y, z]
. The values are clamped between -80 and 80.
- scale: Specifies the scale of the model
according to the scheme
[x, y, z]
. If the value is greater than 4, it is displayed as 4.
- textures: Holds the textures of the model, in form of a
resource location or can be another
texture variable.
- particle: What texture to load particles from. This
texture is also used as an overlay if you are in a nether
portal, and used for water and lava's
still textures.[1] This texture is
also considered a texture variable that can be referenced as
"#particle"
. Note: All breaking
particles from non-model blocks are hard-coded, such as for barriers.
- Texture variable: Defines a texture variable
and assigns a texture.
- elements: Contains all the elements of the model. They
can have only cubic forms. If both
"parent"
and "elements"
are set, the "elements"
tag overrides the "elements"
tag from the previous model.
-
An element.
- from: Start point of a cuboid according to the
scheme
[x, y, z]
. Values must be between -16 and 32.
- to: Stop point of a cuboid according to the
scheme
[x, y, z]
. Values must be between -16 and 32.
- rotation: Defines the rotation of an element.
- origin: Sets the center of the rotation
according to the scheme
[x, y, z]
.
- axis: Specifies the direction of rotation,
can be
"x"
, "y"
or "z"
.
- angle: Specifies the angle of rotation. Can
be 45 through -45 degrees in 22.5 degree increments.
- rescale: Specifies whether or not to scale
the faces across the whole block. Can be true or false. Defaults to false.
- shade: Defines if shadows are rendered (
true
- default), not (false
).
- light_emission: Defines the minimum light level
that the element can receive. Can be 0-15, defaults to 0.
- faces: Holds all the faces of the cuboid. If a
face is left out, it does not render.
- Face: Named
down
,
up
, north
, south
, west
or east
.
Contains the properties of the specified face.
- uv: Defines the area of the texture to
use according to the scheme
[x1, y1, x2, y2]
. The texture behavior is
inconsistent if UV extends below 0 or above 16. If the numbers of x1
and
x2
are swapped (e.g. from 0, 0, 16, 16
to 16, 0, 0, 16
),
the texture flips. UV is optional, and if not supplied it automatically generates based on the
element's position.
- texture: Specifies the texture in form
of the texture variable prepended with a
#
.
- cullface: Specifies whether a face does
not need to be rendered when there is a block touching it in the specified position. The
position can be:
down
, up
, north
, south
,
west
, or east
. It also determines the side of the block to use the
light level from for lighting the face, and if unset, defaults to the side.
- rotation: Rotates the texture clockwise
by the specified number of degrees. Can be 0, 90, 180, or 270. Defaults to 0. Rotation does
not affect which part of the texture is used. Instead, it amounts to permutation of the
selected texture vertexes (selected implicitly, or explicitly though
uv
).
- tintindex: Determines whether to tint
the texture using a hardcoded tint index. The default value, -1, indicates not to use the
tint. Any other number is provided to BlockColors to get the tint value corresponding to that
index. However, most blocks do not have a tint value defined (in which case white is used).
Furthermore, no vanilla block currently uses multiple tint values, and thus the tint index
value is ignored (as long as it is set to something other than -1); it could be used for
modded blocks that need multiple distinct tint values in the same block though.