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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_model
  • To 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. This command supports multiple concurrent animations by allowing you to apply animations to specific parts of the model.

  • Syntax: bmstate entity:<entity> model:<model> state:<animation> (bones:<list>) (loop:<once|loop|hold>) (speed:<#.#>) (lerp_duration:<duration>) (for_players:<list_of_players>) (remove)

  • Arguments:

  • bones:<list>: An optional list of bone names to which this animation should be applied. If not provided, the animation applies to the entire model.

  • loop: Sets the playback mode. It can be:

  • once (plays one time),

  • loop (repeats indefinitely),

  • hold (plays once and freezes on the final frame).

  • speed:<#.#>: Playback speed multiplier.

  • lerp_duration:<duration>: Transition duration between animation states.

  • for_players:<list_of_players>: Only shows the animation to the specified players.

  • remove: Stops the specified animation.

  • Examples:

  • To play a looping 'walk' animation on specific leg bones: bmstate entity:<context.entity> model:robot state:walk bones:left_leg|right_leg loop:loop

  • To play a one-shot 'shoot' animation 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 (type):

  • fixed: Disables the billboard effect.

  • vertical: The bone rotates on the Y-axis only.

  • horizontal: The bone rotates on the X and Z axes.

  • center: The bone rotates on all axes to face the player.

  • Example:

  • To make a 'head' bone always face the player: bmboard entity:<context.entity> model:my_mob bone:head type:center

BMLimb

Plays a player-specific animation. These animations are sourced from models in the players folder. To stop a looping or held animation, you can play another animation over it.

  • Syntax: bmlimb target:<player> model:<model_animator> animation:<animation_name> (loop:<once|loop|hold>) (hide:<player>)

  • Modes (loop):

  • once: Plays the animation a single time (default).

  • loop: Repeats the animation indefinitely.

  • hold: Plays the animation once and freezes on the final frame.

  • Arguments:

  • hide:<player>: Optional. Makes the target player's models invisible to the specified observer player.

  • Examples:

  • To make a player perform a 'roll' animation: bmlimb target:<player> model:steve animation:roll

  • To start a repeating 'dance' animation: bmlimb target:<player> model:player_gestures animation:dance loop:loop

  • To make a player strike a pose and hold it: bmlimb 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 to apply the skin part to.

  • model:<model>: Name of the BetterModel model attached to the entity.

  • bone:<bone>: Bone name within the model to map the skin part onto.

  • part:<part_name>: One of the PlayerLimb values (e.g., head, body, left_arm, cape).

  • from:<player>: The player whose skin will be used.

  • Description:

  • Dynamically maps the specified bone to a part of the player's skin. Uses BetterModel's skin manager and bone item mapper to handle fetching, caching, and rendering.

  • Example:

  • Apply Player's head to the statue's head bone: 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 for dismount_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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