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🔖 Update docs for v1.11.0 (#12)
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‎src/app.html‎

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rel="stylesheet"
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/>
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%sveltekit.head%
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<script>
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// Hide admonition icons that fail to load. Registered before the page renders, since
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// image errors don't bubble and can fire before hydration.
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document.addEventListener(
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'error',
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event => {
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const target = event.target
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if (target instanceof HTMLImageElement && target.matches('.admonition-icon')) {
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target.hidden = true
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}
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},
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true
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)
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</script>
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</head>
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<body data-sveltekit-preload-data="hover">
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<div style="display: contents">%sveltekit.body%</div>
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---
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title: Animation Config
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description: Configure loop behavior, timing, and node exclusions for an animation.
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description: Configure loop behavior, timing, node exclusions, and previews for an animation.
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---
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The Animation Properties dialog controls how a single animation behaves at runtime.
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# Animation Config
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In Blockbench, open it by right-clicking an animation in the Animations panel and selecting Animation Properties.
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The **Animation Properties** dialog controls how one animation behaves. Open it by right-clicking an animation in the **Animations** panel and choosing **Properties**.
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## Why It Matters
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## Fields
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Animated Java uses these fields to generate per-animation metadata and runtime behavior.
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### Animation Name
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- Loop behavior decides what happens when the animation reaches the last frame.
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- Timing fields control how quickly the animation advances.
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- Excluded Nodes lets you layer multiple animations without bone conflicts.
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## Fields In The Dialog
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### Name
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The animation identifier used in generated function paths and storage keys.
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- Keep names stable after publishing packs to avoid breaking function calls.
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- Use only safe characters: letters, numbers, underscore, and dot.
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Example generated path:
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The animation's name, used in its function paths and tags:
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```mcfunction
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<blueprint_id>/animations/<animation_name>/play
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```
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### Loop Mode
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Names may only use letters, digits, underscores, and periods. When exported, they're lowercased and periods become `_`.
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Controls behavior at the end of the timeline.
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:::warning
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Renaming an animation changes its function paths. Update any commands that call it.
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:::
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- once: play to the end, then stop.
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- hold: play to the end and remain on the last frame.
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- loop: return to frame 0 and continue.
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### Loop Mode
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Use hold for poses (for example, aiming or charging) and loop for cycles (walk, idle, run).
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What happens when the animation reaches its last frame:
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- **Once**: stop, and snap back to the first frame.
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- **Hold**: stop, and stay on the last frame.
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- **Loop**: start over from the first frame.
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### Loop Delay
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Extra delay in ticks before a looping animation restarts.
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How many ticks to wait before a **Loop** animation starts over. `20` ticks is one second. Has no effect on the other loop modes.
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- Only applies when Loop Mode is loop.
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- 20 ticks = 1 second.
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### Excluded Nodes
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### Included / Excluded Nodes
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Nodes this animation never moves. Drag nodes between the **Included Nodes** and **Excluded Nodes** columns, or use the swap button to flip the two lists.
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A list of bones (groups) this animation should or should not modify.
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Use it to:
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This is one of the most important controls for advanced rigs.
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- play an upper-body animation while the legs keep walking,
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- run a facial animation alongside body animations,
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- stop two animations from fighting over the same node.
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Use it to:
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Excluded nodes also aren't updated at all, which saves performance.
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### Preview Variants
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The [Variants](/docs/core-concepts/variants) shown when you preview this animation in the editor, applied in order. Set these to the state the rig will usually be in when the animation plays. Empty means the Default Variant.
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Only affects the editor.
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- play an upper-body animation while legs continue walking,
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- run facial animation alongside body motion,
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- avoid two animations fighting over the same bones.
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### Preview Texture Slots
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## Practical Patterns
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The textures [Texture Slots](/docs/core-concepts/texture-slots) show when you preview this animation, applied after the Preview Variants. Empty means the slots show whatever the Preview Variants set.
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### Layered locomotion + action
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Only affects the editor.
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- Walk animation: exclude arm and head bones used by combat.
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- Attack animation: exclude leg and root locomotion bones.
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## Patterns
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Result: both can run at the same time without overriding each other.
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### Layered locomotion and actions
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### Pose locking
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- `walk` excludes the arm and head bones.
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- `attack` excludes the leg bones.
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- Set Loop Mode to hold for a final pose.
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- Trigger a second animation later to exit the pose cleanly.
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Both can play at the same time without overriding each other.
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## Common Mistakes
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### Holding a pose
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- Renaming animations after datapack integration without updating all function calls.
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- Forgetting Excluded Nodes, causing bone conflicts and jitter.
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- Setting Loop Delay and expecting it to affect once or hold modes.
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- Overcomplicating Molang fields when default timing already works.
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- Set an `aim` animation to **Hold**, so the rig stays aimed.
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- [Tween](/docs/function-api/animations#tween) into another animation to leave the pose smoothly.
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## Related Reading
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- [Animations](/docs/core-concepts/animations)
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- [Animations Function API](/docs/function-api/animations)
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- [Groups](/docs/nodes/groups)
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- [Your First Blueprint](/docs/getting-started/your-first-blueprint)
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- [Function API: Animations](/docs/function-api/animations)

‎src/docs/configs/display-entity/en.md‎

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description: Configure how Groups, Item Displays, Block Displays, and Text Displays behave at runtime.
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---
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The Display Entity Config controls properties for rendered display entities.
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# Display Entity Config
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You can open it from the outliner context menu on supported nodes:
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The Display Entity Config controls the in-game settings of a node's display entity. Open it by right-clicking a node in the Outliner and choosing **Display Entity Config**. It's available on:
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- Groups
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- Item Displays
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- Block Displays
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- Text Displays
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- [Groups](/docs/nodes/groups) that contain Cubes,
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- [Item Displays](/docs/nodes/item-displays),
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- [Block Displays](/docs/nodes/block-displays),
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- [Text Displays](/docs/nodes/text-displays).
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## What This Config Affects
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The dialog has two pages: **General** settings that never change, and **Per-Variant** settings that can be different for each [Variant](/docs/core-concepts/variants).
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This dialog stores two kinds of settings:
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## General
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- Node-level settings
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- Per-variant settings
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- #### On-Summon Function
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### Node-level settings
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Commands that run `as` the node's entity when the rig is summoned. Supports [MC-Build](https://mcbuild.dev) syntax.
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These are stored once on the node:
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## Per-Variant
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- On Summon Function
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- #### Target Variant
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### Per-variant settings
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Which Variant you're editing settings for. **Default** sets the node's base settings. Any other Variant sets what the node changes to when that Variant is applied.
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These are selected using the variant dropdown in the dialog and can differ per variant:
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- #### On-Apply Function
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- On Apply Function
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- Billboard
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- Brightness override settings
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- Enchanted (not available on Text Displays)
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- Glowing (not available on Text Displays)
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- Glow color override (not available on Text Displays)
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- Shadow settings
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Commands that run `as` the node's entity when the Target Variant is applied.
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## Field Reference
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- #### Billboard
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### On Summon Function
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Whether the entity turns to face the player:
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Runs when the rig is summoned for that node.
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- **Fixed**: never turns.
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- **Vertical**: turns around the vertical axis.
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- **Horizontal**: turns around the horizontal axis.
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- **Center**: turns around both axes.
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Use this for setup commands that should happen once when the node entity is created.
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- #### Override Brightness
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### Variant Selector
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Ignores the world's lighting and uses fixed **Sky Brightness** and **Block Brightness** values instead, each from `0` to `15`.
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Selects which variant you are editing config for.
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- #### Enchanted
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- Default writes to the node default display config.
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- Other entries write per-variant overrides.
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Adds the enchantment glint. Not available on Block Displays or Text Displays.
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### On Apply Function
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- #### Glowing
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Runs when that variant is applied and this node has a config override for that variant.
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Gives the entity a glowing outline. Not available on Text Displays.
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Use this for variant-specific command logic.
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- #### Override Glow Color
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### Billboard
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Overrides the color of the glowing outline. Not available on Text Displays.
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Controls how the display entity faces the viewer:
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- #### Shadow Radius
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- Fixed: no billboard pivoting
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- Vertical: pivots on vertical axis
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- Horizontal: pivots on horizontal axis
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- Center: pivots around center
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The radius of the entity's shadow.
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### Override Brightness
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- #### Shadow Strength
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Enables explicit light override for the node.
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How dark the entity's shadow is.
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When enabled, two values are used:
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## How Per-Variant Settings Apply
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- Sky Brightness: 0 to 15
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- Block Brightness: 0 to 15
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- Applying a Variant applies its settings to every node that has them, and runs their On-Apply functions.
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- Nodes without settings for a Variant keep whatever they had before.
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- Applying the Default Variant restores every node's Default settings.
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### Enchanted
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## Copying Settings
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Adds the enchanted glint to applicable display entities.
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This option is not available for Text Displays.
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### Glowing
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Enables vanilla glowing effect for applicable display entities.
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This option is not available for Text Displays.
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### Override Glow Color
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If enabled, sets a custom glow color using Glow Color.
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This option is not available for Text Displays.
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### Glow Color
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Hex color used when Override Glow Color is enabled.
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### Shadow Radius
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Controls shadow radius. Slider range in the dialog is 0 to 15.
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### Shadow Strength
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Controls shadow strength. Slider range in the dialog is 0 to 15.
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## Important Behavior Notes
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- Per-variant settings are only applied when variant logic runs.
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- If a variant has no override for a node, the node keeps its current/default display config.
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- The Invisible flag exists internally in config data but is not currently exposed in this dialog UI.
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## Copy/Paste Config
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The context menu also includes:
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- Copy Display Entity Config
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- Paste Display Entity Config
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This copies On Summon Function and all display config data from one supported node to another.
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The node's context menu also has **Copy Display Entity Config** and **Paste Display Entity Config**. They copy the On-Summon Function and every per-Variant setting from one node to another.
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## Related Reading
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- [Animation Config](/docs/configs/animation)
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- [Variants](/docs/core-concepts/variants)
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- [Groups](/docs/nodes/groups)
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- [Item Displays](/docs/nodes/item-displays)
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- [Block Displays](/docs/nodes/block-displays)
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- [Text Displays](/docs/nodes/text-displays)
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---
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title: Item Model Properties
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description: Tint a bone's faces in-game with vanilla tint sources.
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---
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# Item Model Properties
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Item Model Properties control how a bone's faces are **tinted** in-game. A tint multiplies a face's texture by a color, which lets you recolor parts of a rig without making new textures. For example, you could tint a shirt with the color of the player's team, or a potion bottle with its potion's color.
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Open it by right-clicking a [Group](/docs/nodes/groups) that contains Cubes and choosing **Item Model Properties**. Requires **Minecraft 1.21.4 or newer**.
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## How Tints Work
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1. In Blockbench, set the **Tint** of the faces you want to recolor to a tint index (`0`, `1`, `2`, …) in the face properties of the UV panel.
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2. In Item Model Properties, add one tint per index. The first tint in the list is index `0`, the second is index `1`, and so on.
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Faces without a tint index are never tinted.
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If a bone has no tints configured, Animated Java gives it a white **Dye** tint at index `0`. Faces with tint index `0` can then be recolored in-game by setting the bone item's `minecraft:dyed_color` component.
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## Tint Types
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Each tint has a **Type**. Click a tint to show its settings.
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| Type | Color comes from |
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| --------------------- | -------------------------------------------------------------------------------- |
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| **Constant** | Always the same color. |
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| **Dye** | The item's `dyed_color` component. |
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| **Firework** | The colors of the item's firework explosion component. |
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| **Potion** | The color of the item's potion contents. |
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| **Map Color** | The item's map color component. Not available in Minecraft 26.3 and newer. |
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| **Team** | The team color of the entity displaying the item. |
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| **Grass** | The grass colormap, at a set **Temperature** and **Downfall** (each `0` to `1`). |
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| **Custom Model Data** | An entry in the item's `custom_model_data` colors list, picked by **Index**. |
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Every type except Constant and Grass also has a **Default Color**, used when the item doesn't have the component (or, for Team, when the entity isn't on a team with a color).
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:::note[Transparency]
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Alpha only works on **Dye** and **Firework** tints, and only because of a vanilla bug ([MC-278626](https://bugs.mojang.com/browse/MC-278626)). It may stop working in a future Minecraft version. With cutout textures, faces below about 10% alpha disappear, and the rest render fully opaque.
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:::
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If your Target Minecraft Version doesn't support a tint's type, the dialog warns you, and exporting fails until you change or remove it.
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## Related Reading
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- [Groups](/docs/nodes/groups)
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- [Cubes](/docs/nodes/cubes#supported-features)

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