mojang/minecraft-creator-tools/design-model

Claude Code and agent skill by mojang/minecraft-creator-tools

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  • community
  • ext:[{"type":"plugin","description":"Custom plugin integration"}]
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Checking that the SKILL.md file is still in the repository.

Design or change how things look in a Minecraft Bedrock Edition add-on - 3D models and textures for mobs, and pixel-art icons for items and textures for blocks. Use this whenever someone wants to reshape, restyle, recolor, or retexture a mob, or redraw an item icon or block texture, for example "make my goblin look like a mushroom", "give the dragon bigger wings", "draw a purple hammer icon", or "make my ore texture look more sparkly". Also use it after create-mob, create-item, or create-block when the user described a specific look. Custom 3D shapes for blocks and held items aren't supported yet. Not for Minecraft Java Edition models or Blockbench plugin work.

Install

npx vskill@latest install mojang/minecraft-creator-tools/design-model

Semi-extensibleMentions customization, but needs skill-specific knowledge. Read the extensible skills standard

SKILL.md

Design a model or texture

Minecraft Creator Tools can build a mob model and its texture from a JSON design, save both into the resource pack, and return a preview image you can look at. Iterate on the design until it matches what the user asked for, then connect the mob to it: the tool writes files but doesn't update the content that should use them. For items and blocks, this skill covers flat textures (icons and block faces) only.

Custom 3D block shapes and 3D held items need extra wiring (block minecraft:geometry and material instances, item attachables) that this skill doesn't cover yet. If the user asks for one, say so and offer a textured regular block or a flat item icon instead.

1. Find the target

  • Existing content: find its identifier and pack. For a mob, open resource_packs/<pack>/entity/<id>.entity.json and note geometry.default and textures.default. For an item icon or block texture, note its path in textures/item_texture.json or textures/terrain_texture.json and skip to step 5.
  • New content: create it first with create-mob, create-item, or create-block, then come back here.

2. Start from a template (mobs)

Call getModelTemplates with the closest mob templateType (for example humanoid, small_animal, large_animal, bird, insect, golem, wizard, ghost, robot; the tool lists them all). Templates have Minecraft-correct proportions, and adjusting one is far more reliable than writing geometry from scratch.

Things to know when editing a design:

  • Set the design's identifier to the mob's ID without the namespace (swamp_goblin). The geometry is named geometry.<identifier>; templates start with placeholders such as custom_humanoid.
  • 16 units = 1 block. A player is about 32 units tall.
  • textures is a dictionary of named materials (a generated background such as stipple_noise plus colors). Cubes refer to them by name, so recoloring usually means changing these colors only.
  • bones hold cubes (origin, size, optional pivot and rotation). If the mob already has animations, keep existing bone names so they still apply.

3. Build it with designModel

Pass:

  • projectPath: the project root (the folder with resource_packs/).
  • modelId: the mob's ID without the namespace (swamp_goblin). It sets the file names, so they land next to the existing ones.
  • usage: entity.
  • design: your edited template, with identifier set as above.

The tool writes the .geo.json and texture, then returns a preview image. Look at it critically: proportions, colors, missing parts. Call designModel again with the same modelId to update in place. Two or three rounds is usually enough; show the user the preview and ask before going further.

The tool also saves the editable design under <project>/design_packs/ and preview images under <project>/.mct/previews/. Leave design_packs/ in place so later edits update the same model (the previews can be deleted or ignored in git). Neither folder is included when the add-on is exported.

4. Make sure the content uses the new model

designModel doesn't update the mob, and mobs made by createMinecraftContent refer to geometry.<namespace>.<id>, while the new model is named geometry.<identifier>. Check the client entity file:

  • geometry.default must equal the identifier in the new .geo.json. If it doesn't, the mob is invisible in game. Validation reports this as an UNLINK warning.
  • textures.default must point at the texture path the tool reported (no .png extension).

Fix whichever side is easier; usually changing geometry.default in the client entity.

5. Icons and flat textures (pixel art)

For item icons and block faces, draw pixel art with writeImageFileFromPixelArt: 16 strings of 16 characters, a palette mapping each character to a color, and spaces for transparency. Save over the existing texture path (textures/items/<id>.png or textures/blocks/<id>.png) so nothing else needs to change. writeImageFileFromSvg suits crisp geometric designs.

These image tools only write inside folders the user has allowed. If a tool says image writing isn't authorized, explain that it needs <project>/.mct/mcp/prefs.json containing:

json
{ "allowImageFileWritesInDescendentFolders": true }

Ask the user before creating that file; it's their permission switch. Pass fully resolved absolute paths: the tools reject paths that go through a symlink, such as /tmp on macOS (use /private/tmp).

6. Check existing models without editing them

To see a model that wasn't made with designModel:

bash
npx -y @minecraft/creator-tools@latest rendermodel <file>.geo.json <output>.png -i <project-folder> --no-vanilla

This uses a headless browser and takes a few seconds. If it fails because no browser is available, skip it and rely on the file contents.

7. Validate

Follow the debug-addon skill to run validation and fix anything the new files broke. Pay attention to UNLINK warnings about geometry or textures.

8. Tell the user

Show the final preview, list the files written or changed, and say what you'd tweak next if they want more detail. To browse the model in 3D themselves, they can run npx -y @minecraft/creator-tools@latest view -i <project-folder>.

Security

  • Security scanPassed, 100 of 100Pattern checks on the skill's files.
  • Model reviewNot runA model review is scheduled for the next rescan.

Quality evaluation

  • Task evaluationNot runNo evaluation yet. Run one in Skill Studio.

Source

Popularity

7-day trend score
5

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Extension points

  • pluginCustom plugin integration

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