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Geo Models (Bedrock Geometry)

Catharsis supports loading Bedrock Entity Geometry (.geo.json). This allows resource pack creators to use custom 3D models made in Blockbench for custom entities or armor models.

Creating Your Model in Blockbench

When creating a model, you should use the Bedrock Entity format in Blockbench. Once your finished your model, export it as a Bedrock Geometry file, this will generate a .geo.json file.

Bone Naming Conventions

How you name your bones determines how the model animates in game.

For Armor Models

The renderer requires specific bone names to attach to the players body parts. If a bone is not named correctly, it will not render on that respective body part.

Use the following bone names depending on the targeted equipment slot:

  • Head Slot: head
  • Chest Slot: body, right_arm, left_arm
  • Legs Slot: right_leg, left_leg
  • Feet Slot: right_foot, left_foot

See the Armor Models Documentation on how to override armor pieces.

For Entity Overrides

If you are replacing a mob, you should name your bones using the vanilla bone names for that specific entity. If the bone names match, the model will use the vanilla animations for that entity.

See the Entity Overrides Documentation on how to override entities.

Current Limitations & Quirks

Catharsis uses a custom renderer to load Bedrock files into Minecraft. Because of this, some advanced Bedrock features are ignored or unsupported.

Keep the following limits in mind when creating your models:

  1. UV Mapping Restrictions:
    • Per-Face UVs: The mod cannot handle per-face UV mapping. Using this feature will break the model. Stick to the default flat Boxed UV arrays.
  2. Ignored Features:
    • Animations & Molang: Custom animations bundled inside the .geo.json, Molang queries, and binding properties are ignored.
    • Custom Meshes: Custom Meshes like poly_mesh and texture_meshes are not supported.
    • Locators: Locator points are ignored.
    • Capes: Geometry cape definitions are unused.
  3. Armor Rendering Scaling:
    • The armor renderer adjusts to the models pivot and scale.

If you require any specific features or encounter any issues, please ask on our Discord or create a GitHub Issue!

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