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Modeling Mechanics in Customizable Player Models

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Contents (5)
  1. Part Properties
  2. Hierarchy and Parenting
  3. Hiding Vanilla Parts
  4. Next guides
  5. More in this wiki

Modeling in CPM is based on a hierarchical system of 'Parts' (cubes). New parts must be parented to an existing element, such as a vanilla player limb or another custom part.

Part Properties

Each part has several adjustable parameters that define its appearance and behavior:

Property Description
Position The center position and rotation point of the element relative to its parent.
Rotation The orientation of the part in 3D space.
Offset The part's position offset from its center/rotation point.
Size The physical dimensions of the part box.
Scale A multiplier for the part's overall size.
MC Scale Increases size from the part box center by a set amount (similar to the 'inflation' on vanilla 2nd skin layers).
Mirror Mirrors the texture mapping on the part.
Mode Determines if the part uses a solid color or a custom texture from the skin.

Hierarchy and Parenting

Custom parts move and rotate with their parent element. For example, a 'Hat' part parented to the 'Head' will follow the player's head movements automatically.

Hiding Vanilla Parts

Vanilla model parts (like the default arms or legs) can be hidden using the Toggle Visibility button in the editor. This allows you to replace the standard player model entirely with a custom creation, such as a creature or a robot. Note that hiding vanilla parts in the editor will not hide custom parts when exporting.