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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.








