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Yes Steveel Wiki › Guides › How to Create Your Own Custom Model and Animations for Yes Steve Model

How to Create Your Own Custom Model and Animations for Yes Steve Model

Authoring the Model

Yes Steve Model uses Blockbench as its authoring tool. Start a new project in Blockbench, choose the Yes Steve Model format (the mod ships a plugin/format for it), and build your geometry the same way you would a normal Minecraft entity model — head, body, arms, legs, plus any extra cubes you want.

Key points while modeling:

  • Keep the pivot points sensible; animations rotate around pivots, so a badly placed pivot makes limbs swing from the wrong spot.
  • Name your bones clearly. Animation files reference bones by name, so renaming later breaks your animations.
  • Texture the model inside Blockbench and keep the texture resolution reasonable so it stays light on servers.

Animating It

Switch to the animate tab in Blockbench. Create animations for the states the mod expects — at minimum an idle and a walk, and ideally attack, sneak, and swim. Each animation is a separate clip with its own name. Use keyframes on rotation and position channels; the mod plays these clips based on what your player is doing.

Exporting and Testing

Export in the Yes Steve Model format so the model file, texture, and animation data are packaged together. Drop the exported folder into your models directory, restart, and apply it to yourself. Iterate: fix pivots, re-time keyframes, re-export. Test on a local world before sharing, since a broken model can look fine in the preview but glitch in motion.