Advanced Skin Tutorial - Armourers-Workshop/Armourers-Workshop GitHub Wiki
The advanced skin allows combine multiple skin of the part type to a complex skin.
So first we needs create a skin of the part type by the armourer
, and the put that skins in your inventory.
Place the advanced skin builder block in the Minecraft.
And then right click to open the GUI.

Click the skin type name on the top right to change the skin type you needs.
Warning
Change the skin type will clear all contents

After change skin type, we see have some default root nodes.
The root node will automatic bind to the bone, so we can't change the name or remove it.
Use the mouse right click in the node tree (at arrow) to open the node menu.
- Add Node: Add a new child node in selected node.
- Copy Node: Copy the selected node and child nodes to the pasteboard.
- Paste Node: Paste a node from the pasteboard.
- Duplicate Node: Duplicate selected node in current hierarchy, only work when selected a child node.
- Move Up: Move the selected node level to up.
- Move to Top: Move the selected node level to top.
- Move Down: Move the selected node level to down.
- Move to Bottom: Move the selected node level to bottom.
Tip
When node only one part, don’t need a child node.


And then we need to choose a skin of part type for the node.
- The node name, click to change it when a child node.
- The skin of part type of node, click to open menu.
- The translate of node, click slider to change it.
- The rotate of node, click slider to change it.
- The scale of node, click slider to change it.
- Set false will disable rendering.
- Set true will mirror the rendering.
- Set skin from
block bench model
. - Set skin to none.
- Set skin from inventory.
- Set skin from history.

Enter the name and description of the skin on the left of the GUI.
Config the skin properties on the right (at arrow) of the GUI.

Export your model into inventory with with shortcut CTRL + E
or CMD + E
.

Now, enjoy it.
The advanced skin allows importing some block bench model
(extension .bbmodel
) into advanced skin builder.
Of course your needs abide by some bone conventions and bone restrictions.

Put your .bbmodel
files in the <game dir>/armourers_workshop/model-imports
directory.

Place the advanced skin builder block in the Minecraft.
And then right click to open the GUI.

Click the skin type name on the top right to change the skin type you needs.
And then open the model picker dialog with shortcut CTRL + I
or CMD + I
.
Warning
Change the skin type will clear all contents

Select the model file you needs, the interactive same the skin library.
After select the model file, click the OK
button to start importing.
Tip
The selected model file must abide by bone conventions of the skin type.

Check the import status of each node in the node tree view.
Your can change the model of the node by left of the node name.
For bones that do not abide by bone conventions, its will be added to the static node.
Warning
The static node not supported in skin rendering.

Enter the name and description of the skin on the left of the GUI.
Config the skin properties on the right (at arrow) of the GUI.

Export your model into inventory with with shortcut CTRL + E
or CMD + E
.

Now, enjoy it.
Bone Name | Node Name |
---|---|
Head | Root - Head |
Chest | Root - Chest |
Torso | Root - Torso |
Skirt | Root - Skirt |
Arm_L | Root - Left Arm |
Arm_R | Root - Right Arm |
Hand_L | Root - Left Hand |
Hand_R | Root - Right Hand |
Thigh_L | Root - Left Thigh |
Thigh_R | Root - Right Thigh |
Leg_L | Root - Left Leg |
Leg_R | Root - Right Leg |
Foot_L | Root - Left Foot |
Foot_R | Root - Right Foot |
Wing_L | Root - Left Wing |
Wing_R | Root - Right Wing |
Phalanx_L | Root - Left Phalanx |
Phalanx_R | Root - Right Phalanx |
Template file: bipped.bbmodel
Supported Skin Type: Head
/Chest
/Feet
/Legs
/Wings
/Outfit
Bone Name | Node Name |
---|---|
Head | Root - Head |
Neck | Root - Neck |
Chest | Root - Chest |
Thigh_LF | Root - Left Front Thigh |
Thigh_RF | Root - Right Front Thigh |
Thigh_LB | Root - Left Hind Thigh |
Thigh_RB | Root - Right Hind Thigh |
Leg_LF | Root - Left Front Leg |
Leg_RF | Root - Right Front Leg |
Leg_LB | Root - Left Hind Leg |
Leg_RB | Root - Right Hind Leg |
Tail | Root - Tail |
Template file: horse.bbmodel
Supported Skin Type: Horse
Bone Name | Node Name |
---|---|
Body | Root - Body |
Supported Skin Type: Minecart
Bone Name | Node Name |
---|---|
Body | Root - Body |
Paddle_L | Root - Left Paddle |
Paddle_R | Root - Right Paddle |
Supported Skin Type: Boat
Bone Name | Node Name |
---|---|
Arrow | Root - Arrow |
Frame0 | Root - Frame 0 |
Frame1 | Root - Frame 1 |
Frame2 | Root - Frame 2 |
Frame3 | Root - Frame 3 |
Supported Skin Type: Bows
Bone Name | Node Name |
---|---|
Hook | Root - Hook |
Frame0 | Root - Rod |
Frame1 | Root - Rod (Cast) |
Supported Skin Type: Fishing Rod

The convention bone needs to set the correct pivot
, and we will use the pivot
as the origin point of the bone.
The convention bone will ignore any rotation when import, but you can still rotate it for testing and previewing model.
Tip
The bipped Chest
and Torso
bone pivot always move up (0, 6, 0), so you need to move down (0, 6, 0).
Tip
If you need to rotate a convention bone, you must add a child bone and then rotate it.

For the animated texture, you need add animated texture and config it in your block bench project.

For the lighting texture, you can add the suffix to file name.
suffix | feature |
---|---|
_e | self-emissive texture (multiple textures: you also can set render mode to emissive) |
_s | specular map texture |
_n | normal map texture |
For the particle texture, currently not supported.
Warning
You can't add animation to the main bone
Autoplay Animaton
animation name | function |
---|---|
idle | play when no action |
walk | play when walk |
run | play when run |
jump | play when jump |
sneak | play when sneak |
swim | play when swim |
fly | play when fly |
fall_fly | play when fall fly |
ride | play when ride |
boat | play when drive boat |
crawl | |
climb |
Manual play animation
/armourers animation entity @e play <animation name> <play count>
/armourers animation block x y z play <animation name> <play count>
/armourers animation entity @e stop [animation name]
/armourers animation block x y z stop [animation name]