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Importing custom models

Import external 3D models and place them in your map. An imported model becomes a custom block or a prop, and once you build the resource pack it looks the same in game.

FormatExtensionKind
Blockbench · NP model.bbmodel · .npmodelCube models (boxes, like Minecraft models)
OBJ · glTF · FBX.obj · .gltf · .glb · .fbxPolygon (triangle) models

Minecraft models are made only of boxes (cubes). So a polygon model must be converted to a cube model or to blocks on import before it can appear in game.

MethodAction
Content Browser Import buttonChoose a file and the Import model dialog appears. Right-click an empty area › Import… does the same.
Double-click a model file in Content Browser Project filesImports it through the dialog.
Drag a model file from the Content Browser into the viewportFor OBJ, FBX and glTF, the dialog opens first. After importing, drag the prop from the Content Browser again. .bbmodel and .npmodel are imported right away and placed at that spot.

Since 0.9.9: OBJ, FBX and glTF always go through the dialog, even when dragged in or double-clicked in Project files. Previously they were imported directly as “Original shape” and left out of the resource pack.

  1. Press Import in the Content Browser and choose an .obj file.
  2. Leave Display (default) under Convert in the dialog.
  3. Set Units and Up axis to match the program the model was made in. To set the size, enter a block count in Fit size.
  4. Press Import. The model is registered as a prop.
  5. Click that prop in the Content Browser to switch to the Prop tool (8). Click an empty spot to place it. After placing, the tool switches to Selection, so you can move it right away with W · E · R.
  6. Build the resource pack with Build › Build resource pack and it looks the same in game.

Choose under Convert in the dialog. If there are polygon files, the default is Display; if there are only cube models, the default is Keep original shape.

ModeResultIn gameUse for
DisplayConverts to a cube model (one palette texture) by merging same-color cells into boxes, and registers it as a prop.Exported as a resource pack model and shown via ItemDisplay.Sculptures · decorations
Convert to blocksSplits the model into cells and builds it from the closest-colored vanilla blocks. Saved as a prefab (tag Model conversion) and placement mode starts right away.Just blocks.Things to stand on · large terrain features
Keep original shapeRegisters the model as is. Cube models within one block become custom blocks; the rest become props.Only cube models appear. Polygon faces cannot become game models..bbmodel · .npmodel

Since 0.9.7: Display and Convert to blocks were added. Previously OBJ, FBX and glTF were dropped from the game entirely.

FieldValueShown forMeaning
ConvertDisplay · Convert to blocks · Keep original shapeAllTable above
Display precision4–128 cells (default 32)DisplayNumber of cells to divide the longest side into. Higher is smoother but uses more boxes.
Block size2–256 blocks (default 24)Convert to blocksNumber of blocks along the longest side
Blocks to useAll solid-color blocks · Concrete · wool · Terracotta · Building blocks (stone · wood · ore)Convert to blocksBlock set to match colors against
Fill insideOn · OffConvert to blocksFills the inside of closed models. When off, only the outer shell is built.
Units1 unit = 1 block (meter) · 1 unit = 1 pixel (1/16 block) · Centimeters (0.01) · Inches (0.0254) · Millimeters (0.001)AllSize of one unit of model coordinates
Up axisY up (glTF·Godot·Minecraft) · Z up (Blender originals·3ds Max, etc.)AllThe model’s up direction
Fit size0–256 blocks (0 = off)Display · Original shapeFits the longest side to this number of blocks.
Shrink textures over 512pxOn (default)Display · Original shapeShrinks large textures to a power-of-two size.
  • Convert to blocks picks blocks by the average color of the jar textures when a Minecraft jar is available.
  • A prefab converted to blocks becomes one actor when placed (Prefabs).

Place Display and Original shape props with the Prop tool (8).

InputAction
Click a prop in the Content BrowserSelects it as the prop to place and switches to the Prop tool.
Click an empty spot (Prop tool)Places the prop. After placing, the tool switches to Selection and that prop is selected.
Shift+clickPlaces and stays in the Prop tool (keep placing).
Drag a prop into the viewportPlaces it at that spot.
Click a propSelects that prop (works in the Selection tool too).
Drag a handleMove, rotate or scale along the red X, green Y or blue Z axis. Releasing is one undo step
White square in the centerMove = along the floor plane (XZ); Size = uniform
W · E · RMove · rotate · size handles
Ctrl+DDuplicate the selected prop
DelDelete the selected prop
EndDrop the selected prop to the floor
EscCancel the handle drag (back to the start) → deselect the prop

Since 0.9.8: Prefabs, block-converted models, display models and Prop tool clicks all switch to the Selection tool after one placement. To keep placing, use Shift+click.

This is the Prop group of the Tools panel for the Prop tool.

FieldDefaultMeaning
Move · Rotate · SizeHandle mode (W · E · R)
Snap0.5 block · 15° · 0.125Move, rotate and size steps when grid snap is on
Position · Rotation° · Size (X · Y · Z)Numeric input for the selected prop
Duplicate · Delete · Reset rotation · scaleFor the selected prop
  • Viewport right bar World / Local: in Local, the handle axes follow the prop’s rotation.
  • Turn on surface snap (magnet) on the viewport right bar to make dropped props stick to surfaces and stand along the normal.

Re-import an already imported model in a different mode while keeping the same id. Placed copies use the same id, so they change too.

  1. Right-click the model in the Content Browser and choose Change import mode…. Import mode… on the top bar of the Asset Editor does the same.
  2. Choose a mode in the dialog and press Reimport.
  3. If you choose Convert to blocks, a new prefab is made from the source and placement mode starts.

Since 0.9.9: Change import mode… was added. Use it to switch OBJ, FBX and glTF imported as “Original shape” to Display.

Double-click a custom block or prop in the Content Browser (or right-click › Open in Asset Editor) to open it. You can also open it with Window › Asset Editor (selected custom). It starts as a floating window; dock it with the button at the right of its bar.

Top barAction
SaveSaves the registry and painted layers. Unsaved UVs are saved to a new version file.
ReimportReads the source file again (after editing in Blockbench etc.).
Import mode…“Changing the import mode” above
Include in resource packWhen off, this asset produces no resource pack files (it stays in the registry and map).
Preview in viewportSelects this asset as the block or prop to place.
TabContents
PreviewReal-size 3D view. Toggle block grid, model bounding box, collision box and lighting
UVUV editor (.bbmodel · .npmodel only)
PaintTexture painting
VersionList of the source and saved versions. Revert to this version (does not delete files)
Details fieldMeaning
idLowercase letters, digits and _. If you change it, copies already placed keep the old id.
TypeCustom block (1-block note block state) · Prop (item display)
Folder · TagsContent Browser folder and search tags. The light=N tag is the emission strength.
CollisionFull cell (full) · None (none) · Box (box) + min · max. Used by the server plugin.
Transform (placement defaults)Initial move, rotation and size when placing
Resource pack itemInclude or not · item kind (prop · block · weapon · armor · effect) · item model id · display slot
  • The UV editor (Ctrl+U) opens only .bbmodel and .npmodel models.
  • OBJ, FBX and glTF cannot be UV-edited. Paint their colors in the Paint tab.
  • How they go into the game is set with Import mode….

Build the complete resource pack with Build › Build resource pack (or Window › Resource pack › Build resource pack).

AssetIn the resource pack
Display props · cube model propsItem models. The server shows them with ItemDisplay.
Custom blocksBlock models assigned to note block states
“Original shape” polygon propsAutomatically converted to Display (cube models) when building the resource pack, with a warning.
Assets with Include in resource pack offNot included.
Prefabs converted to blocksVanilla blocks, so no resource pack is needed.

Since 0.9.9: “Original shape” OBJ, FBX and glTF are also automatically converted to Display and included in the resource pack.

For detailed pack structure, see Resource pack and HUD.

SettingWhereMeaning
Convert · precision · block size · blocks to use · fill inside · units · up axis · fit size · texture shrinkingImport model dialogThe “Dialog fields” table above
Snap · Position · Rotation° · SizeTools panel › PropProp tool
Grid snap · World / Local · surface snapViewport right barProp move step and axes
Include in resource pack · Collision · Resource pack itemAsset EditorPer-asset settings
KeyAction
8Prop tool
W · E · RProp move · rotate · size handles
Shift+clickKeep placing
Ctrl+DDuplicate prop
DelDelete prop
EndDrop to floor
EscCancel handle drag → deselect
Ctrl+UUV editor
Double-click · Enter (Content Browser)Open the Asset Editor
  • If an imported model is missing from the resource pack, check whether it is “Original shape” and switch it to Display with Change import mode….
  • Setting Display precision too high increases the box count and the load in game. Start at 32 and raise it only when needed.
  • For things people must stand on (bridges, floors), use Convert to blocks instead of props. Props have no collision by default.
  • FBX is read by the loader built into the editor; OBJ, glTF and bbmodel are read by the editor core.
  • After editing a model file, apply the changes with Reimport in the Asset Editor (or Content Browser right-click › Reimport).