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Commands


BMModel

Adds or removes a model from an entity. This is necessary for entities that can have multiple models.

  • Syntax: bmmodel entity:<entity> model:<model> (remove)
  • Examples:
    • To add a model: bmmodel entity:<context.entity> model:my_model
    • To remove a model: bmmodel entity:<context.entity> model:my_model remove

BMState

Plays or stops a layered animation state on a specific model on an entity, optionally limited to specific bones. Supports multiple concurrent animations by allowing animations on specific parts of the model.

  • Syntax: bmstate entity:<entity> model:<model> state:<animation> (bones:<list>) (loop:<once|loop|hold>) (speed:<#.#>) (lerp_duration:<duration>) (remove)
  • Arguments:
    • bones:<list>: Optional list of bone names to apply the animation to (defaults to entire model).
    • loop: Playback mode: once, loop, or hold.
    • speed:<#.#>: Playback speed multiplier.
    • lerp_duration:<duration>: Transition duration between animation states.
    • for_players:<list_of_players>: Only shows the animation to specified players.
    • remove: Stops the specified animation.
  • Examples:
    • Looping 'walk' on specific leg bones:
      • bmstate entity:<context.entity> model:robot state:walk bones:left_leg|right_leg loop:loop
    • One-shot 'shoot' on the arm without stopping other animations:
      • bmstate entity:<context.entity> model:robot state:shoot bones:right_arm

BMBillboard

Applies a billboard effect to a specific bone of a model, making it always face the player.

  • Syntax: bmboard entity:<entity> model:<model> bone:<bone> type:<fixed|vertical|horizontal|center>
  • Types:
    • fixed: Disables the billboard effect.
    • vertical: Rotates on the Y-axis only.
    • horizontal: Rotates on the X and Z axes.
    • center: Rotates on all axes to face the player.
  • Example:
    • bmboard entity:<context.entity> model:my_mob bone:head type:center

BMLimb

Plays a player-specific animation sourced from models in the players folder. To stop a looping or held animation, play another animation over it.

  • Syntax: bmlimb target:<player> model:<model_animator> animation:<animation_name> (loop:<once|loop|hold>) (hide:<player>)
  • Modes:
    • once: Plays a single time (default).
    • loop: Repeats indefinitely.
    • hold: Plays once and freezes on the final frame.
  • Examples:
    • bmlimb target:<player> model:steve animation:roll
    • bmlimb target:<player> model:player_gestures animation:dance loop:loop
    • bmlimb target:<player> model:player_poses animation:heroic_pose loop:hold

BMPart

Applies a player's skin part (e.g., head, cape, body) to a specific bone of a model.

  • Syntax: bmpart entity:<entity> model:<model> bone:<bone> part:<part_name> from:<player>
  • Arguments:
    • entity:<entity>: Target entity.
    • model:<model>: BetterModel model name attached to the entity.
    • bone:<bone>: Bone name within the model.
    • part:<part_name>: One of the PlayerLimb values (e.g., head, body, left_arm, cape).
    • from:<player>: Player whose skin will be used.
  • Description:
    • Dynamically maps the specified bone to a part of the player's skin using BetterModel's skin manager and bone item mapper.
  • Example:
    • bmpart entity:<[statue_entity]> model:statue_model bone:head part:head from:<player>

BMMount

Mounts or dismounts an entity from a model's bone.

  • Syntax: bmmount [<entity_to_mount>] on:<bmbone> (dismount) (dismount_all)
  • Arguments:
    • <entity_to_mount>: Entity to mount (optional for dismount_all).
    • on:<bmbone>: Target bone (must be configured as a seat in the model file).
    • dismount: Dismounts the specified entity from the bone.
    • dismount_all: Dismounts all entities from the bone.

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