Adding Custom Form Models and Animations
Important Note: Differences between Model Blockbench Projects and Animation Blockbench Projects
Custom animations and models both need to be created using Blockbench
Custom form models are based on the implementation of Origin Furs, while form animations are based on the implementation of playerAnimator
The facing direction and left/right naming of the two models are different and cannot be mixed:
-
Form models face the +Z direction, while form animation models face the -Z direction
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In form models, the naming of leg bones is reversed left and right. This may be a legacy issue with Origin Furs itself, and since fixing it would cause errors, please maintain the current naming
It is recommended that you implement your own form models and animations by modifying existing form model projects and form animation projects
Adding Custom Models
The mod implements custom models for different forms based on the logic of Origin Furs. Form models should be easily migratable from other Blockbench character models
To add custom models for specific forms, please refer to the Origin Furs documentation and the Blockbench project files in the source code player_form directory
To export form models, you need to install the AzureLib Animator plugin in Blockbench and select Export Azurelib.geo Model when exporting
Registering Model Textures and Soft Bones
The mod additionally implements soft bones for tails/ribbons and dynamic wings. These also need to be registered in the JSON file, as shown in the example below:
{
"model": "orif-defaults:geo/form_allay_sp.geo.json",
"texture": "orif-defaults:textures/form_allay_sp/form_allay_sp.png",
"overlay": "orif-defaults:textures/form_allay_sp/form_allay_sp_overlay.png",
"hidden": [
"leftLeg",
"rightLeg",
"rightPants",
"leftPants",
"body",
"jacket"
],
"tail_chain": {
"tail_l": [0, 1, 2],
"tail_r": [0, 1, 2]
},
"wing_chain_l": {
"wing_l": [0, 1]
},
"wing_chain_r": {
"wing_r": [0, 1]
},
"tail_chain_head": {
"head_tail_l": [0, 1],
"head_tail_r": [0, 1]
}
}
tail_chain: Soft bone chain for tails/ribbons with trunk as parent
tail_chain_head: Soft bone chain for head attachments with head as parent
wing_chain_l and wing_chain_r: Bone chains for wings, differentiated by left and right
Ensure that all bone prefix names in a bone chain in Blockbench remain consistent
Adding Custom Animations
Special Note: As of now (2026.03.11), the animation export format of the AzureLib Animator plugin in Blockbench 5 version has an issue where the rotation X and Y axes are inverted. As an alternative, please use the Geckolib plugin to create animations instead, as its animation format is consistent with the AzureLib plugin.
The mod implements custom animations for different forms based on the method of playerAnimator
To add custom animations, you also need to install the AzureLib Animator plugin in Blockbench and refer to the existing animation project, creating frame animations in the Animate tab that appears in the upper right corner
Your animation JSON files should be placed under assets/example_namespace/player_animation
After creation and export, you also need to register in the JSON configuration file
It is recommended that you first reuse animations already implemented in the mod, and only create your own when there is no suitable animation