GLB and Empty Animation
GLB and Empty Animation
Gun content packs no longer load Bedrock .geo.json models or .animation.json animations. .bbmodel is an editing source, not a runtime format. Use GLB/glTF models and GLB animation libraries. Skinned GLB and Blender Empty rigid animation remain supported.
The built-in target and workbench use separate internal readers; their JSON assets are not a gun-pack format.
Blender Empty rigid animation
A simple rigid hierarchy can look like this:
root (Empty)
└─ tag_weapon (Empty)
├─ receiver (Mesh)
└─ bolt (Empty)
└─ bolt_mesh (Mesh)This illustrates parenting only, not a complete first-person rig. Follow the root → tag_view → tag_ads → tag_weapon chain from Model Rules for a complete weapon.
Animate location, rotation, or scale on Empty or Mesh objects. Children inherit the transforms; no Armature, vertex groups, or weights are needed. Rigid meshes do not deform. Keep using skinned bones for deforming arms or cloth.
{
"gltf_model": "example:models/example.glb",
"texture": "example:textures/example.png",
"animation_sources": ["example:animations/example.anim.glb"]
}Animations may also be embedded in the model GLB, in which case no separate animation_sources entry is needed.
Export checklist
- Include the complete Empty hierarchy, not just the meshes.
- Enable animation export and verify that all required Action/NLA clips are present.
- Separate model and animation GLBs must share node names, hierarchy, and initial transforms.
- Use unique animated node names. Do not bake the same parent transform into a mesh twice.
- Bake constraints, drivers, and authoring-tool effects into transform keyframes.
- This update adds the pure rigid, no-Skin path; it does not expand existing multi-Armature or mixed-rig export compatibility.
In-game acceptance
Before publishing, check idle/draw/fire/reload/inspect, child meshes and moving locators, texture orientation, transparent nodes, normal rendering and Iris, and existing skinned GLB weapons.