Choose Your Workflow
Choose how to build your model and animation
You do not need to learn both applications. Complete one route, then continue to shared content-pack configuration.
Which route should I choose?
- Detailed weapons and bending fingers/arms: Blender skinning.
- Already using Blender and only need whole-part movement: Blender Empty.
- Prefer cube-style modeling and Blockbench: Bedrock entities.
Rigid animation moves, rotates, or scales an entire mesh without weight-based deformation. Empty animation does not replace skinned arms or guarantee better FPS.
New workflow requirements
No-Skin Empty animation and Bedrock support require the development build containing this format update. Automated tests pass; visual acceptance is pending. Earlier builds may not support them. The Blockbench route supports entity cubes and numeric keyframes, not Molang or entity controllers.
Learning order
For arm creation, see the arm authoring templates and downloads.
- Choose one route above.
- Complete its software setup, modeling, hierarchy/anchors, UVs, animation, and export checks.
- Read Getting Started to prepare the game environment.
- Download the Empty Template.
- Follow Build Your First Firearm for shared behavior, events, materials, and testing.
- Complete Debugging and Release.
Formats and Support Scope is a reference, not another required software route.
Implementation baseline: b6d52ab (2026-09-05); see version and acceptance status. This marker does not imply the feature is present in every build labeled 2.12.87.