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bettermodel_bone_appearance

Per-bone glow, tint, glint and brightness — entity entry.

The vanilla glowing_effect_data, potion_effect_color_data and brightness_data entries describe a single entity, so on a BetterModel definition they apply to the whole model. This entry targets individual bones instead, so one model can carry a glowing weapon, a tinted cape and a lit lantern at the same time.

Entry Information

PropertyValue
Entry IDbettermodel_bone_appearance
TypeEntity
ColorRed
Iconmdi:palette

Fields

FieldTypeDescription
bonesList<BoneAppearance>Appearance overrides per bone. All criteria must match (AND) for the override to be active; when they do not, the bone falls back to its default look.

BoneAppearance

FieldTypeDescription
boneNameStringThe bone to target. Leave empty to target every bone of the model.
criteriaList<Criteria>All criteria must match for the override to be active. Empty = always active.
glowingBooleanOutline the bone with the glowing effect.
glowColorColorColour of the glowing outline.
tintedBooleanTint the bone's item. Leave off to keep the model's own colours.
tintColorTint colour applied to the bone's item.
enchantedBooleanAdd the enchantment glint to the bone's item.
overrideBrightnessBooleanOverride the light level the bone is rendered with, instead of using the block it stands in.
blockLightIntBlock light level (0-15) used when the brightness is overridden.
skyLightIntSky light level (0-15) used when the brightness is overridden.

Usage Example

- entry: bettermodel_bone_appearance
name: "Glowing sword when the quest is active"
bones:
- boneName: "sword"
criteria: []
glowing: true
glowColor: "#FFAA00"
enchanted: true

Notes

  • An override whose criteria stop matching does not simply stop applying: it restores the bone's default look, so the effect really turns off.
  • Leaving boneName empty targets every bone, which is the same reach as the vanilla glowing_effect_data entry.