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Bedrock Edition geometry export

Explore the .geo.json and PNG files and integrate them into a Bedrock resource pack.

Download contents

models/<name>.geo.json
textures/<name>.png

<name> is a lowercase filename made from the model name (non-alphanumeric characters become underscores). The geometry JSON uses format_version: "1.12.0" and a minecraft:geometry entry with identifier geometry.<name>, texture dimensions and bones. Each bone can have a parent, pivot, rotation and cubes with per-face UVs. The PNG is the texture atlas. No animation JSON is produced.

Open it in Blockbench

  1. Unzip the download. Choose File → Open Model in Blockbench and select models/<name>.geo.json in a compatible Bedrock geometry workflow.
  2. If the model has no visible texture, import textures/<name>.png into the texture panel and attach it to the model. Verify bone pivots, UVs and orientation.

Connect it to the game

  1. Create or use a Bedrock resource pack with a valid manifest for your target game version.
  2. Copy the geometry file into the pack’s models directory and the PNG into textures, preserving their relative paths or adjusting references if you rename them.
  3. In the appropriate client entity or other consuming definition for your project, reference the geometry identifier geometry.<name> and the texture path textures/<name>. You must provide those definitions yourself; the right setup depends on whether you are replacing an entity or building an add-on.
  4. Activate the pack and test in your target Bedrock version. Add behavior-pack components separately if the game logic requires them.

The ZIP is geometry and texture only—not a ready-to-import .mcpack, entity definition, controller, animation or complete add-on. For editable source files, also keep the .bbmodel.