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
- Unzip the download. Choose File → Open Model in Blockbench and select
models/<name>.geo.jsonin a compatible Bedrock geometry workflow. - If the model has no visible texture, import
textures/<name>.pnginto the texture panel and attach it to the model. Verify bone pivots, UVs and orientation.
Connect it to the game
- Create or use a Bedrock resource pack with a valid manifest for your target game version.
- Copy the geometry file into the pack’s
modelsdirectory and the PNG intotextures, preserving their relative paths or adjusting references if you rename them. - In the appropriate client entity or other consuming definition for your project, reference the geometry identifier
geometry.<name>and the texture pathtextures/<name>. You must provide those definitions yourself; the right setup depends on whether you are replacing an entity or building an add-on. - 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.