Custom Models
Attaching ModelEngine 3D models to mob tiers, importing purchased model packs, and fixing facing and name height.
With ModelEngine installed, any mob tier can look like a real brainrot character instead of a vanilla mob. Without it, or with the toggle off, tiers quietly fall back to their vanilla mob and nothing breaks.
Models are not included. The brainrot 3D models you see in screenshots, GIFs and videos are separate ModelEngine model packs. You buy or download those on your own, and ModelEngine itself is a separate plugin too. Steal a Brainrot ships with no models. Without them every mob tier uses a normal Minecraft mob and the whole game still works.
Requirements
| Item | Detail |
|---|---|
| ModelEngine | Needed for models, optional for the plugin itself. Not included |
| Model packs | Not included. Buy or download the brainrot models you want separately |
| MythicMobs | Not needed. Purchased packs often include MythicMobs files, the plugin ignores them and attaches the model itself |
| Resource pack | ModelEngine builds one. Your players need it, or they will see invisible mobs with floating names |
The master toggle
models.enabled in Configuration switches all custom models on or off. In game:
/brainrot admin models toggleThe change applies to mobs that spawn after it.
Importing a model pack
Most purchased packs (BuiltByBit and similar) are zips with a .bbmodel file inside. The importer puts them where ModelEngine wants them, so you never have to dig through ModelEngine's folders yourself.
Drop the pack in
Put the .zip, or a bare .bbmodel file, into plugins/StealABrainRot/model-imports/.
Run the importer
/brainrot admin models importEvery .bbmodel it finds is copied to plugins/ModelEngine/blueprints/ and registered in models.yml. Chat lists the model ids it imported.
Reload ModelEngine
/meg reloadThis rebuilds the resource pack. Hand the new pack out to your players.
Assign it to a tier
/brainrot admin models set <tier> <model_id>For example models set 2 sigma_wolf. Use models set <tier> none to send a tier back to its vanilla mob. The choice is saved into the tier's model option in config.yml.
Tier 1 already points at noobini_pizzanini, so importing the Noobini Pizzanini pack and running /meg reload is all it takes for that one.
Checking the state
/brainrot admin models listShows whether ModelEngine was found, whether models are on, every registered model id, and what each tier uses right now.
How it works underneath
The plugin spawns its own silent mob with no AI, moves it itself, and attaches the ModelEngine model to it. That is why MythicMobs is not part of the setup: prices, income and movement all come from this plugin, and the model is only the look.
Model ids must match the blueprint name inside ModelEngine, in lowercase. If a mob is invisible for everyone even with the resource pack, the id is wrong or /meg reload was skipped.
Walking and idle poses
A modeled mob walks with its legs moving while it travels the runway or goes home, then switches to a still, resting pose once it is secured in a base. ModelEngine does not see the plugin's teleport steps as movement, so the plugin swaps the pose itself. Nothing to configure.
ModelEngine on Minecraft 26.3
Three things break on the current 26.3 clients, and all of them are in ModelEngine rather than this plugin. If your server runs 26.3, check these:
- Only 12 models load. The 4.1.1 jar silently skips the 13th model and every one after it. Keep the pack you actually use at 12 blueprints or fewer. The full pack can stay in a separate folder.
- Fire may be forced off. With the 12 model cap, ModelEngine's own built-in fire model can get pushed out. Every model then fails with an NPE. Set
Render-Fire-On-Model: falsein ModelEngine'sconfig.ymlto avoid it. - The generated resource pack needs a fix. On a 26.3 client it only works after its textures are also added to the items atlas and its old core shaders are removed. Patch the pack once and hand the fixed copy to players.
Models facing the wrong way
Modeled mobs turn to face the direction they walk. If a pack was built with its front pointing a different way, every model from it will walk sideways or backwards. Fix it in the config instead of in the model:
mobs:
model-yaw-offset: 180 # 180 flips backwards models, 90 or -90 fix sideways onesRun /brainrot admin reload afterwards. It applies to every modeled mob at once, and vanilla mobs ignore it.
The floating name
A model hides the mob underneath it, name tag included, so modeled mobs carry their name on a small invisible marker that follows them around, through walking, securing and being carried. The name moves after the mob every tick, so it does not trail behind. If the name sits too low or too high for your model, change its height in blocks:
mobs:
model-nameplate-height: 2.0 # raise for tall models, lower for short onesVanilla mobs use their normal name tag and ignore this.