Viewer
A 3D viewport showing the rig with any model, motion clip, or overlay clip loaded from the library. Read-only — nothing on disk changes. ⚠️ Partial
⚠️ Partial Experimental — off by default. The in-game pack editor is an
opt-in tool. To see it, open .minecraft/config/tiedup-client.toml, set enablePreviewTool = true
under [Visuals], and restart. A button labelled RIG Previewer then appears on the main menu.
The tool has two modes that you switch between with a toggle:
Viewer
A 3D viewport showing the rig with any model, motion clip, or overlay clip loaded from the library. Read-only — nothing on disk changes. ⚠️ Partial
Editor
The viewer plus a tabbed right panel for building a pack: pick models, toggle components, bind animation clips. Write to disk with one button. ⚠️ Partial
.minecraft/config/tiedup-client.toml in any text editor.[Visuals], set:
enablePreviewTool = trueWhen you open the tool, you land in Viewer mode — nothing is written to disk here.
The centre of the screen shows the rig in 3D. Camera controls:
| Action | Result |
|---|---|
| Drag (left-click + move) | Rotate around the rig |
| Scroll wheel | Zoom in / out |
| Reset camera | Return to the default camera angle |
A “Show item” toggle at the top of the viewport places the currently selected bondage model on the rig so you can judge how it fits and deforms under motion.
The library lists your available assets in three groups:
.glb meshes available to place on the rig.Click any entry to load it. The viewport updates immediately.
A playback bar sits below the viewport:
In Viewer mode the right panel is read-only. It shows the name of the selected model, the active motion, and the active overlay clip for quick reference.
Click the Edit button (next to View) to switch to Editor mode. The viewport and Library panel stay; the right panel becomes a four-tab editor.
Set the container for this work:
pack.mcmeta).mymod).Define one item inside the pack:
.glb meshes with the arrow buttons, or click Import GLB…
to copy a file in from disk and add it to the library.models/gltf/<category>/ (a free-form label; binds,
gags, and collars are the shipped examples).Toggle the gameplay behaviours the item carries. Each component’s checkbox enables or disables it; when a component has a configurable setting (such as a resistance preset or a gag type), that setting appears directly below its checkbox once enabled.
The components available here are the same ones documented on Components — the editor is a front-end for the same JSON keys.
Wire animation clips to the item:
When Overlay mode is selected, an additional joint-picker appears:
For the underlying concepts — what OVERLAY means, how contested joints resolve, the constructor
block — see Animations.
At the bottom of the right panel, a pinned Validate & Write button checks your current settings and writes the pack to disk if everything is valid:
A Rescan button re-reads all packs from disk (useful after you edit a file by hand and want the editor to pick it up).
The editor writes into:
.minecraft/config/tiedup/packs/<your-pack>/This is the same folder the hand-authored workflow uses — a regular TiedUp! add-on pack with the standard layout:
<your-pack>/├── pack.mcmeta├── data/<ns>/tiedup_items/<item>.json└── assets/<ns>/ ├── models/gltf/<category>/<item>.glb └── animmodels/animations/<clip>.jsonBecause the editor produces the exact same file structure, everything on the reference pages applies:
Your First Item
The end-to-end walkthrough for a hand-authored item — the files the editor writes are exactly these. Your First Item
Item JSON
Every field the editor fills in, with defaults and caveats. Item JSON
Components
What each component checkbox actually does, and the settings behind each one. Components
Animations
The clip format, the constructor block, FULL_BODY vs OVERLAY, joint masking.
Animations
Packaging
How the pack folder loads, the datapack/resourcepack split, and the ship checklist. Packaging