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In-game pack editor

⚠️ 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


  1. Close Minecraft (or quit to desktop).
  2. Open .minecraft/config/tiedup-client.toml in any text editor.
  3. Under [Visuals], set:
    enablePreviewTool = true
  4. Start Minecraft. The RIG Previewer button appears on the main menu.
  5. Click it to open the tool in Viewer mode.

When 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:

ActionResult
Drag (left-click + move)Rotate around the rig
Scroll wheelZoom in / out
Reset cameraReturn 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:

  • Models — the .glb meshes available to place on the rig.
  • Base motion — full-body animation clips (the rig’s living-motion layer).
  • Overlay clip — partial-body clips that drive only the joints they declare.

Click any entry to load it. The viewport updates immediately.

A playback bar sits below the viewport:

  • Play / Pause button — run or freeze the current clip.
  • Loop toggle — whether the clip restarts at the end.
  • Scrub handle — drag to jump to any point in the clip.

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:

  • Pick pack — choose an existing pack from the list, or enter a new name to create one.
  • Name — the human-readable pack name (written to pack.mcmeta).
  • Namespace — the namespace used in all resource locations inside this pack (e.g. mymod).

Define one item inside the pack:

  • Display name — what shows in-game as the item name.
  • Model — cycle through available .glb meshes with the arrow buttons, or click Import GLB… to copy a file in from disk and add it to the library.
  • Category — the folder name used inside models/gltf/<category>/ (a free-form label; binds, gags, and collars are the shipped examples).
  • Body regions — a zone tab bar across the bottom: Head / Upper / Arms / Lower / Special. The active zone’s individual regions appear as checkboxes. Tick every region the item occupies. See Bones & regions for the full region list.

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:

  • Clip name — a label for this binding.
  • Mode — choose Base motion (a full-body living-motion replacement) or Overlay (a partial-body clip that blends on top of the base).
  • Import clip… — bring in an EF-JSON file from disk.

When Overlay mode is selected, an additional joint-picker appears:

  • Shortcut buttons — quickly select common joint groups (upper body, arms, etc.).
  • Per-bone checklist — fine-tune exactly which joints this clip drives.
  • The viewport highlights the chosen joints on the rig live as you tick boxes, so you can see the coverage before committing.

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:

  • Green status line — pack written successfully.
  • Orange / red status line — something to fix is described inline; correct it and try again.

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>.json

Because 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