Meshes → .glb
Model on the 20-bone biped, weight-paint, export glTF 2.0 (.glb) with Blender’s built-in exporter.
The baked texture travels inside the .glb. ✅ Available
TiedUp! content is data-driven: most items are described by JSON + 3D assets, no Java required. This zone documents how to author it. Everything here is verified against the mod’s code — where a feature is partial or not yet available, you’ll see a badge.
✅ Available works ⚠️ Partial caveats ❌ Planned not yet 🔧 Manual / tool-gap manual step 🖥️ Client / singleplayer only client/SP only
The single most important fact for authoring meshes and animations:
Meshes → .glb
Model on the 20-bone biped, weight-paint, export glTF 2.0 (.glb) with Blender’s built-in exporter.
The baked texture travels inside the .glb. ✅ Available
Animations → EF-JSON
Author the clip, export with the EF-JSON addon, then hand-add the constructor block
(the addon never emits it). 🔧 Manual / tool-gap
An item spans both halves of your add-on pack — the item definition JSON lives under data/, and its
visuals & audio (the .glb mesh, EF-JSON animations, inventory icon, lang, and referenced sounds) live
under assets/. Both halves sit in your one add-on folder; see Packaging for the
full structure.
data/<ns>/tiedup_items/<item>.json ← the item definitionassets/<ns>/models/gltf/<category>/<item>.glb ← the mesh (baked texture inside)assets/<ns>/animmodels/animations/<clip>.json ← EF-JSON animation clipsassets/<ns>/models/item/<icon>.json ← inventory icon modelassets/<ns>/lang/en_us.json ← display name / translations.glb (Blender built-in glTF exporter) into models/gltf/<category>/.constructor block.tiedup_items/<item>.json definition.icon, a lang entry, and (optional) equip/unequip sound references./reload in-game and verify.See Tools & setup to get Blender + the rig + the addon ready, then walk Your First Item end-to-end.
Be aware up front — these are documented on the Planned / Not yet page: