Meshes → .glb
Built-in glTF 2.0 exporter. Ships with Blender — just enable the tick-box.
✅ AvailableAuthoring TiedUp! content needs one program (Blender) and two exporters inside it — plus the official rig to start from. Get all three ready once, then never think about it again.
Meshes and animations leave Blender through different exporters. This trips up everyone, so it is the first thing to internalise — see Overview for the full pipeline.
Meshes → .glb
Built-in glTF 2.0 exporter. Ships with Blender — just enable the tick-box.
✅ AvailableAnimations → EF-JSON
The Epic Fight JSON addon. Install from the bundled folder; you still hand-add the
constructor block to each clip. 🔧 Manual / tool-gap
Install Blender 2.80 or newer (blender.org). 3.6 LTS, 4.x, and 5.0 all work well — 5.0 is what this project’s author uses day-to-day.
This is the exporter that produces your actual item and furniture meshes. It ships with Blender; in most builds it is already on. Confirm it:
Edit → Preferences → Add-ons.File → Export → glTF 2.0 (.glb/.gltf).This addon exports your animation clips as EF-JSON. It is bundled with the mod repo at
docs/tools/io_scene_minecraft_json/.
io_scene_minecraft_json.zip (or grab the addon ZIP if you
have one).Edit → Preferences → Add-ons → Install…, pick the ZIP.File → Export → Animated Minecraft Model (.json)File → Export → Batch MC Animations (.json)File → Import → Animated Minecraft Model (.json)Older docs call it “Minecraft Model Json Exporter” or “Antikythera blender-json-addon”. In current Blender the enable-checkbox and the add-on panel both read “Epic Fight JSON”. Same add-on, renamed — look for that string.
The add-on has a built-in updater, but its “Check for Updates” button points at a different
upstream repo (Epic-Fight/blender-json-exporter) than the one the guides reference. It may pull a
build that doesn’t match this mod’s expectations.
Some Blender builds carry a similarly-named Bedrock Model exporter. It produces a completely different JSON shape and the mod will not load it. Quick sanity check on any clip you export — open it in a text editor:
WRONG → starts with "format_version": "1.16.100"WRONG → contains an "animations" (with an s) objectRIGHT → top-level "animation" (no s, an array)If you see the Bedrock markers, re-export through Animated Minecraft Model (.json).
Do not rebuild the 20-bone biped by hand. A single mistyped bone name and the renderer silently ignores that joint — the mesh shows up misshapen with no error.
Start from the bundled rig:
docs/tools/EpicFight Animation Rig.blend.blend, then Save As a copy under your item’s name (e.g. my_armbinder.blend)..glb (built-in glTF), the animation as EF-JSON (Epic Fight JSON).When you export a clip with the add-on, two gotchas are worth a pre-flight check:
Toolchain ready? Walk Your First Item end-to-end. Prefer clicking over editing JSON? There is also an experimental in-game pack editor — enabled by a config flag, off by default.