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Tools & setup

Authoring 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.

✅ Available

Animations → 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.

2. Enable the built-in glTF 2.0 exporter (meshes)

Section titled “2. Enable the built-in glTF 2.0 exporter (meshes)”

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:

  1. Edit → Preferences → Add-ons.
  2. Search glTF.
  3. Tick “Import-Export: glTF 2.0 format” if it isn’t already.
  4. Confirm the menu exists: File → Export → glTF 2.0 (.glb/.gltf).

3. Install the Epic Fight JSON addon (animations only)

Section titled “3. Install the Epic Fight JSON addon (animations only)”

This addon exports your animation clips as EF-JSON. It is bundled with the mod repo at docs/tools/io_scene_minecraft_json/.

  1. Zip the bundled folder so you have io_scene_minecraft_json.zip (or grab the addon ZIP if you have one).
  2. Edit → Preferences → Add-ons → Install…, pick the ZIP.
  3. Enable the checkbox next to “Epic Fight JSON” — that is the add-on’s display name.
  4. Confirm the menus appear:
    • 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.

Don’t trust “Check for Updates” 🔧 Manual / tool-gap

Section titled “Don’t trust “Check for Updates” ”

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.

Don’t use the “Bedrock Model” exporter

Section titled “Don’t use the “Bedrock Model” exporter”

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) object
RIGHT → 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
  1. Open the .blend, then Save As a copy under your item’s name (e.g. my_armbinder.blend).
  2. Build your mesh on top of the existing armature — don’t replace it.
  3. Weight-paint to the biped bones (see the modeling/skinning notes in the legacy artist guide).
  4. (optional) Animate the biped bones for an idle / struggle / pose clip.
  5. Export: the mesh as .glb (built-in glTF), the animation as EF-JSON (Epic Fight JSON).

5. Animation-export checklist (Epic Fight JSON)

Section titled “5. Animation-export checklist (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.