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SKILL verified MIT Self-run

Mcbe Model Creatures And Props

skill-imasterprox-mcbemodelingmasterai-mcbe-model-creatures-and-props · by iMasterProX

Model Bedrock creatures (monsters, dragons, animals), aircraft, weapons, cosmetics and props in code: bone per joint, curved bodies as chains, wings and fins as alpha-cut plates the way the vanilla Ender Dragon does, looping Molang motion.

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Install

$ agentstack add skill-imasterprox-mcbemodelingmasterai-mcbe-model-creatures-and-props

✓ scanned · ✓ verified, works with Claude Code, Cursor, and more.

Security review

✓ Passed

No issues found. Passed automated security review. · v0.1.0 How review works →

  • ✓ Prompt-injection patterns
  • ✓ Secret / credential exfiltration
  • ✓ Dangerous shell & filesystem operations
  • ✓ Untrusted network calls
  • ✓ Known-malicious package signatures

What it can access

  • ✓ Network access No
  • ✓ Filesystem access No
  • ✓ Shell / process execution No
  • ✓ Environment & secrets No
  • ✓ Dynamic code execution No

From automated source analysis of v0.1.0. “Used” means the capability is present in the source — more access means more to trust, not that it’s unsafe.

View the full security report →

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Reliability & compatibility

✓ Security review passed
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● 6d ago

Declared compatibility

Claude CodeClaude Desktop

Compatibility is declared by the source manifest. End-to-end runtime verification is coming, see below.

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About

Creatures, weapons, props

Full text: docs/07-creatures-weapons-props.md. Example: examples/build_demo_drake.py.

  1. Look at vanilla first. If the vanilla pack has the thing (a dragon wing, a fin, a banner), open its model and texture before designing yours.
  2. One bone per joint: body → neck → head → jaw, tail → tail_tip, wing → wingtip, legs.
  3. Curved bodies are chains of tilted links in the side profile; each chain's end runs INTO what it joins.
  4. Wings, fins, frills, leaves, cloth: a leading-edge bone plus ONE zero-thickness plate (only=("up", "down")). The curved, scalloped outline and the finger bones are PAINTED; outside the outline the decal returns None; the client entity uses entity_alphatest.
  • Both plates of a wing lie in ONE wing plane; each plate's inner edge lies exactly on its hinge line, and it turns about that axis only — then no pose can swing it into the body.
  • Paint by position (p.local()): both faces are drawn over each other and must agree at every point. Never let one face be reduced (the forge and the linter guard this).
  • Set seen_from_below=True for anything that flies or is held.
  1. Model wings spread; hold them at rest with the bind pose; clips and Molang loops ADD to the bind; the hand lags the arm by a phase. List rest, spread, up, down as poses.
  2. Feet ON the ground: leave ground_clearance out. Free-moving bones (neck, tail, legs) go in spinning.
  3. Weapons and held items: mcbe-model-attachables; blades are tilted, not stepped; symmetric=False for one-sided items.

Source & license

This open-source skill is cataloged on AgentStack and links to its original source — we do not rehost the code.

Install and usage instructions live in the source repository linked above.

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Versions

  • v0.1.0 Imported from the upstream source.