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SKILL verified MIT Self-run

Mcbe Model Fundamentals

skill-imasterprox-mcbemodelingmasterai-mcbe-model-fundamentals · by iMasterProX

Build a Minecraft Bedrock Edition entity model in code. Use for any new Bedrock model (vehicle, creature, weapon, cosmetic, prop), or when a model's orientation, rotation, mirroring or units look wrong.

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Install

$ agentstack add skill-imasterprox-mcbemodelingmasterai-mcbe-model-fundamentals

✓ 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.

Preview Execution monitoring

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About

Bedrock model fundamentals

  1. Read docs/01-coordinates-and-rotation.md and docs/02-x-mirror-and-face-uv.md. Two facts decide everything:
  • a JSON rotation [rx, ry, rz] is applied as right-handed (-rx, ry, -rz), X then Y then Z; animation rotations are ADDED to the bind pose;
  • the game draws the model mirrored in x: east UV shows on the low-x side, west on the high-x side; across a face the texture runs as data/face-mapping.json says.
  1. Conventions: 16 units = 1 block, ground y = 0, front is −z, +x is the model's left in the JSON.
  2. Skeleton: one bone per thing that moves, pivot at the real joint. Fixed structure on one bone.
  3. Write a builder script (copy examples/build_demo_kart.py or examples/build_demo_drake.py): bones → boxes and tilted parts → FIXED colours, palette, decal → SPEC → run.
  4. Loop: --check until clean → write → render (tools/preview/render_model.py) → LOOK → lint (tools/inspect_model.py).
  5. If vanilla already has the thing (a wing, a fin, a banner), open the vanilla resource pack's model and texture first.

Never reason about which side a face shows from the JSON alone. Never report a look you did not render.

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.