# Mcbe Model Fundamentals

> 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.

- **Type:** Skill
- **Install:** `agentstack add skill-imasterprox-mcbemodelingmasterai-mcbe-model-fundamentals`
- **Verified:** Yes — security-reviewed for prompt injection and unsafe behavior
- **Seller:** [iMasterProX](https://agentstack.voostack.com/s/imasterprox)
- **Installs:** 0
- **Category:** [Agent Skills](https://agentstack.voostack.com/c/agent-skills)
- **Latest version:** 0.1.0
- **License:** MIT
- **Upstream author:** [iMasterProX](https://github.com/iMasterProX)
- **Source:** https://github.com/iMasterProX/mcbemodelingmasterAI/tree/main/skills/mcbe-model-fundamentals

## Install

```sh
agentstack add skill-imasterprox-mcbemodelingmasterai-mcbe-model-fundamentals
```

Requires the [AgentStack CLI](https://agentstack.voostack.com/docs/cli). Works with Claude Code, Cursor, and any MCP-compatible agent.

## 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.
2. Conventions: 16 units = 1 block, ground y = 0, front is −z, +x is the model's left in the JSON.
3. Skeleton: one bone per thing that moves, pivot at the real joint. Fixed structure on one bone.
4. 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`.
5. Loop: `--check` until clean → write → render (`tools/preview/render_model.py`) → LOOK → lint (`tools/inspect_model.py`).
6. 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.

- **Author:** [iMasterProX](https://github.com/iMasterProX)
- **Source:** [iMasterProX/mcbemodelingmasterAI](https://github.com/iMasterProX/mcbemodelingmasterAI)
- **License:** MIT

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

## Pricing

- **Free** — Free

## Security capabilities

Automated source analysis of v0.1.0 — what this tool can access:

- **Network access:** no
- **Filesystem access:** no
- **Shell / process execution:** no
- **Environment & secrets:** no
- **Dynamic code execution:** no

*"Yes" means the capability is present in the source — more access means more to trust, not that it is unsafe.*


## Versions

- **0.1.0** — security scan: passed — Imported from the upstream source.

## Links

- Listing page: https://agentstack.voostack.com/l/skill-imasterprox-mcbemodelingmasterai-mcbe-model-fundamentals
- Seller: https://agentstack.voostack.com/s/imasterprox
- Browse the marketplace: https://agentstack.voostack.com/browse

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Listed on AgentStack — the marketplace for AI agent skills and MCP servers. Every listing is security-reviewed. Creators keep 70%.
