Field-proven knowledge, skills and tools that teach an AI coding agent to build Minecraft: Bedrock Edition entity models in code — vehicles, monsters, dragons, aircraft, weapons, wearables and cosmetics, props. Anything made of cubes.
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Both models are original, generated entirely by the scripts in examples/, and drawn by this repository's own game-true renderer. No Blockbench, no game.
An AI can write a Bedrock geo.json. What it cannot do, unaided, is make one a human art director accepts: it builds curves out of stair steps, leaves gaps beside every width change, paints pictures on faces nobody will ever see, puts text on the wrong side because Bedrock draws models mirrored in x, draws a dragon's wing as a wooden board — and then reports that everything passed.
This repository is the record of getting past that. Four racing karts, a wrist watch and a hand charm were shipped to a live Bedrock server; a human art director rejected them, round after round, until they stopped being rejected. Every rejection became a rule, every rule that could be checked became a check, and everything a check cannot see became a render the AI must look at.
The rules were learned on karts, but almost none of them are about karts. They are about cubes, planes, textures, moving parts, and the way Bedrock draws them. The demo drake in examples/ exists to prove that: its wings were rejected three times, too, until the AI opened the vanilla resource pack and looked at how the Ender Dragon does it.
Point your agent at AGENTS.md. That file routes it to the right skill and document for the job.
git clone https://github.com/iMasterProX/mcbemodelingmasterAIpip install numpy pillowNode.js (18 or newer) is needed for the visibility pass. Then, for example:
Read AGENTS.md in mcbemodelingmasterAI. Build me a wyvern mount for Bedrock Edition, at most 200 cubes, with wings that fold when it lands. Show me renders of every pose before you call it done.
With Claude Code, you can also copy the folders under skills/ into your project's .claude/skills/ (or ~/.claude/skills/): each SKILL.md has the front matter Claude Code expects, and points back into docs/.
Try the tools yourself:
python examples/build_demo_drake.py --checkpython examples/build_demo_drake.pypython tools/preview/render_model.py examples/out/models/entity/drake.json examples/out/textures/entity/drake/drake_red.png drake.png --views front34,side,top --anim examples/out/animations/drake.animation.json --clip animation.drake.spreadpython tools/inspect_model.py examples/out/models/entity/drake.json- Bedrock draws an entity model mirrored in x. A cube's
eastUV shows on its low-x side,weston its high-x side, and the texture runs the other way across each face. A renderer that draws the JSON as written lies to you. →docs/02,data/face-mapping.json - A JSON rotation
[rx, ry, rz]means right-handed(-rx, ry, -rz), X then Y then Z; animation rotations are added to the bind pose. →docs/01 - No stair steps. Curves are tilted boxes joined corner to corner; width steps get a splay; valleys are filled. →
docs/03 - After you fix z-fighting, paint the step you created, or it looks like a crack. →
docs/04 - Thin things are ONE zero-thickness plate with an alpha-cut outline (
entity_alphatest), both faces painted by position — the way the vanilla Ender Dragon makes its wings. →docs/07 - Model a transforming part open; fold it with the bind pose; check every pose. →
docs/08 - Texture nobody can see must go; texture meant to be seen must be visible. →
docs/09 - When a human hand-edits the model, their file wins. Fix only defects; fix only what was pointed at. →
docs/11 - Look at it. "The checks pass" is not "it looks right". →
docs/10
All twenty-eight recorded failures, with the words the art director used: docs/14-failure-modes.md.
| Path | What |
|---|---|
AGENTS.md |
the AI entry point: routing table, hard rules, the loop |
skills/ |
twelve short procedures (SKILL.md): fundamentals, shape language, z-fighting and seams, UV and texture, vehicles, creatures and props, transforming parts, visibility budget, verification, hand edits, attachables, collision footprint |
docs/ |
nineteen documents with the reasons, the numbers and the case studies |
data/ |
the same rules, face mapping, failure modes and review checklist as JSON (generated by tools/build_data.py) |
tools/forge/ |
a builder library: tilted links, chains, splays, octagons, wheels, plates; geometry checks in every pose; UV layout; painting by function; liveries; animations; the visibility pass |
tools/preview/render_model.py |
a software renderer that draws a model the way the game does, in any pose, with an optional seated rider |
tools/inspect_model.py |
a linter for any geo.json, including a person's Blockbench save: collapsed cubes, z-fighting between rotated cubes, UVs off the atlas, one-sided edits, unequal faces on a two-faced plate |
examples/ |
two complete builders — Comet (a kart: rider, wheels, transforming booster, liveries) and Drake (a creature: chained spine, jaw, jointed alpha-cut wings, looping Molang) — and their output |
evals/ |
ten tasks and a rubric for comparing agents |
This repository was written with, and tuned for, Claude (Claude Code). It is plain Markdown, JSON, Python and a little Node, so any agent can read it.
In the one head-to-head we have, OpenAI Codex — even on its strongest setting (the maintainer used the one called Astra) — followed the rules, passed every check, registered everything and painted good textures, and the body still had to be rebuilt: a fascia showing its own sides, a box floating over the front wheels, stays crossing the transforming panels, wheels visible from the driver's seat. Expect sound engineering and somewhat less design detail from Codex, and review its renders harder than its logs. That is one data point from one project in September 2026, not a benchmark. Claude's own failures are recorded just as plainly. → docs/17
Whatever the agent: no AI can see your model in the game. Orientation of asymmetric art, particle positions and how a colour reads under the game's lighting need a person's eyes.
- Bedrock Edition only (entity geometry
format_version1.16.0, per-face UVs). Nothing here is about Java Edition. - Field-proven means shipped and accepted: four karts, a wrist watch, a hand charm. The creature, aircraft and weapon guidance is the same method applied further and checked with these tools and the drake — not yet battle-tested in a shipped product. Each document says which is which.
- Numbers such as a seat height or a wheel size belong to one project. Keep the method, change the numbers.
- No assets of the originating game are included. See
NOTICE.md.
Corrections from the game beat everything written here. If a rule is wrong on your version, or you have a rejection of your own with the words the person used and the fix that was accepted, open an issue or a pull request. Run python tools/build_data.py after editing AGENTS.md, docs/14 or docs/15.
- Art direction, every rejection and the hand-edited examples the rules come from: iMasterProX.
- Modelling, tools and text: Claude (Anthropic), in Claude Code.
- The idea of a public AI-learning repository for Bedrock: boredape874/mcbejsonuimasterAI (JSON UI).
MIT. Not affiliated with Mojang or Microsoft — see NOTICE.md.



