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A bone tag is a special prefix in a bone’s name that gives the bone a behavior. You set them in Blockbench, just by naming groups, and NMEntities picks them up when the model loads. No config files involved. [Image here: The Blockbench outliner with tagged bones visible: h_head, b_hitbox, tag_name]

The tags at a glance

The one you’ll use first: h_

Most creatures need a head that tracks. Rename your head bone from head to h_head, re-import, and the model’s head follows the entity’s gaze, turning to face players, looking around as the AI does. [Image here: In-game comparison, a model with a static head versus one with h_ turning to face the player] Use hi_ instead when the head has children that should turn along with it, like ears, horns or a hat bone nested inside.

Trying it out

Any tag change is just a model change: rename the bone in Blockbench, save, drop the file in models/, /nme reload, and spawn a fresh mob to see it.

Going deeper

Three tags are big enough to get their own pages: