The tags at a glance
The one you’ll use first: h_
Most creatures need a head that tracks. Rename your head bone fromhead 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 inmodels/, /nme reload, and spawn a fresh mob to see it.
Going deeper
Three tags are big enough to get their own pages:- Custom Hitboxes: shape where your creature can be hit.
- Custom Nametags: put the floating name exactly where you want it.
- Custom Shadows: size the shadow to the creature.

