> ## Documentation Index
> Fetch the complete documentation index at: https://docs.nmentities.net/llms.txt
> Use this file to discover all available pages before exploring further.

# Bone Tags

> Special bone name prefixes that add behaviors: head tracking, hitboxes, nametags, shadows and mounts.

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

| Tag                              | On a bone named like | What it does                                                                                  |
| -------------------------------- | -------------------- | --------------------------------------------------------------------------------------------- |
| `h_`                             | `h_head`             | The bone follows the base entity's **head rotation**. Your creature looks where it's looking. |
| `hi_`                            | `hi_head`            | Same, but the bone **and all bones inside it** follow the head.                               |
| `b_`, `ob_` or the name `hitbox` | `b_body`             | The bone defines a [custom hitbox](custom-hitboxes).                                          |
| `p_`                             | `p_seat`             | The bone is a **mount point**: a hitbox can be seated on it.                                  |
| `tag_`, `ptag_`, `mtag_`         | `tag_name`           | The bone positions the [nametag](custom-nametags).                                            |
| the name `shadow`                | `shadow`             | The bone defines the [custom shadow](custom-shadows).                                         |

## 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:

* [Custom Hitboxes](custom-hitboxes): shape where your creature can be hit.
* [Custom Nametags](custom-nametags): put the floating name exactly where you want it.
* [Custom Shadows](custom-shadows): size the shadow to the creature.
