> ## 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.

# Custom Hitboxes

> Draw your mob's hittable area in Blockbench with b_ bones: multiple hitboxes, animation-following, mount points.

By default, your mob's hitbox is whatever its base entity has: spawn a giant dragon on a pig base and players have to hit a pig-sized box floating in its chest. A custom hitbox fixes that: you draw the hittable area right in Blockbench.

\[Image here: A large custom model with a visible custom hitbox outline matching its body shape]

## Setting one up

**Step 1.** Create a bone (group) whose name starts with `b_` or `ob_`, or is simply `hitbox`.

```text theme={null}
b_body
ob_body
hitbox
```

**Step 2.** Add a single cube inside that bone, and size it to cover the area that should be hittable. The cube's size **is** the hitbox's size.

\[Image here: Blockbench with a semi-transparent cube inside a b\_ group, sized around the model's torso]

**Step 3.** Hide the cube in Blockbench (the eye icon in the outliner). Hidden elements still define the hitbox but never render, so your model stays clean.

Save, drop the file in `models/`, `/nme reload`, spawn a fresh mob, and hit it. The new box is live.

## Multiple hitboxes

A model can have **several** hitbox bones: a `b_head` and a `b_body`, for example. Each becomes its own hittable area. That's how you make a tall boss hittable at the legs and the head, or a long serpent hittable along its length.

## Hitboxes follow animation

A hitbox bone parented inside an animated bone **moves with the animation**. Put `b_head` inside the head bone and the head hitbox tracks the head as it turns and bobs. Dodging a boss's swinging tail becomes real gameplay.

\[Image here: An animated model mid-swing with its hitbox following the moving limb]

## Mount points

A related tag: a bone prefixed `p_` is a **mount point**, a spot where a hitbox can be seated. Use it for rideable creatures: `p_seat` on the saddle bone.

## Back to

* [Bone Tags](bone-tags) for the full tag reference.
