> ## 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.

# Importing Your Model

> Get your .bbmodel from Blockbench into the world: folder, reload, resource pack, spawn.

You have a `.bbmodel`. This page gets it walking around your server.

## 1. Drop the file in

Place your model in:

```text theme={null}
plugins/NMEntities/models/
```

The filename (without `.bbmodel`) is your model's name from now on. `fire_golem.bbmodel` is the model `fire_golem`.

## 2. Reload

```text theme={null}
/nme reload
```

Two things happen at once:

* The **resource pack is rebuilt** with your model's shapes and textures inside.
* A **mob is auto-registered** for your model in `Mobs/mobs.yml` (as a pig base), so it's immediately spawnable. See [My First Mob](my-first-mob) for making that mob your own.

The console confirms both: watch for the pack generation progress and the `Loaded N mob(s)` line.

## 3. Apply the resource pack

Your players' clients need the generated pack to see the model. It's written to:

```text theme={null}
plugins/NMEntities/build (or build.zip)
```

For testing, apply it manually to your own client. For production, send it as your server resource pack or host it with your usual pack setup.

\[Image here: The generated build folder and the resource pack applied in the Minecraft client's pack screen]

## 4. See it in the world

```text theme={null}
/nme spawn <your_model>
```

\[Image here: The custom model standing in-game, freshly spawned]

There it is. If you see the base entity instead of your model, the resource pack isn't applied on your client, that's the cause in nearly every case.

## Updating a model

Edited your model in Blockbench? Overwrite the file in `models/`, run `/nme reload`, and re-apply the freshly generated pack. Newly spawned mobs use the updated model.

## Next step

A static model is only half the fun: [Animating Your Model](animating-a-model).
