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AzureLib

Java Minecraft mod using Bedrock models to create custom models and animations for items, blocks, entities
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azurelib-fabric-26.3-4.1.7.jar

File nameazurelib-fabric-26.3-4.1.7.jar
Uploader
AzureDoomCAzureDoomC
Uploaded
Nov 6, 2026
Downloads
262
Size
1.3 MB
Mod Loaders
Fabric
File ID
9468387
Type
R
Release
Supported game versions
  • 26.3

Curse Maven Snippet

Fabric

modImplementation "curse.maven:azurelib-817423:9468387"

Learn more about Curse Maven

What's new

v4.1.7

Additions

  • Added Blockbench polygon mesh rendering. Meshes inside a bone render and animate with it, like cubes. Requires AzureLib Animator 2.4.0.
  • Added skinned meshes with smooth deformation. Meshes inside a Blockbench armature bend with the armature's bones using linear blend skinning (up to four weights per vertex), matching the Blockbench preview. Armature bones export as regular bones, so animations, procedural poses, IK, sockets and hitboxes work on them.
  • Bedrock poly_mesh geometry from other tools now loads and renders, including mixed triangle and quad polygons and the tri_list / quad_list shorthands.
  • Bone hitboxes that fit their bone's geometry now include rigid meshes.

Fixes

  • Fixed poly_mesh geometry failing to load. Positions, normals and UVs were read as flat arrays, and polygons with different corner counts overflowed the polygon array.

Changes

  • N/A

Developer Notes

  • PolyMesh now reads positions, normals and uvs as double[][], and PolysUnion.union() is now int[][][] with one entry per polygon corner ([position, normal, uv]).
  • Bone has a new skinnedMeshes component, read from the bone's azurelib:skinned_meshes list.
  • Added AzBakedModelFactory#constructMesh and #constructSkinnedMesh. They have default implementations, so custom factories only need to call them from constructBone.
  • AzBone has getMeshes(), getSkinnedMeshes() and getSkinBindings(). Skin bindings are resolved per AzBakedModel instance, so deep-copied models skin against their own bones.
  • Meshes render from AzModelRenderer#renderCubesOfBone, through the new overridable renderMesh and renderSkinnedMesh. Renderers that call renderCubesOfBone get mesh support automatically, and quad filters and per-bone texture overrides apply to meshes too.

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