Entity geometry
Entity geometry (minecraft:geometry) is a list of bones, each with a pivot, an optional rest rotation, cubes and a
parent. Observed · the vanilla geometries of bedrock-samples v1.26.60.5 A bone may also carry bind_pose_rotation, a
rotation of the bone’s own cubes about its pivot that sits beneath the bone’s animation. Inferred
Bind poses
Section titled “Bind poses”A bone’s bind pose turns its own cubes only; its child bones do not inherit it. Inferred The vanilla cat shows this:
its second tail segment tail2 is a child of tail1 and has the same 90° bind pose about X, which continues the first
segment’s direction only if each turns its own cubes (inherited, the second segment would be turned 180°).
Observed · geometry.cat of bedrock-samples v1.21.0.3 The fox’s head and four legs are children of its body, whose bind
pose is 90° about X, and carry none of their own; inherited, the head and legs would point along the body. Observed · geometry.fox of bedrock-samples v1.21.0.3 The animations assume the bind pose is in place and is not part of
the animated rotation: the fox’s sitting animation turns its body by -60° from its 90° bind pose to sit at 30°, and
"-this" in the fox’s and parrot’s setup animations cancels only the animated rotation. Inferred
Bind poses missing from the v1.26.60.5 samples
Section titled “Bind poses missing from the v1.26.60.5 samples”The geometry files of bedrock-samples v1.26.60.5 re-export several legacy geometries (formats 1.8 and 1.10) as format
1.21.0 without their bones’ bind poses, while v1.21.0.3 still has them: 23 bones of 9 geometries. On every one of these
bones the cubes (origins, sizes, UV) are unchanged between the two releases, numbers compared as values (90 and 90.0
alike), and no bind pose of v1.21.0.3 survives on a bone where the newer release dropped another.
Observed · every bone of the vanilla geometries of both releases
| Geometry | Bone | bind_pose_rotation in v1.21.0.3 |
Confidence |
|---|---|---|---|
geometry.cat |
body |
90, 0, 0 | Observed |
geometry.cat |
tail1 |
90, 0, 0 | Observed |
geometry.cat |
tail2 |
90, 0, 0 | Observed |
geometry.fox |
body |
90, 0, 0 | Observed |
geometry.fox |
tail |
80, 0, 0 | Observed |
geometry.llama.v1.8 |
body |
90, 0, 0 | Observed |
geometry.ocelot.v1.8 |
body, tail1, tail2 |
90, 0, 0 | Observed |
geometry.parrot |
body |
28.287, 0, 0 | Observed |
geometry.parrot |
feather |
-12.685, 0, 0 | Observed |
geometry.polarbear |
body |
90, 0, 0 | Observed |
geometry.rabbit.v1.8 |
body, haunchLeft, haunchRight, tail |
-20, 0, 0 | Observed |
geometry.rabbit.v1.8 |
frontLegLeft, frontLegRight |
-10, 0, 0 | Observed |
geometry.rabbit.v1.8 |
earLeft |
0, 15, 0 | Observed |
geometry.rabbit.v1.8 |
earRight |
0, -15, 0 | Observed |
geometry.snowgolem.v1.8 |
arm1 |
0, 0, 57.3 | Observed |
geometry.snowgolem.v1.8 |
arm2 |
0, 180, -57.3 | Observed |
geometry.villager_v2 |
brim |
-90, 0, 0 | Observed |
Drawn from the v1.26.60.5 files, these bodies stand upright under animations written for the bind pose. Inferred
Only the published samples were compared. Whether the 1.26 game files carry the bind poses (and the samples’ export dropped them) has not been checked on an install.