add_mesh
Create non-cuboid mesh primitives like crystals, pyramids, and cones to overcome the limitations of axis-aligned boxes in 3D models.
Instructions
Create a non-cuboid MESH primitive so models aren't limited to axis-aligned boxes — crystals/gems/shards, pyramids, wedges, cones, cylinders, planes. Great for crystal cores, blades, horns, teeth, gems and stylised VFX. NOTE: meshes need a mesh-capable format (free/generic/bedrock); GeckoLib & Java export cubes only — for those build crystals from cubes rotated 45° instead.
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| uv | No | UV rect [x1,y1,x2,y2] every face maps into (defaults to the whole texture). | |
| from | No | Lower-corner placement of the bounding box (defaults to centred on x/z at y=0). | |
| name | No | ||
| size | No | Bounding size [w,h,d] (default [8,8,8]). For a shard make h large. | |
| shape | No | Primitive shape (default 'crystal'). | |
| origin | No | Rotation pivot (defaults to the shape centre). | |
| parent | No | uuid or name of the parent bone/group. | |
| texture | No | Texture to apply (defaults to the project default). | |
| rotation | No | Rotation in degrees [x,y,z]. | |
| segments | No | Radial segments for cone/cylinder (default 8). |