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Everything is subject to change. This description may not be up to date.

Polymesh is a NeoForge 1.20.1 library mod that gives other mods a complete, production-ready pipeline for loading and rendering glTF/GLB models in Minecraft. If you want custom 3D models on items, block entities, or entities without writing your own parser, skinner, or renderer, this is the dependency you want.

What it provides

  • Full glTF/GLB loading from the models/gltf asset folder, with automatic resolution of external .bin buffers and image URIs
  • A clean runtime model representation with flat, fast-access arrays for nodes, meshes, skins, animations, and materials
  • Animation playback with looping, named clip selection, and correct LINEAR, STEP, and CUBICSPLINE interpolation so Blender exports work as intended
  • Runtime pose overrides per bone, either additive or absolute, for procedural animation layering on top of clips
  • CPU skinning supporting up to 256 joints with proper normal transformation
  • Morph target support (position and normal deltas) applied before skinning, which is rare in Minecraft renderers
  • Automatic material mapping from glTF properties (opaque, mask, blend, double-sided) to the correct Minecraft RenderTypes
  • Ready-to-extend renderer bases for items, block entities, entities, and standalone use cases

For mod developers The public API through PolymeshApi is intentionally simple: register an item-to-glTF mapping, load a RuntimeModel, hand it an AnimationController, and attach a CpuSkinningPipeline if your model is skinned. The jgltf-model library and its dependencies are bundled via jarJar, so your users do not need to install anything extra. If a model fails to load, the item renderer falls back to a visible red debug cube so broken asset paths are caught immediately during development.

v1.0.0-alpha

External resources


Project members

phe

Member


Technical information

License
LGPL-3.0-or-later
Client side
required
Server side
unsupported
Project ID