Model

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Description

Add or remove a model from the targeted entity.

Attributes

Attribute Aliases Description Type Default
modelid m, mid, model The model id of the model String
remove r Is this mechanic used for removing model Boolean false

When remove = false

Attribute Aliases Description Type Default
hitbox h Should the model override the hitbox Boolean true
invisible i, invis Should the base entity be invisible Boolean true
damagetint d, tint Should the model flash red when damaged Boolean true
nametag n, name The tag bone used to display the name String
drive Can this model be driven Boolean false
ride Can this model have passengers Boolean false
lockpitch lp, lpitch Should the model's pitch be locked Boolean false
lockyaw ly, lyaw Should the model's yaw be locked Boolean false
step s The step height of the model.
If unset, the base entity's step height is left unchanged
Double
radius rad Visible radius of the model.
Values less than or equal to 0 will not be read
Integer 0
viewrange vr Client view range of the model Double 4096
scale Scale of the model Double 1
hitboxscale Collision hitbox scale of the model
Caution: Large hitboxes might cause server lag
Double scale
usestatemachine usm, state, statemachine Use the new animation system
Highly recommended to switch to this system
Boolean false
initrender init Whether the model should immediately be shown to players. If false, this allows you to further customize your model before showing with RenderInit Boolean true
showhitbox Should the model's hitbox be visible.
If hidden, the player can no longer interact with the model.
Boolean true
showshadow Should the shadow be visible Boolean true
syncbody Should the body rotation be synced to the head rotation Boolean true
save Should the model be saved on entity unload Boolean false
rootbone root, rt The root bone of the model String
track If set to false, the model will not be sent to other players. (Useful for disguising players without sending the model to other players) Boolean true
invisupdate iu Should the model continue updating while the base entity is invisible Boolean false
seeself vs, see Should the model be visible to the player it is disguising Boolean true
pivot pv Should the base entity be used as the model's pivot Boolean false
renderfire rf Should the model render fire when burning Boolean
forcefire ff Should the model always render fire Boolean

When remove = true

Attribute Aliases Description Type Default
killowner ko Should the base entity be killed Boolean false

Examples

Adding a new model:

This will apply a model on entity spawn and reapply it when loaded.

Skills:
  - model{m=kindletronsr;usm=true;save=true} @self ~onSpawn

Remove a model:

This will remove the model and also kill the entity.

Skills:
  - model{m=kindletronsr;r=true;ko=true} @self
Updated Aug 19, 2026