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Item Model Properties

Item Model Properties control how a bone’s faces are tinted in-game. A tint multiplies a face’s texture by a color, which lets you recolor parts of a rig without making new textures. For example, you could tint a shirt with the color of the player’s team, or a potion bottle with its potion’s color.

Open it by right-clicking a Group that contains Cubes and choosing Item Model Properties. Requires Minecraft 1.21.4 or newer.

How Tints Work

  1. In Blockbench, set the Tint of the faces you want to recolor to a tint index (0, 1, 2, …) in the face properties of the UV panel.
  2. In Item Model Properties, add one tint per index. The first tint in the list is index 0, the second is index 1, and so on.

Faces without a tint index are never tinted.

If a bone has no tints configured, Animated Java gives it a white Dye tint at index 0. Faces with tint index 0 can then be recolored in-game by setting the bone item’s minecraft:dyed_color component.

Tint Types

Each tint has a Type. Click a tint to show its settings.

TypeColor comes from
ConstantAlways the same color.
DyeThe item’s dyed_color component.
FireworkThe colors of the item’s firework explosion component.
PotionThe color of the item’s potion contents.
Map ColorThe item’s map color component. Not available in Minecraft 26.3 and newer.
TeamThe team color of the entity displaying the item.
GrassThe grass colormap, at a set Temperature and Downfall (each 0 to 1).
Custom Model DataAn entry in the item’s custom_model_data colors list, picked by Index.

Every type except Constant and Grass also has a Default Color, used when the item doesn’t have the component (or, for Team, when the entity isn’t on a team with a color).

If your Target Minecraft Version doesn’t support a tint’s type, the dialog warns you, and exporting fails until you change or remove it.