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
- 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. - In Item Model Properties, add one tint per index. The first tint in the list is index
0, the second is index1, 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.
| Type | Color comes from |
|---|---|
| Constant | Always the same color. |
| Dye | The item’s dyed_color component. |
| Firework | The colors of the item’s firework explosion component. |
| Potion | The color of the item’s potion contents. |
| Map Color | The item’s map color component. Not available in Minecraft 26.3 and newer. |
| Team | The team color of the entity displaying the item. |
| Grass | The grass colormap, at a set Temperature and Downfall (each 0 to 1). |
| Custom Model Data | An 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.