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Mineforgian

Mannequin

An all-in-one NPC posing and customization mod.

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12K
Подписчики
121
Обновлён
8 июня 2026 г.
Лицензия
All-Rights-Reserved

Опубликован 27 февраля 2026 г.

Create stunning in-game thumbnail scenes in Mannequin with fully poseable NPCs, custom skins, diverse model types (with custom mob support & Blockbench imports built-in), and powerful part-based editing. Design once, and reuse forever with flexible pose presets.

This mod is the result of a lot of work, so it would mean the world for us if you could support our development by donating via PayPal or Liberapay. 💖

⚠️ WARNING! Mannequin is currently in BETA.

As such, unstable and unpredictable behavior is to be expected. If you find any issues, join our Discord and report your issues or give suggestions in the dedicated channels for them.

Press F8 in-game to view and configure all keybinds! If you're lost and need help figuring out a given feature, join our Discord and ask questions in the #help channel.

❓ FAQ

Who is this mod for?

Mannequin is built for Minecraft creators, builders, and screenshot makers who want fully poseable NPCs for thumbnails, renders, and staged scenes.

What can I edit on a mannequin?

You can rotate, translate, and scale individual body parts, plus work with equipment, skins, labels, and model-specific features.

Can I use custom models?

Yes. Mannequin supports importing custom .bbmodel files, along with a range of vanilla model types.

Can I change skins?

Yes. You can use saved skins, skin URLs, local skin files, or Minecraft usernames depending on what you want to apply.

Can I save and reuse poses?

Yes. You can save pose presets and apply them again later.

Does it support undo and redo?

Yes. You can undo and redo pose changes, and the mod also supports lifecycle undo/redo for create and delete actions.

Can I equip armor and items?

Yes. Mannequin supports equipping armor and held items, and some model types also have extra visual overlays or features.

Can I create or remove mannequins in-game?

Yes. The mod includes /mannequin commands for creating, deleting, and locking mannequins, along with config-related actions.

Is this for animation?

Not primarily. Mannequin is focused on posing, scene setup, and reusable presentation rather than animation timelines.

Does every vanilla mob work perfectly?

Mannequin supports a wide range of vanilla model types, but some mob-specific visuals and edge cases can still have quirks.

Ченджлог

0.4.4Бета1.21.11 · 8 июня 2026 г.
  • [EXPERIMENTAL] Attempted fix for an issue where custom freecam FOV settings affected previews and exports that use terrain cutouts.
  • Added a "Show Hover Overlay" toggle to the Display tab in the Configuration (F8) screen, which is toggled on by default.
0.4.3Бета1.21.11 · 4 июня 2026 г.
  • Fixed bugged previews & blacked out exports on certain lower-end systems.
  • Fixed sizeable FPS drops when using Distant Horizons alongside Mannequin while outside the Export Scene (F7) screen.
  • Fixed limbs being placed incorrectly sometimes when using Figura models.
0.4.2Бета1.21.11 · 1 июня 2026 г.
  • Fixed a bunch of inconsistent behaviors across different vanilla models:
    1. Happy Ghast
      • Tentacles now show up in selection and can be moved correctly without disappearing during movement.
      • Harnesses are now properly attached to the head, following head movements and rotations.
      • Harnesses now only contribute to the selection when the Happy Ghast's head is selected.
    2. Bat
      • Wings are now separated from the body, including both the main wing parts and the wing tips.
      • Added an extra feet limb.
    3. Bogged & Stray
      • Outer layers (entity features) now move and rotate along with their respective limbs.
    4. Enderman
      • Added an "Angered" toggle, allowing you to switch between hostile and neutral states.
      • The Enderman's jaw is now included as part of the head.
    5. Mushroom Cow
      • Selecting legs and other limbs that do not have mushroom entity features attached to them no longer includes those features in the selection.
    6. Rabbit
      • Fixed an issue with imprecise selection.
    7. Vex
      • Added an "Angered" toggle, allowing you to switch between the two textures.
      • Added the ability for the Vex to hold an item in its right hand.
    8. Vindicator & Illusioner
      • Added a dropdown setting to switch between "Folded" and "Unfolded" arm states.
  • Fixed an issue where limbs could be selected through walls.
0.4.1Бета1.21.11 · 31 мая 2026 г.
  • [EXPERIMENTAL] Voxy & Distant Horizons support!
    • However, Distant Horizons along with Iris shaders is NOT supported, and will produce unexpected results. This is a limitation we hope to lift in the future.
    • To achieve the best results, use Voxy (best quality and is compatible with Iris in Mannequin) and disable all waving effects in your shader (grass, leaves, etc) to prevent shifts and imprecise exports.
  • Iris previews & exports have the sky correctly masked out.
  • Shader shadows cast from light sources are now included in previews and exports.
  • “Entity Mask” & “Entities Only” now react to depth and other blocks being visible.
  • Fixed visual world fragmentation issue when loading into a world for the first time with Iris being active.
  • Fixed issue where upon disabling and re-enabling Mannequin, custom models would lose their textures, showing the classic pink and black checkerboard.
  • Re-added "Duplicate Mannequin" action, which now also selects the newly created duplicates by default.
  • Sneaking no longer impacts movement when dragging the position input boxes.
  • [EXPERIMENTAL] Fixed Skin and Model left click selection issues in their respective sidebar menus on certain systems.
0.4.0Бета1.21.11 · 28 мая 2026 г.

Main Changes

  • Rework of the Mannequin editor! It has been reworked from the ground up to provide a much more polished user experience, and has received many improvements:
    • Added per-limb locking, along with a red-colored outline to make locked limbs much clearer.
    • Position, rotation, and scale input boxes can now be adjusted by holding down and dragging your mouse left or right.
    • Added scale snapping, allowing for much more precise scaling adjustments with both the slider and input box.
    • Scale limit has been increased from 5x to 25x.
    • Items now get their own separate and much easier to navigate Item Settings menu (where applicable), including a live preview while editing settings.
  • Model variants, along with default models, now get their own previews as well.
    • Previews now fit each model much more accurately, taking their actual in-world rendered geometry into account.
    • Elytra wing spread can now be adjusted more precisely, from 0 (fully folded) to 1 (fully spread).
    • All search boxes in the new editor now support tab autocomplete by typing @ followed by the relevant query, allowing for much faster searching across large mod lists.
    • You can now favorite Skins & Models, which will appear at the top of the list for easier access later.
    • Cape support! Currently limited to the cape the corresponding user is actively wearing.
    • You can now switch skin type independently of the original skin's type.
    • Villager & Zombie Villager professions have been split off to reduce cognitive load and allow for base villager variants with different professions.
  • Colossal .bbmodel compatibility improvements! You should now expect the large majority of your models to work correctly.
    • Tested across a suite of ~30 Bedrock models and ~15 generic/Java ones, all producing correct results.
  • Switched back to a much more precise and optimized CPU-based version of our selection algorithm.
    • Compatibility with RenderScale has now been restored.
    • Crowd selection no longer skips entities during frame spikes or lag, meaning all entities in-between will now always be included correctly.
  • Outline algorithm has been completely rewritten, and is now much more precise!
    • Added a faint color overlay matching the outline color for improved visual separation.
      • Includes a white limb hover overlay, very similar to Blockbench.
    • Both the outline and overlay are once again visible through walls.
    • The outline now scales as you fly away, making it much easier to see at long distances.
    • 2D textured limbs now render proper outlines from both sides.
    • Iris Shaders should now be compatible with the algorithm across almost all shaders.

Fixes & Improvements

  • Villager entity features (clothing) now render correctly.
  • Shields now render their enchantment glint properly.
  • Mimic from Artifacts mod now renders correctly.
  • Ender Dragon limb rotation and movement behavior has been improved to behave much closer to what users would naturally expect.
  • Removed the broken "Pale Wolf" variant.
  • Arrows used to change previews in the Export Scene (F7) screen no longer move while cycling between previews.
  • Right-clicking no longer triggers a new selection when an existing limb is already selected, instead simply opening the Editor. If nothing is selected, it falls back to Root.
  • Fixed an issue where 0.25 × 0.25 hitboxes remained server-side despite being recalculated correctly on the client, causing entities to become blacked out in the lighting engine.
  • Fixed visual glitches with armor trims when using ImmediatelyFast.
0.3.1Бета1.21.11 · 28 апреля 2026 г.

Features

  • Massive speed improvements in preview generations in the Render Export (F7) screen by lazy loading previews.
  • Exports now take far less time to complete in-game, deferring image writes to be done after capturing in-game screenshots.
  • Re-added "Breathing" toggle for Player models.
  • Added support for custom player heads, along with 3D Skin Layers compatibility.
  • Block items on the "Item" model now have 0 pre-existing rotation applied.
  • "Item" model pivots should reflect the actual model geometry more accurately.
0.3.0Бета1.21.11 · 27 апреля 2026 г.

Features

  • Render Export (F7) screen rework! It has been remade from the ground up using our in-house custom elements for a greater user experience, with additional improvements:
    • Added the "AO Map" export mode (vanilla-only);
      • The goal of this mode is, by applying the AO Map over the "No Shading" layer with the Multiply blending mode, to achieve a close result to a Vanilla screenshot.
    • "No Shading" now works across terrain;
    • "Part Map" received improvements, so it should be more reliable.
    • The output folder in the UI no longer shows the absolute path to the folder, showing just the name of the output folder instead.
    • A lot of the UI elements use custom pixel icons for more pleasant visuals.
    • Stronger Mannequin brand identity through the use of a consistent orange and neutral palette.
    • [EXPERIMENTAL] Fixed occasional black outlines on edges when using anti-aliasing.
  • Added emissive texture support. This means that certain mobs with glowing parts will now have them displayed correctly.
  • You are now able to retarget the overlays into the Reference Window.
  • Added ability to use a custom overlay in the Overlays & Scene (O) menu with transparency controls.
  • 3D Skin Layers are now usable with Iris Shaders.
  • Certain skins no longer retain 2D layers despite 3D Skin Layers being enabled.
  • Re-added "Item" & "Ender Dragon" models.
  • Item outlines no longer flicker and have "shaded" bits.
  • Moving or rotating a specific limb is now more intuitive, in line with what a user might expect.
  • Added ability to scale crowds, along with the undo/redo compatibility.
  • Attached limbs to a specific limb no longer appear selected.
  • Fixed the quick "snap" bug when dragging something, taking a frame or two to catch up to the new position.
  • Re-added missing toggles for bow states, crossbow states, etc. Access them by right-clicking the corresponding hand button with the item is in the hand.

Removals

  • Removed "Breathing" toggle, as it is useless at the moment.
0.2.1Бета1.21.11 · 21 апреля 2026 г.
  • Added Shield Statuses compatibility.
  • Fixed shields appearing hollow on "Advanced Normals" exports.

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