Did you know that a single block with a single bone can have hundreds of textures assigned to it? Did you know that you can assign vanilla textures like obsidian to one part of your block and redstone_block to the other parts? Pretty sweet right!?
For this tutorial, it is recommended that you have a basic understanding of permutations as well as an understanding of blockbench.
“Properties Make A Difference”
“luna:specific_bone1”: [0,1,2,3]
}
}```
Let’s suppose that you have a specific bone that you would like to have a texture that is different from the rest of the model. Different textures are assigned and called based on the property conditions that you assign them. For the purpose of this tutorial we are wanting to give our specific bone four different textures. They will each show up based on whether the block property luna:specific_bone1 is == 0,1,2, or 3.
*Please note that there is a limit to 10 unique properties and a total 30 values across every property. A single Property may only have 16 values.
If you wanted to assign multiple bones unique textures, then you would add additional properties like luna:specific_bone1 and luna:specific_bone2.
“Material Instances And Blockbench”
So how does Minecraft recognize the way in which a specific bone is to be textured? It has to do with the “material_instances” component.
*Please note that you must use minecraft:unit_cube if you are manipulating a basic block with no special bones.
In terms of code you must always use a “*” element or a mix up of “up”, “down”, “side”, “north”, etc. Otherwise a content log error will occur. Here is an example: