ultratears
Unofficial native Windows port of Tears of the Kingdom 1.4.3 using static recompilation. Builds locally from the player's own extracted game dump; no game files included.
Free Minecraft skins, Blockbench models and Axiom blueprints: look at each in 3D, download it or wear it right in the game.
GamesJavaScriptGitHub @MopicMPOnlineOwner unconfirmed
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Blockbench plugin, formerly glTF to Minecraft: converts glTF, GLB and Sketchfab models into Minecraft models (GeckoLib, Bedrock, Java, Customizable Player Models) and opens the free models of mosaicary.com inside the editor.
Taken from the repository README
Loading the full README.
Read the full README ↗Formerly glTF to Minecraft. A Blockbench plugin that turns glTF and GLB models, from an archive, a folder or straight from Sketchfab, into Minecraft models, and opens the free models of mosaicary.com inside the editor.
Free, under the MIT licence. Blockbench 4.9 or newer, desktop or web.
By URL (recommended) — in Blockbench, File → Plugins…, then the Load Plugin from URL button at the top of the window, and paste
https://raw.githubusercontent.com/MopicMP/mosaicary/main/plugin/gltf_to_minecraft.js
Blockbench reads a plugin loaded from a URL again at every start, so each new version arrives by itself. Step by step with pictures: mosaicary.com/plugin.
From the plugin list — File → Plugins…, the Available tab. The list still carries version 0.1.2 under the plugin's former name, glTF to Minecraft: the converter without the catalogue window. Mosaicary 0.1.4 is submitted to it.
From a file — download plugin/gltf_to_minecraft.js
and use Load Plugin from File. A file does not update itself.
File → Browse Mosaicary Models, beside Open Model, opens the Models window pictured at the top. It has two sources, Mosaicary and Sketchfab, and four shelves on the Mosaicary side:
| Shelf | What it holds | Account |
|---|---|---|
| Catalogue | every published model | no |
| Recent | what you last opened in Blockbench | no |
| Loved | the models you put a heart on | yes |
| Mine | your own models, drafts included | yes |
Search goes by name, author or tag. The filters narrow by format, what the model is for, detail, texture size, licence, tags, age, animations and cubes. The window can also sit as a panel in Blockbench's sidebar.
A click on a card opens the model's own window: the model turning with its animations, what it is made of, its licence and author, its description, tags and comments.
Open in Blockbench downloads it and opens it as a project, bones and animations included.
The account. Browsing, searching and downloading need none. A heart, a comment, the Loved and Mine shelves and uploading do. Signing in is a code confirmed in the browser, or a key pasted by hand for a Blockbench whose browser does not open; either way the plugin keeps an ordinary API key, which the site lists and revokes under My models → API keys. A key can publish and update, never delete.
Uploading. File → Upload Model to Mosaicary, beside the exports, puts the open project up — published, or as a draft nobody else sees. The card's picture is drawn in the same window: turn the model, pick the background, and for an animated model the animation and the moment in it.
A setting, off until you turn it on, keeps a draft up to date each time the project is saved.
Reviews. Help → Leave a Review writes what you think of the plugin or of the site on its public wall.
All of this in full: the catalogue, the account and uploading. What the plugin sends and keeps: what it touches.
The Sketchfab tab of the same window searches Sketchfab through its official Data API; File → Import → Import from Sketchfab opens the window there. Searching needs nothing. Downloading needs a free personal API token, from the Sketchfab profile settings under Password & API.
Every card shows the author and the licence, the triangle count, the number of animations and the likes.
blockbench.
Those are mostly built from cubes and convert whole; most of Sketchfab is sculpts,
which do not.A click on a card opens its window: the picture, a 3D view drawn from the model's own geometry, the details, and Import. Looking in 3D downloads the model, and the import then reuses that download instead of fetching it twice.
For a model uploaded straight from Blockbench, the author's original file is downloaded rather than Sketchfab's conversion of it: the conversion was seen losing a texture's transparency. The report says when the original was used.
File → Import → Import glTF Model, or the tile on the start screen. Pick a .zip,
or the files of an unpacked folder: the .gltf or .glb, its .bin and the
textures. Textures may be PNG, JPEG, GIF or WebP. A model from Sketchfab arrives at
the same window.
What the model becomes. Cubes, the default, because cubes are what the game renders. Meshes keeps the author's geometry as it is, for looking a model over and taking parts out of it; bones, textures and animations come across the same way.
Where it goes. The format to build into:
| Format | For | Bones and animations |
|---|---|---|
| GeckoLib | Java mods using GeckoLib | yes |
| Bedrock Entity | Bedrock add-ons | yes |
| Generic Model | converting further with File → Convert Project, or exporting glTF or OBJ | yes |
| Java Block/Item | resource packs | no, the model is still |
A Java block or item model is moved into the box Minecraft allows — every element within −16…32 on each axis — and shrunk only if it is larger. The report says which Minecraft version its cube rotations need, and the project's Java format is raised to it.
Size and place. The model size is detected, or set by hand. Centring stands the model on the ground. It can be turned around X and Y.
Animations are carried over on all three channels — rotation, position and scale — with step and cubic-spline interpolation read from the file.
Rounded parts. Wedges, bevels and curves do not exist in Minecraft. They are rebuilt from thin plates that follow their surface, each cut to its outline by a baked texture, the way curves are built by hand in Blockbench. Best also lays strips along sharp slanted edges.
Advanced settings, behind a checkbox, are levers for diagnosing a model that comes out wrong; change them one at a time.
When it is done, the report says what was built: the format, cubes, bones, texture, animations and scale, and how many parts were rebuilt into how many cubes. Import details opens the full log, with the warnings and, for a model from Sketchfab, its author and licence.
What else happens on the way:
Inflate, so the model does not flicker,
while coordinates stay clean.With a project open in one of these formats, the import window offers Add to the open project. The model takes that project's format and arrives as one folder: into the selected folder, standing on its pivot, so a sword put into a hand turns with it. Its animations are left out unless Add its animations too is ticked. One undo takes it all back.
| Format | The model's texture |
|---|---|
| GeckoLib, Bedrock Entity | drawn beside the project texture, which grows to hold both |
| Generic Model | added as a texture of its own |
| Java Block/Item | added as a texture of its own, its UV fitted to the project's UV size |
Tools → Convert Meshes to Cubes turns box-shaped meshes of the open project into cubes, carrying the UV over. It is shown while the project holds a mesh.
File → Import → Import glTF as Customizable Player Model runs the same import and
then asks what a player skin needs and a GeckoLib model does not: the height in
player pixels, which bone is which part of the player, and what each animation
becomes — a vanilla pose (walking, sneaking, sleeping…) or a gesture. Then it
saves a .cpmproject.
The bone mapping is offered, not decided: a guess by name is filled in, and on a model rigged like a player it needs no corrections. The report states the encoded size against CPM's 30 kB budget for a local model.
Details: How it works — Customizable Player Models.
Rounded parts need cutout transparency wherever the model is used, and the report says so. Up close their slanted edges show fine steps; Best straightens them at 1.5 to 2 times the cubes. A model made mostly of such parts gets many times more cubes than it has objects. The advanced settings can instead replace each with its bounding box, skip them, or cancel the import.
Coordinates are cleaned of floating-point noise (4.99998 becomes 5), but a model
not built on a 0.25 px grid keeps its exact numbers: snapping it would grow small
details and flatten thin overlays.
Nothing beyond Blockbench, for any of the formats.
GeckoLib used to come from a plugin of its own. Where that plugin is not installed,
this one registers the format itself under the same id, so the files stay the ones
the GeckoLib plugin reads and writes, and adds File → Export GeckoLib Geometry for
the .geo.json the mod reads. Their plugin — GeckoLib Models & Animations on
Blockbench 5, GeckoLib Animation Utils on Blockbench 4 — is still worth having for
its own settings and exports; where it is installed it stays in charge, and our
export entry is not shown.
Downloading from Sketchfab needs a personal API token, see Sketchfab.
Install the plugin, then File → Import → Import from Sketchfab. Search, open a card, press Import, and the model is downloaded and rebuilt out of cubes. Searching is free; downloading needs a free Sketchfab API token, from Settings → Password & API on Sketchfab. Models their author does not allow anyone to download are listed with a lock and cannot be imported.
File → Import → Import glTF Model, then pick a .zip, or the .gltf/.glb file
together with its .bin and textures. Choose the format — GeckoLib, Bedrock Entity,
Generic Model or a Java block/item model — and the model arrives as cubes, with bones,
textures and animations where the format has them.
Import it as above and choose GeckoLib (Java mods) or Bedrock Entity (add-ons). The bones keep their hierarchy and animations are carried over. Neither needs another plugin.
Choose Java Block/Item in the import window. The model is fitted into the box Minecraft allows, and the report says which Minecraft version its cube rotations need.
Yes: File → Import → Import glTF as Customizable Player Model. See Customizable Player Models.
Blockbench's own glTF import keeps every element a mesh, which Minecraft formats cannot take. This plugin rebuilds the model out of cubes: boxes stay boxes, rounded parts become thin turned plates. Meshes already in a project go through Tools → Convert Meshes to Cubes.
Yes, for GeckoLib, Bedrock Entity and Generic Model: rotation, position and scale. Java block and item models do not animate.
Usually the file lost something on its way — a texture's transparency, or which part uses which material. The report says so when it can tell; troubleshooting lists the causes and what to do.
On mosaicary.com, or in Blockbench itself through File → Browse Mosaicary Models. Its models are made in Blockbench, and every one of them can be downloaded.
Yes, under the MIT licence. Imported models keep their own licences.
The converter core does not depend on Blockbench, so it runs from Node and catches maths errors without opening the editor:
node tools/verify-conversion.mjs model/model.obj # box detection and UV layout
node tools/verify-gltf.mjs model/model.obj # glTF parsing against a baseline
node tools/verify-real-gltf.mjs model/model.obj # a real glTF against a reference from its OBJ
node tools/verify-snap.mjs # grid snapping and its cost
node tools/verify-coplanar.mjs # coplanar face separation
node tools/verify-animation.mjs # animation maths: the pose Blockbench will assemble
node tools/verify-wrapper.mjs # the export wrapper: what is kept, what is thrown away
node tools/verify-approx.mjs # bounding-box approximation: where the texture lands
node tools/verify-images.mjs # PNG/JPEG/GIF/WebP headers
node tools/verify-import-limits.mjs # hostile input limits and valid controls
node tools/verify-cpm.mjs # .cpmproject: structure, limits, geometry
node tools/verify-java-fit.mjs # Java models: the box and the Minecraft version
node tools/verify-outliner.mjs # the outliner: folders dropped, none animated lost
node tools/verify-per-face-textures.mjs # a texture per face, and faces with none
node tools/verify-rounded.mjs # parts that are not boxes: plates, strips, texel, culling
node tools/verify-quirks.mjs # file quirks: hair-thin panels, specular-glossiness, outline shells
node tools/verify-add-to-project.mjs # adding to an open project: texture placement, names
node tools/verify-strips.mjs # triangle strips and fans, on real models
node tools/verify-search-filter.mjs --live # Sketchfab filters and orders, against the live API
node tools/smoke-plugin.mjs # the whole import path
smoke-plugin stands in for Blockbench's objects (Cube, Group, Animation,
THREE, JSZip…) and runs the entire import on several archives, builds the same
model into every format, adds it to open projects of each, and runs the CPM export.
It catches what node --check misses: reading a const before its declaration,
typos in names, calls to functions that do not exist.
MIT, see LICENSE.
Imported models keep their own licence. Most Sketchfab models require attribution, so the import report always prints the author and the licence.
The models in the screenshots belong to their authors, named on each card. Shown up close: The Hide Behind by Nightfoxy3D (CC BY), from Mosaicary; from Sketchfab, all CC Attribution, [Minecraft] Shark by sedona1029, Toy Chica by 晴路卡, Zaku II by taj_tajima and Fancy Hat [ minecraft style ] by LepikGem.