General

How to Make Custom Minecraft Entities with Entity Wizard

General·May 20, 2026·20 min read

What Minecraft Entity Wizard Does

Custom Minecraft entities can turn a normal project into something memorable, from new creatures to odd little blocks that probably should not be trusted. The difficult part is building those models correctly. Entity creation usually requires time, patience, and enough technical knowledge to keep the files organized.

Minecraft Entity Wizard helps simplify that process. It is a Blockbench plugin created through Mojang and Blockbench that lets players create custom mobs, items, and blocks for Minecraft without starting from raw code. Instead, the plugin guides you through the first setup steps, then opens the model in Blockbench so you can edit its shape, texture, movement, and export options.

This guide explains how to install Blockbench, add Minecraft Entity Wizard, and understand the main tools you will use while creating a custom entity.

Installing Blockbench and Entity Wizard

Before building a custom asset, install Blockbench and add the Minecraft Entity Wizard plugin. Blockbench also has an online version if you do not want to download the program, but the desktop app is usually the better option for regular editing.

  1. Open the Blockbench download page and choose the installer for your operating system.
  1. Install and launch Blockbench.
  1. In the program, open File, then select Plugins.
  1. Search for Minecraft Entity Wizard, or scroll through the plugin list until you find it.
  1. Select Install. Once it finishes, the plugin is ready to use.

Creating the First Entity Setup

After installation, it helps to skim the Blockbench Wiki and Microsoft's Blockbench getting started material. The plugin is friendly, but Blockbench has enough buttons to make a first-time user stare at the screen for a minute.

To begin a new entity project:

  1. Open the Tools menu at the top of Blockbench and choose Minecraft Entity Wizard.
  1. The wizard opens a setup menu. Enter the required name details for your new entity.
  1. Click Next, then choose the mob appearance you want to use as a starting point.
  1. Pick the entity behavior. You can keep behavior matched to the selected mob, or assign behavior from another mob if you want something unusual.
  1. Customize the spawn egg colors and appearance.
  1. In the export step, choose either a folder export or an MCAddon export.
  1. Add the pack name, pack author, and pack icon, then select Export.
  1. On the next screen, choose Edit Model to open the project in Blockbench.

At this point, the starter files are prepared and the real editing work can begin.

Main Editing Features

Minecraft Entity Wizard gives each project a starting structure, but Blockbench is where the entity becomes unique. You can change the model, paint textures, adjust proportions, and set up animations. A villager with zombie behavior is possible, for example, though whether the village deserves that is a separate question.

There are many features in the editor, so it is better to understand the core workflow first instead of trying to master every menu at once.

Textures and Appearance

Textures are what players actually see when they encounter the entity in game, so they matter as much as the model shape. After choosing a starter appearance, Blockbench provides texture areas tied to the model's parts. These can be edited directly in Blockbench using Paint mode, or modified in an external image editor such as Photoshop, GIMP, or another pixel art tool.

You can also import texture files from other sources, as long as they fit the model layout. Texture alignment is important. If the texture map does not match the size and position of the model pieces, the result may look stretched, misplaced, or accidentally cursed.

Model Positioning and Shape

The model's position and proportions affect how textures display, how large the entity appears, and how animations behave. Blockbench includes several editing modes for this work:

  • Move changes where a selected part sits.
  • Resize adjusts the scale of a part.
  • Rotate turns parts around an axis.
  • Pivot Tool changes the point a part rotates from.
  • Vertex Snap helps align points more precisely.

Each mode changes how the model is edited, so expect some trial and error while learning. Small adjustments are usually easier to manage than large edits, especially when working with limbs, heads, or parts that need to animate later.

Animating the Entity

Animations bring custom entities to life. They can control individual sections of a model, such as a head turning, an arm swinging, or a creature moving while it walks. Since textures follow the model parts, changing the size or position of those parts can also change how the animation looks in game.

Animation is one of the more advanced parts of Minecraft Entity Wizard and Blockbench. Start with the Animate mode near the top right of the program, then test simple movement before building anything complex. Not every entity needs a fully custom animation, either. In many projects, borrowing or adapting animation behavior from an existing mob is enough.

Other Blockbench Uses

Blockbench is not limited to standard Minecraft entities. It can also be used for player skins, OptiFine models, modded mobs, and other custom model formats. These projects may have different requirements from a normal mob, block, or item, but the same general skills still apply: shape the model, align the texture, test the result, and revise until it behaves properly.

Helpful Resources

Useful references for learning more include:

  • Blockbench Wiki
  • Microsoft Getting Started Guide for Blockbench
  • Introduction to Minecraft Entity Wizard
  • Modded Minecraft server setup guides from HolyHosting

Final Notes

Minecraft Entity Wizard makes custom entity creation much more approachable, especially for players who do not want to begin by writing files from scratch. It can handle the early setup, generate the pack structure, and move you into Blockbench with a usable starting point.

Mastering models, textures, positioning, and animation still takes practice. Start with a simple mob edit, export it, test it in game, then build up to larger custom creations once the basics feel comfortable.

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