Equipment Assets
This content applies only to Java Edition.
Equipment assets (formerly equipment models) are the core definition of armor-type equipment appearance.
Definition format
Equipment asset definitions are JSON files under assets/<namespace>/equipment:
- JSON file root object
layers (compound): models rendered per equipment slot and preset model type.
<preset model type> (list): model layer info entries.
dyeable (compound): whether the layer is affected by dyeing (color from the dyed_color item stack component). Absent = dyeing has no effect.
color_when_undyed (int/list): layer tint when undyed (RGB); absent = no tint.
texture (string, required): (namespace ID) texture; resolved to assets/<namespace>/textures/entity/equipment/<preset type>/<path>.png.
use_player_texture (bool, default false): for wings, whether to render with the player's cape texture.
trim_palette_replacements (compound): if the equipment's armor trim palette ID is in this map, the replacement palette is used; <palette namespace ID> (string): replacement palette ID.
Definition behavior
The game renders the model layer of a matching preset model type when the equipment slot matches; layers not defined for a preset are not rendered. humanoid and wings can render simultaneously.
Preset model types:
Humanoid armor
humanoid: head/chest/feet armor for humanoids (players, mannequins, armor stands, giants, piglins, piglin brutes, zombies, skeletons).
humanoid_leggings: leg armor for humanoids.
humanoid_baby: baby humanoid armor (except armor stands); cannot render trims; for babies, only this layer renders.
wings: wing models for players, mannequins, armor stands; coexists with humanoid chest; suppresses the cape model.
Animal armor
wolf_body, horse_body (horse/skeleton horse/zombie horse), llama_body (llama/trader llama), happy_ghast_body, nautilus_body (nautilus/zombie nautilus).
Saddles
pig_saddle, strider_saddle, camel_saddle, camel_husk_saddle, horse_saddle, donkey_saddle, mule_saddle, skeleton_horse_saddle, zombie_horse_saddle, nautilus_saddle.
1---2name: minecraft-equipment-asset3description: Minecraft Equipment Asset 装备资产定义:Definition Format 定义格式(assets/<namespace>/equipment/ JSON 文件、layers 层级 映射预设模型类型→模型层信息列表)、Layer Fields 层字段(dyeable 染色影响 dyed_color 组件、color_when_undyed 未染色时色调 RGB、texture 纹理 assets/<namespace>/textures/entity/equipment/<preset type>/<path>.png、use_player_texture 翅膀 玩家披风纹理、trim_palette_replacements 盔甲装饰调色板替换 映射 palette ID→replacement palette ID)、Definition Behavior 定义行为(装备槽匹配时渲染预设模型类型层、未定义层不渲染、humanoid 和 wings 可同时渲染)、Preset Model Types 预设模型类型(Humanoid armor 人形盔甲:humanoid 头/胸/脚、humanoid_leggings 腿部、humanoid_baby 婴儿人形 不能渲染装饰、wings 翅膀 抑制披风模型;Animal armor 动物盔甲:wolf_body/horse_body/llama_body/happy_ghast_body/nautilus_body;Saddles 鞍:pig_saddle/strider_saddle/camel_saddle/camel_husk_saddle/horse_saddle/donkey_saddle/mule_saddle/skeleton_horse_saddle/zombie_horse_saddle/nautilus_saddle)。4---56# Equipment Assets78This content applies only to Java Edition.910Equipment assets (formerly equipment models) are the core definition of armor-type equipment appearance.1112## Definition format1314Equipment asset definitions are JSON files under `assets/<namespace>/equipment`:1516- JSON file root object17 - `layers` (compound): models rendered per equipment slot and preset model type.18 - `<preset model type>` (list): model layer info entries.19 - `dyeable` (compound): whether the layer is affected by dyeing (color from the `dyed_color` item stack component). Absent = dyeing has no effect.20 - `color_when_undyed` (int/list): layer tint when undyed (RGB); absent = no tint.21 - `texture` (string, required): (namespace ID) texture; resolved to `assets/<namespace>/textures/entity/equipment/<preset type>/<path>.png`.22 - `use_player_texture` (bool, default `false`): for `wings`, whether to render with the player's cape texture.23 - `trim_palette_replacements` (compound): if the equipment's armor trim palette ID is in this map, the replacement palette is used; `<palette namespace ID>` (string): replacement palette ID.2425## Definition behavior2627The game renders the model layer of a matching preset model type when the equipment slot matches; layers not defined for a preset are not rendered. `humanoid` and `wings` can render simultaneously.2829Preset model types:3031**Humanoid armor**3233- `humanoid`: head/chest/feet armor for humanoids (players, mannequins, armor stands, giants, piglins, piglin brutes, zombies, skeletons).34- `humanoid_leggings`: leg armor for humanoids.35- `humanoid_baby`: baby humanoid armor (except armor stands); cannot render trims; for babies, only this layer renders.36- `wings`: wing models for players, mannequins, armor stands; coexists with `humanoid` chest; suppresses the cape model.3738**Animal armor**3940- `wolf_body`, `horse_body` (horse/skeleton horse/zombie horse), `llama_body` (llama/trader llama), `happy_ghast_body`, `nautilus_body` (nautilus/zombie nautilus).4142**Saddles**4344- `pig_saddle`, `strider_saddle`, `camel_saddle`, `camel_husk_saddle`, `horse_saddle`, `donkey_saddle`, `mule_saddle`, `skeleton_horse_saddle`, `zombie_horse_saddle`, `nautilus_saddle`.