
Introduction
One of the most powerful features of Blockbench models is their ability to adapt a single 3D model for multiple game engines and software. Whether you started a model for
Minecraft, Java Edition, and now want it in Bedrock, or you need to send a blocky asset to Blender for a high-quality render, you do not need to rebuild it from scratch.
However, “converting” a blockbench model is more complex than just clicking “Save As.” Different formats have different rules for physics, rotation, and texture mapping.
This guide explains how to safely migrate your blockbench models between formats without destroying your hard work.
The “Convert Project” Tool
The primary way to change a model’s format is the built-in conversion tool.
Accessing the Converter
Go to File > Convert Project in the menu bar. This opens a dialog listing all available project types (e.g., Java Block/Item, Bedrock Entity, Generic Model). Select your desired target format and click Confirm.
Handling Data Loss Warnings
You may see a warning about potential data loss. This is normal. For example, if you convert a Bedrock Entity (which allows free rotation) to a Java Block (which restricts rotation),
Blockbench models will force-snap your cubes to the nearest valid angle (0, 22.5, 45). Always save a backup of your original file before confirming.
Converting Java Models to Bedrock Edition

Moving from Java to Bedrock is common, but it requires fixing UV mapping differences.
The UV Mapping Conflict
Java models use Per-Face UV (each face is mapped individually), while Bedrock models use Box UV (the whole cube is mapped to a specific rectangle).
When you convert to Bedrock, your texture mapping might look scrambled. You will likely need to rearrange your UV layout to fit the strict Bedrock template or repaint parts of the model.
Separating Geometry and Animation
Java models (often) do not have bones. Bedrock/ blockbench models require bones for animation. After conversion, you must create a root Group (Bone) in the Outliner and drag all your cubes into it. Bedrock entities cannot have loose cubes floating without a parent bone.
Converting Bedrock Models to Java Edition

Going from Bedrock to Java is more restrictive due to the engine’s limitations.
Fixing Illegal Rotations
Java Edition only allows rotations on a single axis (X, Y, or Z) per element. If your Bedrock model has a cube rotated on both the X and Y axes, the conversion will fail or delete the rotation.
You may need to split the cube into two or use a plugin like “Animated Java” to bypass this limit using display entities.
Resolving Size Limits
Bedrock allows significant elements (up to 3×3 chunks), while Java blocks are limited to 3×3 blocks. The converter might shrink your model to fit. Check the Display tab after conversion to ensure your item doesn’t look microscopic in the player’s hand.
Converting to Generic Formats (OBJ / glTF)

If you want to use your model in Blender, Unity, or Godot, you need a generic 3D format.
Exporting to OBJ
Use File > Export > Export OBJ. This creates two files: .obj (the shape) and .mtl (the material/color). This format is best for static objects in Blender but does not support animation.
Exporting to glTF (Recommended)
Use File > Export > Export glTF. This is the modern standard for game development. It supports animations, hierarchy, and embedded textures in a single file (.glb). Use this format for Unity or web-based 3D viewers.
Using Plugins for Modded Conversions

For specific modding platforms, standard conversion isn’t enough; you need specialized plugins.
GeckoLib Conversion
If you are making a modded entity for Forge/Fabric, do not use the generic Bedrock format. Install the GeckoLib plugin.
Then, use File > Convert Project > GeckoLib Model. This format adds specific hooks for the GeckoLib animation engine, which supports features that vanilla Minecraft does not.
Schematic Export (WorldEdit)
To turn a model into actual in-game blocks (a structure), you can use a plugin like ObjToSchematic.
This doesn’t “convert” the file in the traditional sense; it “voxelizes” your model, turning every pixel into a Minecraft block, which you can then paste into your world using WorldEdit.
Frequently Asked Questions about Converting Blockbench Models to Minecraft / Other Formats
Will converting my project delete my animations?
It depends. Converting from Bedrock to the Generic Model usually preserves animations. Converting from Bedrock to Java Block will delete animations because Java blocks do not support timeline animations natively.
Why did my texture disappear after conversion?
The conversion might have reset the texture path. Right-click the texture in the sidebar and select “Change File” to re-link it. Also, check if the UV mode switched from “Per-Face” to “Box UV,” which can hide textures.
Can I convert a model back to its original format?
Yes, but you may lose data in the round trip. For example, converting high-res Generic models to Java will degrade the quality, and converting them back won’t restore the original detail.
How do I render a Blockbench model in Blender?
Rendering the blockbench models is simple. Export it as glTF. Import the .glb file into Blender. This preserves the pixel-art textures better than OBJ, as OBJ often blurs textures by default in Blender’s material settings.
Why are my cubes in the wrong place after conversion?
This is usually a Pivot Point issue. Different formats handle pivots differently. After converting, check your groups in the Outliner and reset their pivot points if the rotation seems offset.
Is there a plugin to convert Java items to Bedrock items?
You generally don’t need a plugin. Use File > Convert Project > Bedrock Model. However, you will need to manually adjust the display settings (how the item appears in hand) because they do not transfer 1:1.
