Recently I've been testing with hostile bat entities. I wanted my entity to be like a bat (Flies in the same way, flaps it's wings, stuff like that) but this bat would be hostile. However, Mcreator did not want me to use a ambient entity to be hostile. I know that the feature says that it says it will override many features, but I think it would also be useful to make an entity that is basically the way we want it to be. I say this mainly because if I make it "none" as the AI base, then the entity will appear to be partly not there, because the entity model (skin) is not meant for a normal (player or zombie) type of entity. At least, that's what happens if the user uses the "biped" model.
Can Mcreator have a thing where you are not restricted to how it is currently? What I want in this case would be the ability to use the bat model (shape) for my entity so that it acts like a bat but has a different texture. Is this possible already, or is it not in Mcreator yet? A possibly better idea would be to add more Entity models, such as bat, (I know dragon is hard, so nevermind about that) squid, ocelot, fox, and many others.
I would appreciate any feedback on whether this is even possible :)
Issue comments
I do have a question about Blockbench though. To import a java model for the entity, you have to export the model from blockbench. However, when I go to file -> export -> and go to the list of options, it does not allow me to export it as a java model. Is there an easy way to make it a java model?
FYI, the only options that come up are OBJ (even though I'm making an entity, not an item/block) or gITF.
Make sure model type is entity.
I suggest you check our tutorials collection playlist on our YouTube channel which contains many examples and tutorials that can help you get started with MCreator: https://www.youtube.com/playlist?list=PLAeL-oIFIEngE6jRgFYeFMfuj8WQsO3Ei
Use Block bench and use templates to make model for bat.
Some models can't be reused from vanilla, this was covered too many times here.