Preface
This tutorial will teach you how to add custom ride Pokémon to Cobblemon. The process is relatively simple to accomplish, but it is recommended to have the minimum basic knowledge of Blockbench's controls and the ability to read json's.
Step 1: Adding a Locator
To allow the player to sit on the Pokémon, you need to add a locator (which is shown visually like an anchor) named seat_1 to your model. If you want to add multiple seats to your Pokémon, you can add more locators named seat_2, seat_3, and so on. you can find the "Add Locator" tool in the Blockbench toolbar customization. The model should be placed in assets/cobblemon/bedrock/pokemon/models/[folder named after your Pokémon] as a [pokemon].geo.json file.
One seat (Charizard model example)
Two Seats (Dewgong model example)
Six Seats (Camerupt model example)
Step 2: Adding Ride Data
In the species file of the Pokémon (or by species additions) you must add riding behaviours.
Example from Arcanine
"riding": {
"behaviours": {
"LAND": {
"key": "cobblemon:land/horse",
"rideSounds": [],
"stats": {
"ACCELERATION": "70-90",
"JUMP": "45-65",
"SKILL": "40-80",
"SPEED": "45-70",
"STAMINA": "35-80"
}
}
},
"seats": [
{
"locator": "seat_1"
}
]
}
Extra Notes
rideSounds
The sounds and the configuration of the volume of the sounds. Mainly used for air mounts. An example of the configurations (Dragapult example):
"rideSounds": [
{
"muffleEnabled": true,
"pitchExpr": "math.max(1.0 ,0.2 + math.pow(math.min(q.ride_velocity() / 1.5, 1.0),2))",
"playForNonPassengers": true,
"soundLocation": "cobblemon:ride.loop.wind",
"volumeExpr": "math.pow(math.min(q.ride_velocity() / 1.5, 1.0),2)"
}
]
seats
How many seats a Pokémon will have, along with their locator. You should list as many seat locators as you have on your model.
A Pokémon with one seat:
"seats": [
{
"locator": "seat_1"
}
]
A Pokémon with two seats:
"seats": [
{
"locator": "seat_1"
},
{
"locator": "seat_2"
}
]
Available Ride Keys
For more in-depth information, see Riding Styles
LAND
land/horse (also known as standard)
AIR
air/bird
air/jet
air/hover (also known as ufo)
air/rocket
LIQUID
liquid/boat
liquid/submarine
liquid/dolphin
To make your Pokémon unable to jump, you can add a "canJump": false line. To make it unable to sprint, you add a "canSprint": false line, as shown below (Dragapult example):
"LAND": {
"key": "cobblemon:land/horse",
"rideSounds": [],
"canJump": false,
"canSprint": false,
"stats": {
"ACCELERATION": "10-40",
"JUMP": "10-40",
"SKILL": "80-100",
"SPEED": "10-40",
"STAMINA": "10-40"
}
}
Step 3: Animations
Small Note: Ride animations are optional and not required for riding to work.
Ride Pokémon have additional animations, mainly overlays, jumps and run animations.
Overlays play on top of the ride animation, allowing dynamic movement using molang. They use the variables feature of Blockbench. To make a variable slider, copy this text and replace yaw_change with whatever you want your slider to control.
q.r.yaw_change = slider('yaw_change', 0.02, -1.0, 1.0)
pitch_change
velocity_y
dive
For example, to make the slider affect yaw, you need to add q.r.yaw_change to a keyframe. If you would put q.r.yaw_change(0)*7 in a rotation keyframe, it will cause the part to rotate 7 degrees left or right, depending on the value of yaw_change on the slider.
Land rides usually use:
ride_ground_run
ride_ground_walk
ride_jump
Air rides usually use:
ride_air_fly
air_glide
ride_air_dive
Liquid rides usually use:
ride_water_swim
Posers
The poser is how you set up the ride animations. You need to add a condition animation in the "animations": [] bracket with the condition q.is_ridden. This will cause the animation to only play whilst riding (Charizard's ride run overlay).
{
"condition": "q.is_ridden",
"animation": "q.bedrock('charizard', 'ride_ground_run')"
}
When adding a run to a Pokémon, you need to add a q.is_sprinting condition to your run pose and a !q.is_sprinting anticondition to your walk pose. To make a jump, you need to add a q.in_air condition to your jump pose and a !q.in_air to your grounded poses, so run, walk and idle. (Wyrdeer poser example)
"in-air": {
"poseTypes": ["STAND", "WALK"],
"isBattle": false,
"condition": "q.in_air && q.is_ridden",
"animations": ["q.look('head')", "q.bedrock('wyrdeer', 'ride_jump')"],
"transformTicks": 2,
"transformToTicks": 2
},
"walk": {
"poseName": "walk",
"poseTypes": ["WALK"],
"isBattle": false,
"condition": "!q.in_air && !q.is_sprinting",
"animations": [
"q.look('head')",
"q.bedrock('wyrdeer', 'ground_walk')",
{
"condition": "q.is_ridden",
"animation": "q.bedrock('wyrdeer', 'ride_ground_run')"
}
],
"quirks": [
"q.bedrock_quirk('wyrdeer', 'blink')"
],
"transformTicks": 10
},
"run": {
"poseName": "run",
"poseTypes": ["STAND","WALK"],
"isBattle": false,
"condition": "!q.in_air && q.is_sprinting",
"animations": [
"q.look('head')",
"q.bedrock('wyrdeer', 'ground_run')",
{
"condition": "q.is_ridden",
"animation": "q.bedrock('wyrdeer', 'ride_ground_run')"
}
],
"quirks": [
"q.bedrock_quirk('wyrdeer', 'blink')"
],
"transformTicks": 10
}




