Yes Steve Model Usage Guide: Browse, Search, Star, and Sync Models
Yes Steve Model lets you replace the default player model and freely modify appearance and animations, and this guide covers browsing, searching, starring, and syncing models along with the preview controls.
Opening the Interface and Hotkeys
The Player Model GUI opens the model browser. The Animation Roulette opens a separate roulette interface. Both are opened with their corresponding hotkey, which you set in the controls menu. The same applies to the animation debug screen, the extra player render config, and the eight extra animation actions (Extra Animation 0 through 7) — each has its own assignable hotkey in the controls menu.
Browsing and Searching Models
Inside the browser, scroll to move through the model list, then click to either copy or open the highlighted entry. A search tip explains the query syntax: a plain term searches across model name, info, author, and folder. Prefix your query with @ to search by author only, or # to search by folder only. If the roulette's path feels too long, that is a known roulette behavior you may notice while browsing. Turning on Show Model ID First makes model IDs appear ahead of other listing text, and Show YSM Model Info displays the main model info, which breaks down bones, cubes, and faces.
Starring and Syncing
Star Current Model marks the model you are currently viewing so you can find it again easily. Syncing is shown through the YSM Model Sync State title, which reports progress. While a reload runs you may see a starting message, a note that another reloading task is already in progress, and a completion message with the elapsed time. Distribution of models to players reports success with a time figure, and individual assignments confirm with a message naming the model and player. If a model lacks permissions, you are told the model cannot be set and to contact an administrator for access. You can also disable or enable showing your YSM model for a given player, with a confirmation either way.
Preview Controls
The preview responds to direct manipulation. Scroll to select, and click to copy or open. Drag the Green Square to translate the model, drag the Blue Square to scale it, and drag with the right mouse button to rotate it. Alt + R resets the preview, and Esc exits.
What the Model Reacts To
The preview and in-game rendering reflect held items and states. Mainhand and offhand entries cover empty hands, charged crossbows, crossbows, axes, shovels, bows, hoes, pickaxes, shields, spears, swords, maces, and throwable potions, each with its own pose. Swing animations exist for throwable potions in both hands. TAC-integrated animations cover holding and firing pistols, rifles, and RPGs, plus aiming, reloading, sprinting, climbing while moving or still, and firing while prone. Other animations play for being attacked, riding a boat, crawling, being prone, dying, equipping an elytra, creative flight, idling, jumping, mounted travel, pig riding, riptide use, sprinting, being a passenger, sleeping, sneaking while moving or still, swimming, and being in water. Carry On actions cover carrying blocks, entities, and players, plus being carried.
Rendering and Display Settings
Several toggles control what renders: disable self model, disable other model, disable self hands, disable player render, disable projectile model, and disable vehicle model. You can also disable the external first person animation, disable the loading state screen, set the loading state position, and enable the compatibility renderer. Animation Sound Volume adjusts audio, and print animation roulette msg controls whether roulette play messages appear.