Tutorial for Custom Cosmetics
Thanks ChatGPT for initially fancying file

All images mentioned are in the "Images" zip file. (if or once implemented)
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1st Tutorial: Creating Custom Cosmetics (for cape users)

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• Creating a custom model may seem daunting, but it isn’t so bad once you figure it out. For this tutorial, I will be using Blockbench to create the model. All images will be on Windows 11 cause no one uses it willingly.
• If you dont have a cape yet, there is the common cape, all you have to do to get it is install and open minecraft bedrock and then unistall it immediately, we dont want it here.
-- Do note that my Windows may look a bit different than yours, but ill try to keep things as identical to stock windows 11 as possible.

• What you'll need:
-- Blockbench (heavely recommended)
-- A file manager (defaults are recommended)
-- A text editor (defaults are recommended)

1. Locate the resource pack folder on the minecraft directory. if you want to easily get there, just press the "Open Pack Folder" button inside of minecraft.
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-- No major coding experience is needed for this tutorial.

2. Extract the resource pack, it is named like it is ingame.
-- It will caused duplicate entries, but minecraft does identify archives as they end with ".zip". In this tutorial, use that one.
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3. head on over to the models directory, which is located here: 
-- assets/minecraft/emf/cem/coc_cp_models

4. inside is where all cosmetics (beside most of the backpack) is stored. Custom slots are named as "custom#", which the hashtag being its number. For this tutorial, I will use slot 1.
-- If you want to, you can create a pack to have your custom cosmetic on. Just make sure that you have the minimum for a pack and everything else needed for cosmetic switching.

5. Import the model to Blockbench.  You can simply drag and drop the "cosmetic.jem" file onto blockbench, it is much easier than opening its exact filepath.
-- The model file does contain some basic notes on what some things do.
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6. View the model. The first thing you’ll notice is that the model contains the head and the body. This is just a placeholder for creators.
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Important Notes:

-- Do not remove any of the bones as this can cause issues, especially the "cape" bone as that will cause the model to not show up ingame. Bones are marked as folders inside Blockbench.

-- When making anything for the chest, ensure it is inside the “cape” bone and the part that attaches to the back points towards south. This is because the model cant be rotated 180°. Instead, a animation will handle the rotation. You can verify the orientation by checking the XYZ arrows, which should appear like this when facing north:

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-- At any point in the tutorial, you can undo mistakes by pressing the undo icon on mobile, or by pressing CTRL + z on Windows/Linux or CMD + Z on MacOS:

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7. Prepare the model. Remove any unnecessary cubes and make sure to remove them (unless needed) after the model is done if they are being used as a base. For this tutorial, ill keep the chest.

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8. Now its time to model it!.

-- To add a cube: Press the three-lines menu > Edit > Add Cube on mobile, or the add element button (plus icon) on the outliner section.
-- To move the cube: Drag one of the three arrows to move along the X, Y, or Z axis.
-- To resize: Use the resize tool and drag one of the 6 ends.

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9. Before painting, ensure that head cosmetics are put on the "head_cosmetic" bone for them to follow the head. Otherwise, it will not follow the head.

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10. Painting setup.

-- Create a texture by pressing this icon:

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-- Ignore all other options and simply press “Confirm.”

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-- Switch to the Paint tab (press the cube icon on mobile or just prest the paint button on PC).

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-- (Mobile) Press the “Paint” icon to begin.

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11. Changing colors.

-- Use the palette tab to access colors. Adjust the slider below to add more colors.
-- Experiment with the tools on the right (Mobile), or on the top right (PC, but not the menubar) before painting for real.

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12. Now its time to paint! Press a pixel on the model to colour/change it. For this tutorial, I will not include the painting process, as its really straightfoward. Just know that there are tutorials for certain thing not mentioned in this tutorial.
	
13. At this point, we are done modeling! Now its time to export for the cosmetic to be visible ingame.

-- First, lets save the texture. Save your texture by navigating to File > Save Model. A prompt may appear asking where to save your texture.

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--- Save it to the following path and name it cosmetic.png, yes, we are replacing the preincluded texture: "resource pack"/assets/minecraft/coc_cp_textures/custom#

---- On mobile, most specifically iOS: you will have to save the texture itself.

14. Test your model in-game. If the model appears as desired, you’re done! Enjoy the game with your new cosmetic.

-- If there are leftover cubes from the placeholder model, remove them to avoid rendering issues like Z-fighting (when two elements with the same position in 3D space tries to render simultaneously, computers dont know how to render them correctly).

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there should have more tutorials, but ill left it for 1.0.0
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Final Notes:
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• If anything is unclear, check out additional Blockbench tutorials online. More specifically, the ones for minecraft bedrock mob modeling.