> For the complete documentation index, see [llms.txt](https://adriansr.gitbook.io/craftyvehicles/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://adriansr.gitbook.io/craftyvehicles/configuration/models.md).

# Models

You can think of a vehicle model as the "**skin**" of the vehicle. This is because besides the **hitbox** (which determines the collisions of the vehicle), it doesn't have any other property that affects the vehicle's behavior.

**Between the vehicle model properties, we have**:

* Id
* Hitbox
* Seats
* Particles
* Sounds

The id of the model is extremely important, just like the id for vehicles and items, as it is the unique identifier that you use from configuration files to refer to it. Also, depending on the type of model, **parts** and **animations** are also part of a it.

## Creating Models

For the time being, the plugin only supports "**compound**" models, which are the type of model that is made up using a set of parts. There is currently no support for plugins like **ModelEngine**, even though the plugin is capable of having any kind of model, and future support for this kind of plugins is what we are aiming for. Alternatively, you can code your own type of model (refer to the plugin API).

### Compound

Meanwhile you can create your model from pure **.yml**, that's not the proper/recommended way to create compound models (modifying the **.yml** file generated by the builder is not recommended either).

The right approach would be to create your model from the builder tool. The builder tool is a separate plugin so anyone can download and use it for free.

This tool makes the creation and animation of compound models incredibly easy.

**Go to the model builder tool documentation to start your modeling journey**: :tada:

{% embed url="<https://adriansr.gitbook.io/vehicle-model-builder-tool/>" %}


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