#### This page strives to clear up and explain some terms you often come across when using Model Engine. ### Model Blueprint This term refers to the imported models cached within Model Engine after server boot or running the `/meg reload models` command. As the name suggest, this is only the blueprint, and not the [model itself](#active-model). ### Modeled Entity This term is used to describe an entity which has the capability of displaying models. A modeled entity doesn't necessarily have a model, and can have multiple [active models](#active-model) at once. ### Active Model An active model is the actual model that is being applied to a [modeled entity](#modeled-entity), animated, and displayed in the world. It's structured can be altered at runtime, and does not affect the [model blueprint](#model-blueprint) when modified. ### Bone A bone represents the movable part of an [active model](#active-model). It also rarely refers to the default bone configuration stored within a [model blueprint](#model-blueprint), which should not be modified. ### State An animation that is being supplied from a [model blueprint](#model-blueprint) to a [active model](#active-model), and configured with different attributes such as speed, transition-in time, and transition-out time. ### CullType CullType specifies the action performed to cull a model in order to reduce network load. Here is a list of actions, from least to most reduction. | Type | Description | |---------------|----------------------------------------------------------------------------------------------------------| | NO_CULL | Does not cull the model. Which means the modeled entity moves like normal | | MOVEMENT_ONLY | Stop all animation updates and only update the modeled entity's position, outside of some specific bones | | CULLED | Completely despawn the modeled entity from view outside of some specific bones |