模式文档
翻译自微软官方文档
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概述
这些是供内容创作者编辑或创建新内容时参考的数据格式模式。
模式
actor_animation:1.8.0:{
version "format_version"
object "animations"
{
object "animation.<identifier>"
{
bool "loop" : opt // should this animation stop, loop, or stay on the last frame when finished (true, false, "hold_on_last_frame"
string "loop"<"hold_on_last_frame"> : opt // should this animation stop, loop, or stay on the last frame when finished (true, false, "hold_on_last_frame"
molang "start_delay" : opt // How long to wait in seconds before playing this animation. Note that this expression is evaluated once before playing, and only re-evaluated if asked to play from the beginning again. A looping animation should use 'loop_delay' if it wants a delay between loops.
molang "loop_delay" : opt // How long to wait in seconds before looping this animation. Note that this expression is evaluated after each loop and on looping animation only.
molang "anim_time_update" : opt // how does time pass when playing the animation. Defaults to "query.anim_time + query.delta_time" which means advance in seconds.
molang "blend_weight" : opt
bool "override_previous_animation" : opt // reset bones in this animation to the default pose before applying this animation
object "bones" : opt
{
object "<identifier>"
{
object "relative_to" : opt
{
string "rotation"<"entity"> : opt // if set, makes the bone rotation relative to the entity instead of the bone's parent
}
molang "position" : opt
array "position" : opt
{
molang "<any array element>"
}
object "position" : opt
{
array "<time_stamp>"[3]
{
molang "<any array element>"
}
object "<time_stamp>"
{
enumerated_value "lerp_mode"<"linear", "catmullrom"> : opt
array "pre"[3] : opt
{
molang "<any array element>"
}
array "post"[3] : opt
{
molang "<any array element>"
}
}
}
molang "rotation" : opt
array "rotation" : opt
{
molang "<any array element>"
object "<any array element>"
{
molang "[xyz]"
}
}
object "rotation" : opt
{
array "<time_stamp>"[3]
{
molang "<any array element>"
}
object "<time_stamp>"
{
enumerated_value "lerp_mode"<"linear", "catmullrom"> : opt
array "pre"[3] : opt
{
molang "<any array element>"
}
array "post"[3] : opt
{
molang "<any array element>"
}
}
}
molang "scale" : opt
array "scale" : opt
{
molang "<any array element>"
}
object "scale" : opt
{
array "<time_stamp>"[3]
{
molang "<any array element>"
}
object "<time_stamp>"
{
enumerated_value "lerp_mode"<"linear", "catmullrom"> : opt
array "pre"[3] : opt
{
molang "<any array element>"
}
array "post"[3] : opt
{
molang "<any array element>"
}
}
}
}
}
object "particle_effects" : opt
{
object "<time_stamp>" : opt
{
string "effect" // The name of a particle effect that should be played
string "locator" : opt // The name of a locator on the actor where the effect should be located
molang "pre_effect_script" : opt // A Molang script that will be run when the particle emitter is initialized
bool "bind_to_actor" : opt // Set to false to have the effect spawned in the world without being bound to an actor (by default an effect is bound to the actor).
}
array "<time_stamp>" : opt
{
object "<any array element>" : opt
{
string "effect" // The name of a particle effect that should be played
string "locator" : opt // The name of a locator on the actor where the effect should be located
molang "pre_effect_script" : opt // A Molang script that will be run when the particle emitter is initialized
bool "bind_to_actor" : opt // Set to false to have the effect spawned in the world without being bound to an actor (by default an effect is bound to the actor).
}
}
}
object "sound_effects" : opt // sound effects to trigger as this animation plays, keyed by time
{
object "<time_stamp>" : opt
{
string "effect" // Valid sound effect names should be listed in the entity's resource_definition json file.
}
array "<time_stamp>" : opt
{
object "<any array element>" : opt
{
string "effect" // Valid sound effect names should be listed in the entity's resource_definition json file.
}
}
}
object "timeline" : opt
{
string "<time_stamp>" : opt
array "<time_stamp>" : opt
{
string "<any array element>" : opt
}
}
float "animation_length" : opt // override calculated value (set as the last keyframe time) and set animation length in seconds.
}
}
}
actor_animation_controller:1.10.0:{
version "format_version"
object "animation_controllers"
{
object "controller.animation.<identifier>"
{
object "states"
{
object "<identifier>"
{
object "variables" : opt
{
object "<identifier>"
{
molang "input"
object "remap_curve" : opt
{
float "<time_stamp>"
}
}
}
array "animations" : opt
{
string "<any array element>"
object "<any array element>"
{
molang "<identifier>"
}
}
array "transitions" : opt
{
object "<any array element>"[1] : opt
{
string "<identifier>"
}
}
bool "blend_via_shortest_path" : opt // When blending a transition to another state, animate each euler axis through the shortest rotation, instead of by value
object "blend_transition" : opt // Specifies the cross-fade time in seconds when transitioning to another state
{
float "<identifier>" // Mapping of time since the animation was canceled, to the blend value at that time. A default key of time=0 to a blend value of 1.0 is provided if any other key is set and a blend value at time=0 hasn't already been set.
}
float "blend_transition" : opt // A short-hand version of blend_out that simply sets the amount of time to fade out if the animation is interrupted
array "particle_effects" : opt
{
object "<any array element>" : opt
{
string "effect" // The name of a particle effect that should be played
string "locator" : opt // The name of a locator on the actor where the effect should be located
molang "pre_effect_script" : opt // A Molang script that will be run when the particle emitter is initialized
bool "bind_to_actor" : opt // Set to false to have the effect spawned in the world without being bound to an actor (by default an effect is bound to the actor).
}
}
array "on_entry" : opt
{
string "<any array element>" : opt
}
array "on_exit" : opt
{
string "<any array element>" : opt
}
array "sound_effects" : opt // Collection of sounds to trigger on entry to this animation state.
{
object "<any array element>" : opt
{
string "effect" // Valid sound effect names should be listed in the entity's resource_definition json file.
}
}
}
}
string "initial_state" : opt
}
}
}
chance_information:1.14.0:{
int "numerator"<1-*>
int "denominator"<1-*>
}
block_reference:1.10.0:{
string "name"
object "states"
{
bool "\w*:?\w+" : opt
int "\w*:?\w+" : opt
string "\w*:?\w+" : opt
}
}
persona_actor_animation:1.8.0:{
version "format_version"
object "animations"
{
object "animation.<identifier>"
{
bool "loop" : opt // should this animation stop, loop, or stay on the last frame when finished (true, false, "hold_on_last_frame"
string "loop"<"hold_on_last_frame"> : opt // should this animation stop, loop, or stay on the last frame when finished (true, false, "hold_on_last_frame"
molang "start_delay" : opt // How long to wait in seconds before playing this animation. Note that this expression is evaluated once before playing, and only re-evaluated if asked to play from the beginning again. A looping animation should use 'loop_delay' if it wants a delay between loops.
molang "loop_delay" : opt // How long to wait in seconds before looping this animation. Note that this expression is evaluated after each loop and on looping animation only.
molang "anim_time_update" : opt // how does time pass when playing the animation. Defaults to "query.anim_time + query.delta_time" which means advance in seconds.
molang "blend_weight" : opt
bool "override_previous_animation" : opt // reset bones in this animation to the default pose before applying this animation
object "bones" : opt
{
object "<identifier>"
{
object "relative_to" : opt
{
string "rotation"<"entity"> : opt // if set, makes the bone rotation relative to the entity instead of the bone's parent
}
molang "position" : opt
array "position" : opt
{
molang "<any array element>"
}
object "position" : opt
{
array "<time_stamp>"[3]
{
molang "<any array element>"
}
object "<time_stamp>"
{
enumerated_value "lerp_mode"<"linear", "catmullrom"> : opt
array "pre"[3] : opt
{
molang "<any array element>"
}
array "post"[3] : opt
{
molang "<any array element>"
}
}
}
molang "rotation" : opt
array "rotation" : opt
{
molang "<any array element>"
object "<any array element>"
{
molang "[xyz]"
}
}
object "rotation" : opt
{
array "<time_stamp>"[3]
{
molang "<any array element>"
}
object "<time_stamp>"
{
enumerated_value "lerp_mode"<"linear", "catmullrom"> : opt
array "pre"[3] : opt
{
molang "<any array element>"
}
array "post"[3] : opt
{
molang "<any array element>"
}
}
}
molang "scale" : opt
array "scale" : opt
{
molang "<any array element>"
}
object "scale" : opt
{
array "<time_stamp>"[3]
{
molang "<any array element>"
}
object "<time_stamp>"
{
enumerated_value "lerp_mode"<"linear", "catmullrom"> : opt
array "pre"[3] : opt
{
molang "<any array element>"
}
array "post"[3] : opt
{
molang "<any array element>"
}
}
}
}
}
object "particle_effects" : opt
{
object "<time_stamp>" : opt
{
string "effect" // The name of a particle effect that should be played
string "locator" : opt // The name of a locator on the actor where the effect should be located
molang "pre_effect_script" : opt // A Molang script that will be run when the particle emitter is initialized
bool "bind_to_actor" : opt // Set to false to have the effect spawned in the world without being bound to an actor (by default an effect is bound to the actor).
}
array "<time_stamp>" : opt
{
object "<any array element>" : opt
{
string "effect" // The name of a particle effect that should be played
string "locator" : opt // The name of a locator on the actor where the effect should be located
molang "pre_effect_script" : opt // A Molang script that will be run when the particle emitter is initialized
bool "bind_to_actor" : opt // Set to false to have the effect spawned in the world without being bound to an actor (by default an effect is bound to the actor).
}
}
}
object "sound_effects" : opt // sound effects to trigger as this animation plays, keyed by time
{
object "<time_stamp>" : opt
{
string "effect" // Valid sound effect names should be listed in the entity's resource_definition json file.
}
array "<time_stamp>" : opt
{
object "<any array element>" : opt
{
string "effect" // Valid sound effect names should be listed in the entity's resource_definition json file.
}
}
}
object "timeline" : opt
{
string "<time_stamp>" : opt
array "<time_stamp>" : opt
{
string "<any array element>" : opt
}
}
float "animation_length" : opt // override calculated value (set as the max keyframe or event time) and set animation length in seconds.
}
}
}
actor_resource_definition:1.8.0:{
version "format_version"
object "minecraft:(client_entity|attachable)"
{
object "description"
{
string "identifier"
version "min_engine_version" : opt
object "materials" : opt
{
string "<identifier>"
}
object "textures" : opt
{
string "<identifier>"
}
object "geometry" : opt
{
string "<identifier>"
}
object "spawn_egg" : opt
{
string "texture" : opt
string "base_color" : opt
string "overlay_color" : opt
int "texture_index" : opt
}
object "scripts" : opt
{
array "pre_animation" : opt
{
molang "<any array element>"
}
molang "scale" : opt
molang "scale[xX]" : opt
molang "scale[yY]" : opt
molang "scale[zZ]" : opt
molang "parent_setup" : opt
}
object "particle_effects"[1,*] : opt
{
string "<identifier>" : opt
}
object "particle_emitters"[1,*] : opt
{
string "<identifier>" : opt
}
object "animations"[1,*] : opt
{
string "<identifier>" : opt
}
array "animation_controllers"[1,*] : opt
{
object "<any array element>" : opt
{
string "<identifier>" : opt
}
}
array "render_controllers"[1,*] : opt
{
string "<any array element>" : opt
}
object "sound_effects"[1,*] : opt
{
string "<identifier>" : opt
}
bool "enable_attachables" : opt
bool "hide_armor" : opt
}
}
}
actor_resource_definition:1.10.0:{
version "format_version"
object "minecraft:client_entity" : opt
{
object "description"
{
string "identifier"
version "min_engine_version" : opt
object "materials" : opt
{
string "<identifier>"
}
object "textures" : opt
{
string "<identifier>"
}
object "geometry" : opt
{
string "<identifier>"
}
string "queryable_geometry" : opt
object "spawn_egg" : opt
{
string "texture" : opt
string "base_color" : opt
string "overlay_color" : opt
int "texture_index" : opt
}
object "scripts" : opt
{
object "variables" : opt // A list of variables that need certain settings applied to them. Currently, for the client, only "public" is supported.
{
string "variable.[a-zA-Z_][a-zA-Z0-9_]*"<"public"> // If a variable is public, it can be read by other mobs. See the molang '->' operator for details.
}
array "initialize" : opt
{
molang "<any array element>"
}
array "pre_animation" : opt
{
molang "<any array element>"
}
molang "scale" : opt
molang "scale[xX]" : opt
molang "scale[yY]" : opt
molang "scale[zZ]" : opt
molang "parent_setup" : opt
array "animate"[1,*] : opt
{
string "<any array element>" : opt
object "<any array element>"[1] : opt
{
molang "<scope_identifier>" : opt
}
}
molang "should_update_bones_and_effects_offscreen" : opt // Bones and effects will still be updated if the entity is off screen if this expression returns anything other than 0.0.
molang "should_update_effects_offscreen" : opt // Effects will still be updated if the entity is off screen if this expression or `should_update_bones_and_effects_offscreen` returns anything other than 0.0.
}
object "particle_effects"[1,*] : opt
{
string "<identifier>" : opt
}
object "particle_emitters"[1,*] : opt
{
string "<identifier>" : opt
}
object "animations"[1,*] : opt
{
string "<identifier>" : opt
}
array "render_controllers"[1,*] : opt
{
string "<any array element>" : opt
object "<any array element>"[1] : opt
{
molang "<scope_identifier>" : opt
}
}
object "sound_effects"[1,*] : opt
{
string "<identifier>" : opt
}
bool "enable_attachables" : opt
bool "hide_armor" : opt
}
}
object "minecraft:attachable" : opt
{
object "description"
{
string "identifier"
version "min_engine_version" : opt
object "materials" : opt
{
string "<identifier>"
}
object "textures" : opt
{
string "<identifier>"
}
object "geometry" : opt
{
string "<identifier>"
}
string "queryable_geometry" : opt
object "spawn_egg" : opt
{
string "texture" : opt
string "base_color" : opt
string "overlay_color" : opt
int "texture_index" : opt
}
object "scripts" : opt
{
object "variables" : opt // A list of variables that need certain settings applied to them. Currently, for the client, only "public" is supported.
{
string "variable.[a-zA-Z_][a-zA-Z0-9_]*"<"public"> // If a variable is public, it can be read by other mobs. See the molang '->' operator for details.
}
array "initialize" : opt
{
molang "<any array element>"
}
array "pre_animation" : opt
{
molang "<any array element>"
}
molang "scale" : opt
molang "scale[xX]" : opt
molang "scale[yY]" : opt
molang "scale[zZ]" : opt
molang "parent_setup" : opt
array "animate"[1,*] : opt
{
string "<any array element>" : opt
object "<any array element>"[1] : opt
{
molang "<scope_identifier>" : opt
}
}
molang "should_update_bones_and_effects_offscreen" : opt // Bones and effects will still be updated if the entity is off screen if this expression returns anything other than 0.0.
molang "should_update_effects_offscreen" : opt // Effects will still be updated if the entity is off screen if this expression or `should_update_bones_and_effects_offscreen` returns anything other than 0.0.
}
object "particle_effects"[1,*] : opt
{
string "<identifier>" : opt
}
object "particle_emitters"[1,*] : opt
{
string "<identifier>" : opt
}
object "animations"[1,*] : opt
{
string "<identifier>" : opt
}
array "render_controllers"[1,*] : opt
{
string "<any array element>" : opt
object "<any array element>"[1] : opt
{
molang "<scope_identifier>" : opt
}
}
object "sound_effects"[1,*] : opt
{
string "<identifier>" : opt
}
bool "enable_attachables" : opt
bool "hide_armor" : opt
string "item" : opt
object "item"[1] : opt
{
molang "<scope_identifier>"
}
}
}
}
render_controller:1.8.0:{
version "format_version"
object "render_controllers"
{
object "controller.render.<scope_identifier>"
{
bool "rebuild_animation_matrices" : opt
object "arrays" : opt
{
object "geometries" : opt
{
array "array.<scope_identifier>"
{
string "<any array element>"
}
}
object "materials" : opt
{
array "array.<scope_identifier>"
{
string "<any array element>"
}
}
object "textures" : opt
{
array "array.<scope_identifier>"
{
string "<any array element>"
}
}
}
string "geometry"
array "part_visibility" : opt
{
object "<any array element>"
{
molang "[a-zA-Z0-9_.:*]+"
}
}
array "materials" : opt
{
object "<any array element>"
{
molang "[a-zA-Z0-9_.:*]+"
}
}
array "textures" : opt
{
string "<any array element>"
}
object "color" : opt
{
molang "r" : opt
molang "g" : opt
molang "b" : opt
molang "a" : opt
}
object "overlay_color" : opt
{
molang "r" : opt
molang "g" : opt
molang "b" : opt
molang "a" : opt
}
object "on_fire_color" : opt
{
molang "r" : opt
molang "g" : opt
molang "b" : opt
molang "a" : opt
}
object "is_hurt_color" : opt
{
molang "r" : opt
molang "g" : opt
molang "b" : opt
molang "a" : opt
}
object "uv_anim" : opt
{
array "offset"[2]
{
molang "<any array element>"
}
array "scale"[2]
{
molang "<any array element>"
}
}
molang "light_color_multiplier" : opt
bool "ignore_lighting" : opt
bool "filter_lighting" : opt
}
}
}
geometry:1.8.0:{
bool "debug" : opt
version "format_version"
object "geometry.[a-zA-Z0-9_.'-:]+"
{
bool "debug" : opt
float "visible_bounds_width" : opt
float "visible_bounds_height" : opt
array "visible_bounds_offset"[3] : opt
{
float "<any array element>"
}
int "texturewidth" : opt
int "textureheight" : opt
string "cape" : opt
array "bones" : opt
{
object "<any array element>" : opt
{
string "name"
bool "reset" : opt
bool "neverRender" : opt
string "parent" : opt
array "pivot"[3] : opt
{
float "<any array element>"
}
array "rotation"[3] : opt
{
float "<any array element>"
}
array "bind_pose_rotation"[3] : opt
{
float "<any array element>" : opt
}
bool "mirror" : opt
float "inflate" : opt
bool "debug" : opt
int "render_group_id"<0-*> : opt
array "cubes" : opt
{
object "<any array element>" : opt
{
array "origin"[3] : opt
{
float "<any array element>"
}
array "size"[3] : opt
{
float "<any array element>"
}
array "uv"[2] : opt
{
float "<any array element>"
}
float "inflate" : opt
bool "mirror" : opt
}
}
object "locators" : opt
{
array "<identifier>" : opt
{
float "<any array element>" : opt
}
}
object "poly_mesh" : opt
{
bool "normalized_uvs" : opt
array "positions" : opt
{
array "<any array element>"[3] : opt
{
float "<any array element>"
}
}
array "normals" : opt
{
array "<any array element>"[3] : opt
{
float "<any array element>"
}
}
array "uvs" : opt
{
array "<any array element>"[2] : opt
{
float "<any array element>"
}
}
array "polys"
{
array "<any array element>"[3,4] : opt
{
array "<any array element>"[3]
{
float "<any array element>"
}
}
}
string "polys"<"tri_list", "quad_list">
}
array "texture_meshes" : opt
{
object "<any array element>"
{
string "texture"
array "position"[3] : opt
{
float "<any array element>"
}
array "local_pivot"[3] : opt
{
float "<any array element>"
}
array "rotation"[3] : opt
{
float "<any array element>"
}
array "scale"[3] : opt
{
float "<any array element>"
}
}
}
}
}
}
}
geometry:1.12.0:{
bool "debug" : opt
version "format_version"
array "minecraft:geometry"[1,*]
{
object "<any array element>"
{
object "description"
{
string "identifier" // Entity definition and Client Block definition files refer to this geometry via this identifier.
float "visible_bounds_width" : opt // Width of the visibility bounding box (in model space units).
float "visible_bounds_height" : opt // Height of the visible bounding box (in model space units).
array "visible_bounds_offset"[3] : opt
{
float "<any array element>" // Offset of the visibility bounding box from the entity location point (in model space units).
}
int "texture_width" : opt // Assumed width in texels of the texture that will be bound to this geometry.
int "texture_height" : opt // Assumed height in texels of the texture that will be bound to this geometry.
}
string "cape" : opt
array "bones" : opt // Bones define the 'skeleton' of the mob: the parts that can be animated, and to which geometry and other bones are attached.
{
object "<any array element>" : opt
{
string "name" // Animation files refer to this bone via this identifier.
string "parent" : opt // Bone that this bone is relative to. If the parent bone moves, this bone will move along with it.
array "pivot"[3] : opt
{
float "<any array element>" // The bone pivots around this point (in model space units).
}
array "rotation"[3] : opt
{
float "<any array element>" // This is the initial rotation of the bone around the pivot, pre-animation (in degrees, x-then-y-then-z order).
}
bool "mirror" : opt // Mirrors the UV's of the unrotated cubes along the x axis, also causes the east/west faces to get flipped.
float "inflate" : opt // Grow this box by this additive amount in all directions (in model space units).
bool "debug" : opt
int "render_group_id"<0-*> : opt
array "cubes" : opt // This is the list of cubes associated with this bone.
{
object "<any array element>" : opt
{
array "origin"[3] : opt
{
float "<any array element>" // This point declares the unrotated lower corner of cube (smallest x/y/z value in model space units).
}
array "size"[3] : opt
{
float "<any array element>" // The cube extends this amount relative to its origin (in model space units).
}
array "rotation"[3] : opt
{
float "<any array element>" // The cube is rotated by this amount (in degrees, x-then-y-then-z order) around the pivot.
}
array "pivot"[3] : opt
{
float "<any array element>" // If this field is specified, rotation of this cube occurs around this point, otherwise its rotation is around the center of the box. Note that in 1.12 this is flipped upside-down, but is fixed in 1.14.
}
float "inflate" : opt // Grow this box by this additive amount in all directions (in model space units), this field overrides the bone's inflate field for this cube only.
bool "mirror" : opt // Mirrors this cube about the unrotated x axis (effectively flipping the east / west faces), overriding the bone's 'mirror' setting for this cube.
array "uv"[2] : opt
{
float "<any array element>" // Specifies the upper-left corner on the texture for the start of the texture mapping for this box.
}
object "uv" : opt // This is an alternate per-face uv mapping which specifies each face of the cube. Omitting a face will cause that face to not get drawn.
{
object "north" : opt // Specifies the UV's for the face that stretches along the x and y axes, and faces the -z axis.
{
array "uv"[2]
{
float "<any array element>" // Specifies the uv origin for the face. For this face, it is the upper-left corner, when looking at the face with y being up.
}
array "uv_size"[2] : opt
{
float "<any array element>" // The face maps this many texels from the uv origin. If not specified, the box dimensions are used instead.
}
string "material_instance" : opt
}
object "south" : opt // Specifies the UV's for the face that stretches along the x and y axes, and faces the z axis
{
array "uv"[2]
{
float "<any array element>" // Specifies the uv origin for the face. For this face, it is the upper-left corner, when looking at the face with y being up.
}
array "uv_size"[2] : opt
{
float "<any array element>" // The face maps this many texels from the uv origin. If not specified, the box dimensions are used instead.
}
string "material_instance" : opt
}
object "east" : opt // Specifies the UV's for the face that stretches along the z and y axes, and faces the x axis
{
array "uv"[2]
{
float "<any array element>" // Specifies the uv origin for the face. For this face, it is the upper-left corner, when looking at the face with y being up.
}
array "uv_size"[2] : opt
{
float "<any array element>" // The face maps this many texels from the uv origin. If not specified, the box dimensions are used instead.
}
string "material_instance" : opt
}
object "west" : opt // Specifies the UV's for the face that stretches along the z and y axes, and faces the -x axis
{
array "uv"[2]
{
float "<any array element>" // Specifies the uv origin for the face. For this face, it is the upper-left corner, when looking at the face with y being up.
}
array "uv_size"[2] : opt
{
float "<any array element>" // The face maps this many texels from the uv origin. If not specified, the box dimensions are used instead.
}
string "material_instance" : opt
}
object "up" : opt // Specifies the UV's for the face that stretches along the x and z axes, and faces the y axis
{
array "uv"[2]
{
float "<any array element>" // Specifies the uv origin for the face. For this face, it is the back-upper-left corner, assuming you're facing 'north' relative to the cube.
}
array "uv_size"[2] : opt
{
float "<any array element>" // The face maps this many texels from the uv origin. If not specified, the box dimensions are used instead.
}
string "material_instance" : opt
}
object "down" : opt // Specifies the UV's for the face that stretches along the x and z axes, and faces the -y axis
{
array "uv"[2]
{
float "<any array element>" // Specifies the uv origin for the face. For this face, it is the back-down-right corner, assuming you're facing 'north' relative to the cube.
}
array "uv_size"[2] : opt
{
float "<any array element>" // The face maps this many texels from the uv origin. If not specified, the box dimensions are used instead.
}
string "material_instance" : opt
}
}
}
}
object "locators" : opt
{
array "<identifier>" : opt // This is a list of locators associated with this bone. A locator is a point in model space that tracks a particular bone as the bone animates (by maintaining it's relationship to the bone through the animation).
{
float "<any array element>" : opt // Position of the locator in model space.
}
object "<identifier>" : opt // This is a list of locators associated with this bone. A locator is a point in model space that tracks a particular bone as the bone animates (by maintaining it's relationship to the bone through the animation).
{
array "offset"
{
float "<any array element>" : opt // Position of the locator in model space.
}
array "rotation"
{
float "<any array element>" : opt // Rotation of the locator in model space.
}
bool "ignore_inherited_scale" : opt // Discard scale inherited from parent bone.
}
}
object "poly_mesh" : opt // ***EXPERIMENTAL*** A triangle or quad mesh object. Can be used in conjunction with cubes and texture geometry.
{
bool "normalized_uvs" : opt // If true, UVs are assumed to be [0-1]. If false, UVs are assumed to be [0-texture_width] and [0-texture_height] respectively.
array "positions" : opt
{
array "<any array element>"[3] : opt
{
float "<any array element>" // Vertex positions for the mesh. Can be either indexed via the "polys" section, or be a quad-list if mapped 1-to-1 to the normals and UVs sections.
}
}
array "normals" : opt
{
array "<any array element>"[3] : opt
{
float "<any array element>" // Vertex normals. Can be either indexed via the "polys" section, or be a quad-list if mapped 1-to-1 to the positions and UVs sections.
}
}
array "uvs" : opt
{
array "<any array element>"[2] : opt
{
float "<any array element>" // Vertex UVs. Can be either indexed via the "polys" section, or be a quad-list if mapped 1-to-1 to the positions and normals sections.
}
}
array "polys"
{
array "<any array element>"[3,4] : opt
{
array "<any array element>"[3]
{
float "<any array element>" // Poly element indices, as an array of polygons, each an array of either three or four vertices, each an array of indices into positions, normals, and UVs (in that order).
}
}
}
string "polys"<"tri_list", "quad_list"> // If not specifying vertex indices, arrays of data must be a list of tris or quads, set by making this property either "tri_list" or "quad_list"
}
array "texture_meshes" : opt // ***EXPERIMENTAL*** Adds a mesh to the bone's geometry by converting texels in a texture into boxes
{
object "<any array element>"
{
string "texture" // The friendly-named texture to use.
array "position"[3] : opt
{
float "<any array element>" // The position of the pivot point after rotation (in *entity space* not texture or bone space) of the texture geometry
}
array "local_pivot"[3] : opt
{
float "<any array element>" // The pivot point on the texture (in *texture space* not entity or bone space) of the texture geometry
}
array "rotation"[3] : opt
{
float "<any array element>" // The rotation (in degrees) of the texture geometry relative to the offset
}
array "scale"[3] : opt
{
float "<any array element>" // The scale (in degrees) of the texture geometry relative to the offset
}
}
}
}
}
}
}
}
geometry:1.14.0:{
version "format_version"
bool "debug" : opt
array "minecraft:geometry"[1,*]
{
object "<any array element>"
{
object "description"
{
string "identifier" // Entity definition and Client Block definition files refer to this geometry via this identifier.
float "visible_bounds_width" : opt // Width of the visibility bounding box (in model space units).
float "visible_bounds_height" : opt // Height of the visible bounding box (in model space units).
array "visible_bounds_offset"[3] : opt
{
float "<any array element>" // Offset of the visibility bounding box from the entity location point (in model space units).
}
int "texture_width" : opt // Assumed width in texels of the texture that will be bound to this geometry.
int "texture_height" : opt // Assumed height in texels of the texture that will be bound to this geometry.
}
string "cape" : opt
array "bones" : opt // Bones define the 'skeleton' of the mob: the parts that can be animated, and to which geometry and other bones are attached.
{
object "<any array element>" : opt
{
string "name" // Animation files refer to this bone via this identifier.
string "parent" : opt // Bone that this bone is relative to. If the parent bone moves, this bone will move along with it.
array "pivot"[3] : opt
{
float "<any array element>" // The bone pivots around this point (in model space units).
}
array "rotation"[3] : opt
{
float "<any array element>" // This is the initial rotation of the bone around the pivot, pre-animation (in degrees, x-then-y-then-z order).
}
bool "mirror" : opt // Mirrors the UV's of the unrotated cubes along the x axis, also causes the east/west faces to get flipped.
float "inflate" : opt // Grow this box by this additive amount in all directions (in model space units).
bool "debug" : opt
int "render_group_id"<0-*> : opt
array "cubes" : opt // This is the list of cubes associated with this bone.
{
object "<any array element>" : opt
{
array "origin"[3] : opt
{
float "<any array element>" // This point declares the unrotated lower corner of cube (smallest x/y/z value in model space units).
}
array "size"[3] : opt
{
float "<any array element>" // The cube extends this amount relative to its origin (in model space units).
}
array "rotation"[3] : opt
{
float "<any array element>" // The cube is rotated by this amount (in degrees, x-then-y-then-z order) around the pivot.
}
array "pivot"[3] : opt
{
float "<any array element>" // If this field is specified, rotation of this cube occurs around this point, otherwise its rotation is around the center of the box.
}
float "inflate" : opt // Grow this box by this additive amount in all directions (in model space units), this field overrides the bone's inflate field for this cube only.
bool "mirror" : opt // Mirrors this cube about the unrotated x axis (effectively flipping the east / west faces), overriding the bone's 'mirror' setting for this cube.
array "uv"[2] : opt
{
float "<any array element>" // Specifies the upper-left corner on the texture for the start of the texture mapping for this box.
}
object "uv" : opt // This is an alternate per-face uv mapping which specifies each face of the cube. Omitting a face will cause that face to not get drawn.
{
object "north" : opt // Specifies the UV's for the face that stretches along the x and y axes, and faces the -z axis.
{
array "uv"[2]
{
float "<any array element>" // Specifies the uv origin for the face. For this face, it is the upper-left corner, when looking at the face with y being up.
}
array "uv_size"[2] : opt
{
float "<any array element>" // The face maps this many texels from the uv origin. If not specified, the box dimensions are used instead.
}
string "material_instance" : opt
}
object "south" : opt // Specifies the UV's for the face that stretches along the x and y axes, and faces the z axis
{
array "uv"[2]
{
float "<any array element>" // Specifies the uv origin for the face. For this face, it is the upper-left corner, when looking at the face with y being up.
}
array "uv_size"[2] : opt
{
float "<any array element>" // The face maps this many texels from the uv origin. If not specified, the box dimensions are used instead.
}
string "material_instance" : opt
}
object "east" : opt // Specifies the UV's for the face that stretches along the z and y axes, and faces the x axis
{
array "uv"[2]
{
float "<any array element>" // Specifies the uv origin for the face. For this face, it is the upper-left corner, when looking at the face with y being up.
}
array "uv_size"[2] : opt
{
float "<any array element>" // The face maps this many texels from the uv origin. If not specified, the box dimensions are used instead.
}
string "material_instance" : opt
}
object "west" : opt // Specifies the UV's for the face that stretches along the z and y axes, and faces the -x axis
{
array "uv"[2]
{
float "<any array element>" // Specifies the uv origin for the face. For this face, it is the upper-left corner, when looking at the face with y being up.
}
array "uv_size"[2] : opt
{
float "<any array element>" // The face maps this many texels from the uv origin. If not specified, the box dimensions are used instead.
}
string "material_instance" : opt
}
object "up" : opt // Specifies the UV's for the face that stretches along the x and z axes, and faces the y axis
{
array "uv"[2]
{
float "<any array element>" // Specifies the uv origin for the face. For this face, it is the back-upper-left corner, assuming you're facing 'north' relative to the cube.
}
array "uv_size"[2] : opt
{
float "<any array element>" // The face maps this many texels from the uv origin. If not specified, the box dimensions are used instead.
}
string "material_instance" : opt
}
object "down" : opt // Specifies the UV's for the face that stretches along the x and z axes, and faces the -y axis
{
array "uv"[2]
{
float "<any array element>" // Specifies the uv origin for the face. For this face, it is the back-down-right corner, assuming you're facing 'north' relative to the cube.
}
array "uv_size"[2] : opt
{
float "<any array element>" // The face maps this many texels from the uv origin. If not specified, the box dimensions are used instead.
}
string "material_instance" : opt
}
}
}
}
object "locators" : opt
{
array "<identifier>" : opt // This is a list of locators associated with this bone. A locator is a point in model space that tracks a particular bone as the bone animates (by maintaining it's relationship to the bone through the animation).
{
float "<any array element>" : opt // Position of the locator in model space.
}
object "<identifier>" : opt // This is a list of locators associated with this bone. A locator is a point in model space that tracks a particular bone as the bone animates (by maintaining it's relationship to the bone through the animation).
{
array "offset"
{
float "<any array element>" : opt // Position of the locator in model space.
}
array "rotation"
{
float "<any array element>" : opt // Rotation of the locator in model space.
}
bool "ignore_inherited_scale" : opt // Discard scale inherited from parent bone.
}
}
object "poly_mesh" : opt // ***EXPERIMENTAL*** A triangle or quad mesh object. Can be used in conjunction with cubes and texture geometry.
{
bool "normalized_uvs" : opt // If true, UVs are assumed to be [0-1]. If false, UVs are assumed to be [0-texture_width] and [0-texture_height] respectively.
array "positions" : opt
{
array "<any array element>"[3] : opt
{
float "<any array element>" // Vertex positions for the mesh. Can be either indexed via the "polys" section, or be a quad-list if mapped 1-to-1 to the normals and UVs sections.
}
}
array "normals" : opt
{
array "<any array element>"[3] : opt
{
float "<any array element>" // Vertex normals. Can be either indexed via the "polys" section, or be a quad-list if mapped 1-to-1 to the positions and UVs sections.
}
}
array "uvs" : opt
{
array "<any array element>"[2] : opt
{
float "<any array element>" // Vertex UVs. Can be either indexed via the "polys" section, or be a quad-list if mapped 1-to-1 to the positions and normals sections.
}
}
array "polys"
{
array "<any array element>"[3,4] : opt
{
array "<any array element>"[3]
{
float "<any array element>" // Poly element indices, as an array of polygons, each an array of either three or four vertices, each an array of indices into positions, normals, and UVs (in that order).
}
}
}
string "polys"<"tri_list", "quad_list"> // If not specifying vertex indices, arrays of data must be a list of tris or quads, set by making this property either "tri_list" or "quad_list"
}
array "texture_meshes" : opt // ***EXPERIMENTAL*** Adds a mesh to the bone's geometry by converting texels in a texture into boxes
{
object "<any array element>"
{
string "texture" // The friendly-named texture to use.
array "position"[3] : opt
{
float "<any array element>" // The position of the pivot point after rotation (in *entity space* not texture or bone space) of the texture geometry
}
array "local_pivot"[3] : opt
{
float "<any array element>" // The pivot point on the texture (in *texture space* not entity or bone space) of the texture geometry
}
array "rotation"[3] : opt
{
float "<any array element>" // The rotation (in degrees) of the texture geometry relative to the offset
}
array "scale"[3] : opt
{
float "<any array element>" // The scale (in degrees) of the texture geometry relative to the offset
}
}
}
}
}
}
}
}
geometry:1.16.0:{
version "format_version"
bool "debug" : opt
array "minecraft:geometry"[1,*]
{
object "<any array element>"
{
object "description"
{
string "identifier" // Entity definition and Client Block definition files refer to this geometry via this identifier.
float "visible_bounds_width" : opt // Width of the visibility bounding box (in model space units).
float "visible_bounds_height" : opt // Height of the visible bounding box (in model space units).
array "visible_bounds_offset"[3] : opt
{
float "<any array element>" // Offset of the visibility bounding box from the entity location point (in model space units).
}
int "texture_width" : opt // Assumed width in texels of the texture that will be bound to this geometry.
int "texture_height" : opt // Assumed height in texels of the texture that will be bound to this geometry.
}
string "cape" : opt
array "bones" : opt // Bones define the 'skeleton' of the mob: the parts that can be animated, and to which geometry and other bones are attached.
{
object "<any array element>" : opt
{
string "name" // Animation files refer to this bone via this identifier.
string "parent" : opt // Bone that this bone is relative to. If the parent bone moves, this bone will move along with it.
array "pivot"[3] : opt
{
float "<any array element>" // The bone pivots around this point (in model space units).
}
array "rotation"[3] : opt
{
float "<any array element>" // This is the initial rotation of the bone around the pivot, pre-animation (in degrees, x-then-y-then-z order).
}
bool "mirror" : opt // Mirrors the UV's of the unrotated cubes along the x axis, also causes the east/west faces to get flipped.
float "inflate" : opt // Grow this box by this additive amount in all directions (in model space units).
bool "debug" : opt
int "render_group_id"<0-*> : opt
array "cubes" : opt // This is the list of cubes associated with this bone.
{
object "<any array element>" : opt
{
array "origin"[3] : opt
{
float "<any array element>" // This point declares the unrotated lower corner of cube (smallest x/y/z value in model space units).
}
array "size"[3] : opt
{
float "<any array element>" // The cube extends this amount relative to its origin (in model space units).
}
array "rotation"[3] : opt
{
float "<any array element>" // The cube is rotated by this amount (in degrees, x-then-y-then-z order) around the pivot.
}
array "pivot"[3] : opt
{
float "<any array element>" // If this field is specified, rotation of this cube occurs around this point, otherwise its rotation is around the center of the box.
}
float "inflate" : opt // Grow this box by this additive amount in all directions (in model space units), this field overrides the bone's inflate field for this cube only.
bool "mirror" : opt // Mirrors this cube about the unrotated x axis (effectively flipping the east / west faces), overriding the bone's 'mirror' setting for this cube.
array "uv"[2] : opt
{
float "<any array element>" // Specifies the upper-left corner on the texture for the start of the texture mapping for this box.
}
object "uv" : opt // This is an alternate per-face uv mapping which specifies each face of the cube. Omitting a face will cause that face to not get drawn.
{
object "north" : opt // Specifies the UV's for the face that stretches along the x and y axes, and faces the -z axis.
{
array "uv"[2]
{
float "<any array element>" // Specifies the uv origin for the face. For this face, it is the upper-left corner, when looking at the face with y being up.
}
array "uv_size"[2] : opt
{
float "<any array element>" // The face maps this many texels from the uv origin. If not specified, the box dimensions are used instead.
}
string "material_instance" : opt
}
object "south" : opt // Specifies the UV's for the face that stretches along the x and y axes, and faces the z axis
{
array "uv"[2]
{
float "<any array element>" // Specifies the uv origin for the face. For this face, it is the upper-left corner, when looking at the face with y being up.
}
array "uv_size"[2] : opt
{
float "<any array element>" // The face maps this many texels from the uv origin. If not specified, the box dimensions are used instead.
}
string "material_instance" : opt
}
object "east" : opt // Specifies the UV's for the face that stretches along the z and y axes, and faces the x axis
{
array "uv"[2]
{
float "<any array element>" // Specifies the uv origin for the face. For this face, it is the upper-left corner, when looking at the face with y being up.
}
array "uv_size"[2] : opt
{
float "<any array element>" // The face maps this many texels from the uv origin. If not specified, the box dimensions are used instead.
}
string "material_instance" : opt
}
object "west" : opt // Specifies the UV's for the face that stretches along the z and y axes, and faces the -x axis
{
array "uv"[2]
{
float "<any array element>" // Specifies the uv origin for the face. For this face, it is the upper-left corner, when looking at the face with y being up.
}
array "uv_size"[2] : opt
{
float "<any array element>" // The face maps this many texels from the uv origin. If not specified, the box dimensions are used instead.
}
string "material_instance" : opt
}
object "up" : opt // Specifies the UV's for the face that stretches along the x and z axes, and faces the y axis
{
array "uv"[2]
{
float "<any array element>" // Specifies the uv origin for the face. For this face, it is the back-upper-left corner, assuming you're facing 'north' relative to the cube.
}
array "uv_size"[2] : opt
{
float "<any array element>" // The face maps this many texels from the uv origin. If not specified, the box dimensions are used instead.
}
string "material_instance" : opt
}
object "down" : opt // Specifies the UV's for the face that stretches along the x and z axes, and faces the -y axis
{
array "uv"[2]
{
float "<any array element>" // Specifies the uv origin for the face. For this face, it is the back-down-right corner, assuming you're facing 'north' relative to the cube.
}
array "uv_size"[2] : opt
{
float "<any array element>" // The face maps this many texels from the uv origin. If not specified, the box dimensions are used instead.
}
string "material_instance" : opt
}
}
}
}
molang "binding" : opt // useful for items. A molang expression specifying the bone name of the parent skeletal hierarchy that this bone should use as the root transform. Without this field it will look for a bone in the parent entity with the same name as this bone. If both are missing, it will assume a local skeletal hierarchy (via the "parent" field). If that is also missing, it will attach to the owning entity's root transform.
object "locators" : opt
{
array "<identifier>" : opt // This is a list of locators associated with this bone. A locator is a point in model space that tracks a particular bone as the bone animates (by maintaining it's relationship to the bone through the animation).
{
float "<any array element>" : opt // Position of the locator in model space.
}
object "<identifier>" : opt // This is a list of locators associated with this bone. A locator is a point in model space that tracks a particular bone as the bone animates (by maintaining it's relationship to the bone through the animation).
{
array "offset"
{
float "<any array element>" : opt // Position of the locator in model space.
}
array "rotation"
{
float "<any array element>" : opt // Rotation of the locator in model space.
}
bool "ignore_inherited_scale" : opt // Discard scale inherited from parent bone.
}
}
object "poly_mesh" : opt // ***EXPERIMENTAL*** A triangle or quad mesh object. Can be used in conjunction with cubes and texture geometry.
{
bool "normalized_uvs" : opt // If true, UVs are assumed to be [0-1]. If false, UVs are assumed to be [0-texture_width] and [0-texture_height] respectively.
array "positions" : opt
{
array "<any array element>"[3] : opt
{
float "<any array element>" // Vertex positions for the mesh. Can be either indexed via the "polys" section, or be a quad-list if mapped 1-to-1 to the normals and UVs sections.
}
}
array "normals" : opt
{
array "<any array element>"[3] : opt
{
float "<any array element>" // Vertex normals. Can be either indexed via the "polys" section, or be a quad-list if mapped 1-to-1 to the positions and UVs sections.
}
}
array "uvs" : opt
{
array "<any array element>"[2] : opt
{
float "<any array element>" // Vertex UVs. Can be either indexed via the "polys" section, or be a quad-list if mapped 1-to-1 to the positions and normals sections.
}
}
array "polys"
{
array "<any array element>"[3,4] : opt
{
array "<any array element>"[3]
{
float "<any array element>" // Poly element indices, as an array of polygons, each an array of either three or four vertices, each an array of indices into positions, normals, and UVs (in that order).
}
}
}
string "polys"<"tri_list", "quad_list"> // If not specifying vertex indices, arrays of data must be a list of tris or quads, set by making this property either "tri_list" or "quad_list"
}
array "texture_meshes" : opt // ***EXPERIMENTAL*** Adds a mesh to the bone's geometry by converting texels in a texture into boxes
{
object "<any array element>"
{
string "texture" // The friendly-named texture to use.
array "position"[3] : opt
{
float "<any array element>" // The position of the pivot point after rotation (in *entity space* not texture or bone space) of the texture geometry
}
array "local_pivot"[3] : opt
{
float "<any array element>" // The pivot point on the texture (in *texture space* not entity or bone space) of the texture geometry
}
array "rotation"[3] : opt
{
float "<any array element>" // The rotation (in degrees) of the texture geometry relative to the offset
}
array "scale"[3] : opt
{
float "<any array element>" // The scale (in degrees) of the texture geometry relative to the offset
}
}
}
}
}
}
}
}
geometry:1.19.30:{
version "format_version"
bool "debug" : opt
array "minecraft:geometry"[1,*]
{
object "<any array element>"
{
object "description"
{
string "identifier" // Entity definition and Client Block definition files refer to this geometry via this identifier.
float "visible_bounds_width" : opt // Width of the visibility bounding box (in model space units).
float "visible_bounds_height" : opt // Height of the visible bounding box (in model space units).
array "visible_bounds_offset"[3] : opt
{
float "<any array element>" // Offset of the visibility bounding box from the entity location point (in model space units).
}
int "texture_width" : opt // Assumed width in texels of the texture that will be bound to this geometry.
int "texture_height" : opt // Assumed height in texels of the texture that will be bound to this geometry.
}
string "cape" : opt
array "bones" : opt // Bones define the 'skeleton' of the mob: the parts that can be animated, and to which geometry and other bones are attached.
{
object "<any array element>" : opt
{
string "name" // Animation files refer to this bone via this identifier.
string "parent" : opt // Bone that this bone is relative to. If the parent bone moves, this bone will move along with it.
array "pivot"[3] : opt
{
float "<any array element>" // The bone pivots around this point (in model space units).
}
array "rotation"[3] : opt
{
float "<any array element>" // This is the initial rotation of the bone around the pivot, pre-animation (in degrees, x-then-y-then-z order).
}
bool "mirror" : opt // Mirrors the UV's of the unrotated cubes along the x axis, also causes the east/west faces to get flipped.
float "inflate" : opt // Grow this box by this additive amount in all directions (in model space units).
bool "debug" : opt
int "render_group_id"<0-*> : opt
array "cubes" : opt // This is the list of cubes associated with this bone.
{
object "<any array element>" : opt
{
array "origin"[3] : opt
{
float "<any array element>" // This point declares the unrotated lower corner of cube (smallest x/y/z value in model space units).
}
array "size"[3] : opt
{
float "<any array element>" // The cube extends this amount relative to its origin (in model space units).
}
array "rotation"[3] : opt
{
float "<any array element>" // The cube is rotated by this amount (in degrees, x-then-y-then-z order) around the pivot.
}
array "pivot"[3] : opt
{
float "<any array element>" // If this field is specified, rotation of this cube occurs around this point, otherwise its rotation is around the center of the box.
}
float "inflate" : opt // Grow this box by this additive amount in all directions (in model space units), this field overrides the bone's inflate field for this cube only.
bool "mirror" : opt // Mirrors this cube about the unrotated x axis (effectively flipping the east / west faces), overriding the bone's 'mirror' setting for this cube.
array "uv"[2] : opt
{
float "<any array element>" // Specifies the upper-left corner on the texture for the start of the texture mapping for this box.
}
object "uv" : opt // This is an alternate per-face uv mapping which specifies each face of the cube. Omitting a face will cause that face to not get drawn.
{
object "north" : opt // Specifies the UV's for the face that stretches along the x and y axes, and faces the -z axis.
{
array "uv"[2]
{
float "<any array element>" // Specifies the uv origin for the face. For this face, it is the upper-left corner, when looking at the face with y being up.
}
array "uv_size"[2] : opt
{
float "<any array element>" // The face maps this many texels from the uv origin. If not specified, the box dimensions are used instead.
}
string "material_instance" : opt
}
object "south" : opt // Specifies the UV's for the face that stretches along the x and y axes, and faces the z axis
{
array "uv"[2]
{
float "<any array element>" // Specifies the uv origin for the face. For this face, it is the upper-left corner, when looking at the face with y being up.
}
array "uv_size"[2] : opt
{
float "<any array element>" // The face maps this many texels from the uv origin. If not specified, the box dimensions are used instead.
}
string "material_instance" : opt
}
object "east" : opt // Specifies the UV's for the face that stretches along the z and y axes, and faces the x axis
{
array "uv"[2]
{
float "<any array element>" // Specifies the uv origin for the face. For this face, it is the upper-left corner, when looking at the face with y being up.
}
array "uv_size"[2] : opt
{
float "<any array element>" // The face maps this many texels from the uv origin. If not specified, the box dimensions are used instead.
}
string "material_instance" : opt
}
object "west" : opt // Specifies the UV's for the face that stretches along the z and y axes, and faces the -x axis
{
array "uv"[2]
{
float "<any array element>" // Specifies the uv origin for the face. For this face, it is the upper-left corner, when looking at the face with y being up.
}
array "uv_size"[2] : opt
{
float "<any array element>" // The face maps this many texels from the uv origin. If not specified, the box dimensions are used instead.
}
string "material_instance" : opt
}
object "up" : opt // Specifies the UV's for the face that stretches along the x and z axes, and faces the y axis
{
array "uv"[2]
{
float "<any array element>" // Specifies the uv origin for the face. For this face, it is the back-upper-left corner, assuming you're facing 'north' relative to the cube.
}
array "uv_size"[2] : opt
{
float "<any array element>" // The face maps this many texels from the uv origin. If not specified, the box dimensions are used instead.
}
string "material_instance" : opt
}
object "down" : opt // Specifies the UV's for the face that stretches along the x and z axes, and faces the -y axis
{
array "uv"[2]
{
float "<any array element>" // Specifies the uv origin for the face. For this face, it is the back-down-right corner, assuming you're facing 'north' relative to the cube.
}
array "uv_size"[2] : opt
{
float "<any array element>" // The face maps this many texels from the uv origin. If not specified, the box dimensions are used instead.
}
string "material_instance" : opt
}
}
}
}
molang "binding" : opt // useful for items. A molang expression specifying the bone name of the parent skeletal hierarchy that this bone should use as the root transform. Without this field it will look for a bone in the parent entity with the same name as this bone. If both are missing, it will assume a local skeletal hierarchy (via the "parent" field). If that is also missing, it will attach to the owning entity's root transform.
object "locators" : opt
{
array "<identifier>" : opt // This is a list of locators associated with this bone. A locator is a point in model space that tracks a particular bone as the bone animates (by maintaining it's relationship to the bone through the animation).
{
float "<any array element>" : opt // Position of the locator in model space.
}
object "<identifier>" : opt // This is a list of locators associated with this bone. A locator is a point in model space that tracks a particular bone as the bone animates (by maintaining it's relationship to the bone through the animation).
{
array "offset"
{
float "<any array element>" : opt // Position of the locator in model space.
}
array "rotation"
{
float "<any array element>" : opt // Rotation of the locator in model space.
}
bool "ignore_inherited_scale" : opt // Discard scale inherited from parent bone.
}
}
object "poly_mesh" : opt // ***EXPERIMENTAL*** A triangle or quad mesh object. Can be used in conjunction with cubes and texture geometry.
{
bool "normalized_uvs" : opt // If true, UVs are assumed to be [0-1]. If false, UVs are assumed to be [0-texture_width] and [0-texture_height] respectively.
array "positions" : opt
{
array "<any array element>"[3] : opt
{
float "<any array element>" // Vertex positions for the mesh. Can be either indexed via the "polys" section, or be a quad-list if mapped 1-to-1 to the normals and UVs sections.
}
}
array "normals" : opt
{
array "<any array element>"[3] : opt
{
float "<any array element>" // Vertex normals. Can be either indexed via the "polys" section, or be a quad-list if mapped 1-to-1 to the positions and UVs sections.
}
}
array "uvs" : opt
{
array "<any array element>"[2] : opt
{
float "<any array element>" // Vertex UVs. Can be either indexed via the "polys" section, or be a quad-list if mapped 1-to-1 to the positions and normals sections.
}
}
array "polys"
{
array "<any array element>"[3,4] : opt
{
array "<any array element>"[3]
{
float "<any array element>" // Poly element indices, as an array of polygons, each an array of either three or four vertices, each an array of indices into positions, normals, and UVs (in that order).
}
}
}
string "polys"<"tri_list", "quad_list"> // If not specifying vertex indices, arrays of data must be a list of tris or quads, set by making this property either "tri_list" or "quad_list"
}
array "texture_meshes" : opt // ***EXPERIMENTAL*** Adds a mesh to the bone's geometry by converting texels in a texture into boxes
{
object "<any array element>"
{
string "texture" // The friendly-named texture to use.
array "position"[3] : opt
{
float "<any array element>" // The position of the pivot point after rotation (in *entity space* not texture or bone space) of the texture geometry
}
array "local_pivot"[3] : opt
{
float "<any array element>" // The pivot point on the texture (in *texture space* not entity or bone space) of the texture geometry
}
array "rotation"[3] : opt
{
float "<any array element>" // The rotation (in degrees) of the texture geometry relative to the offset
}
array "scale"[3] : opt
{
float "<any array element>" // The scale (in degrees) of the texture geometry relative to the offset
}
}
}
}
}
}
}
}