SCHEMAS DOCUMENTATION
Version: 1.14.0.6

This is documentation for a beta release of Minecraft. New features, components, and capabilities in this release are not final and might change without notice before the final release.
Be sure to check the documentation once the release is out of beta if your add-on isn't working properly. Resource and Behavior Packs created for the beta are not guaranteed to work on the final release.

Index

Overview
Schemas
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Overview

These are the data format schemas for content creators to reference when editing or creating new content.
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Schemas

```
--------
actor_animation:1.8.0:{
version "format_version"
object "animations"
{
object "animation."
{
bool "loop" : opt // should this animation loop or stop playing when finished
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 ""
{
object "relative_to" : opt
{
string "rotation" : opt // if set, makes the bone rotation relative to the entity instead of the bone's parent
}
molang "position" : opt
object "position" : opt
{
object "(.)?"
{
enumerated_value "lerp_mode" : opt
array "pre"[3] : opt
{
molang ""
}
array "post"[3] : opt
{
molang ""
}
}
array "(.)?"[3]
{
molang ""
}
}
array "position" : opt
{
molang ""
}
molang "rotation" : opt
array "rotation" : opt
{
molang ""
object ""
{
molang "[xyz]"
}
}
object "rotation" : opt
{
object "(.)?"
{
enumerated_value "lerp_mode" : opt
array "pre"[3] : opt
{
molang ""
}
array "post"[3] : opt
{
molang ""
}
}
array "(.)?"[3]
{
molang ""
}
}
molang "scale" : opt
object "scale" : opt
{
object "(.)?"
{
enumerated_value "lerp_mode" : opt
array "pre"[3] : opt
{
molang ""
}
array "post"[3] : opt
{
molang ""
}
}
array "(.)?"[3]
{
molang ""
}
}
array "scale" : opt
{
molang ""
}
}
}
object "particle_effects" : opt
{
array "(.)?" : opt
{
object "" : 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 "(.)?" : 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
{
array "(.)?" : opt
{
object "" : opt
{
string "effect" // Valid sound effect names should be listed in the entity's resource_definition json file.
}
}
object "(.)?" : opt
{
string "effect" // Valid sound effect names should be listed in the entity's resource_definition json file.
}
}
object "timeline" : opt
{
string "(.)?" : opt
array "(.)?" : opt
{
string "" : 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."
{
object "states"
{
object ""
{
object "variables" : opt
{
object ""
{
molang "input"
object "remap_curve" : opt
{
float "(.)?"
}
}
}
array "animations" : opt
{
string ""
object ""
{
molang ""
}
}
array "transitions" : opt
{
object "" : opt
{
string ""
}
}
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 "" // 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 "" : 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
string "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 "" : opt
}
array "on_exit" : opt
{
string "" : opt
}
array "sound_effects" : opt // Collection of sounds to trigger on entry to this animation state.
{
object "" : opt
{
string "effect" // Valid sound effect names should be listed in the entity's resource_definition json file.
}
}
}
}
string "initial_state" : opt
}
}
}

----------
block_reference:1.10.0:{
string "name"
object "states"
{
bool "\w*:?\w+" : opt
int "\w*:?\w+" : opt
string "\w*:?\w+" : opt
}
}

----------
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 ""
}
object "textures" : opt
{
string ""
}
object "geometry"
{
string ""
}
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 ""
}
molang "scale" : opt
molang "scale[xX]" : opt
molang "scale[yY]" : opt
molang "scale[zZ]" : opt
molang "parent_setup" : opt
}
object "particle_effects" : opt
{
string "" : opt
}
object "particle_emitters" : opt
{
string "" : opt
}
object "animations" : opt
{
string "" : opt
}
array "animation_controllers" : opt
{
object "" : opt
{
string "" : opt
}
}
array "render_controllers" : opt
{
string "" : opt
}
object "sound_effects" : opt
{
string "" : opt
}
bool "enable_attachables" : 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 ""
}
object "textures" : opt
{
string ""
}
object "geometry"
{
string ""
}
object "spawn_egg" : opt
{
string "texture" : opt
string "base_color" : opt
string "overlay_color" : opt
int "texture_index" : opt
}
object "scripts" : opt
{
array "initialize" : opt
{
molang ""
}
array "pre_animation" : opt
{
molang ""
}
molang "scale" : opt
molang "scale[xX]" : opt
molang "scale[yY]" : opt
molang "scale[zZ]" : opt
molang "parent_setup" : opt
array "animate" : opt
{
string "" : opt
object "" : opt
{
molang "" : opt
}
}
}
object "particle_effects" : opt
{
string "" : opt
}
object "particle_emitters" : opt
{
string "" : opt
}
object "animations" : opt
{
string "" : opt
}
array "render_controllers" : opt
{
string "" : opt
object "" : opt
{
molang "" : opt
}
}
object "sound_effects" : opt
{
string "" : opt
}
bool "enable_attachables" : opt
}
}
object "minecraft:attachable" : opt
{
object "description"
{
string "identifier"
version "min_engine_version" : opt
object "materials" : opt
{
string ""
}
object "textures" : opt
{
string ""
}
object "geometry"
{
string ""
}
object "spawn_egg" : opt
{
string "texture" : opt
string "base_color" : opt
string "overlay_color" : opt
int "texture_index" : opt
}
object "scripts" : opt
{
array "initialize" : opt
{
molang ""
}
array "pre_animation" : opt
{
molang ""
}
molang "scale" : opt
molang "scale[xX]" : opt
molang "scale[yY]" : opt
molang "scale[zZ]" : opt
molang "parent_setup" : opt
array "animate" : opt
{
string "" : opt
object "" : opt
{
molang "" : opt
}
}
}
object "particle_effects" : opt
{
string "" : opt
}
object "particle_emitters" : opt
{
string "" : opt
}
object "animations" : opt
{
string "" : opt
}
array "render_controllers" : opt
{
string "" : opt
object "" : opt
{
molang "" : opt
}
}
object "sound_effects" : opt
{
string "" : opt
}
bool "enable_attachables" : opt
string "item" : opt
object "item" : opt
{
molang ""
}
}
}
}

----------
render_controller:1.8.0:{
version "format_version"
object "render_controllers"
{
object "controller.render."
{
bool "rebuild_animation_matrices" : opt
object "arrays" : opt
{
object "geometries" : opt
{
array "array."
{
string ""
}
}
object "materials" : opt
{
array "array."
{
string ""
}
}
object "textures" : opt
{
array "array."
{
string ""
}
}
}
string "geometry"
array "part_visibility" : opt
{
object ""
{
molang "[a-zA-Z0-9_.:*]+"
}
}
array "materials" : opt
{
object ""
{
molang "[a-zA-Z0-9_.:*]+"
}
}
array "textures" : opt
{
string ""
}
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 "uv_anim" : opt
{
array "offset"[2]
{
molang ""
}
array "scale"[2]
{
molang ""
}
}
molang "light_color_multiplier" : opt
bool "ignore_lighting" : opt
bool "filter_lighting" : opt
}
}
}

----------
geometry:1.8.0:{
version "format_version"
object "geometry.[a-zA-Z0-9_.'-:]+"[0,*]
{
float "visible_bounds_width" : opt
float "visible_bounds_height" : opt
array "visible_bounds_offset"[3] : opt
{
float ""
}
int "texturewidth" : opt
int "textureheight" : opt
string "cape" : opt
array "bones"[0,*] : opt
{
object "" : opt
{
string "name"
bool "reset" : opt
bool "neverRender" : opt
string "parent" : opt
array "pivot"[3] : opt
{
float ""
}
array "rotation"[3] : opt
{
float ""
}
array "bind_pose_rotation"[3] : opt
{
float "" : opt
}
bool "mirror" : opt
float "inflate" : opt
bool "debug" : opt
int "render_group_id" : opt
array "cubes"[0,*] : opt
{
object ""[0,*] : opt
{
array "origin"[3] : opt
{
float ""
}
array "size"[3] : opt
{
float ""
}
array "uv"[2] : opt
{
float ""
}
float "inflate" : opt
bool "mirror" : opt
}
}
object "locators" : opt
{
array "" : opt
{
float "" : opt
}
}
object "poly_mesh" : opt
{
bool "normalized_uvs" : opt
array "positions" : opt
{
array ""[3] : opt
{
float ""
}
}
array "normals" : opt
{
array ""[3] : opt
{
float ""
}
}
array "uvs" : opt
{
array ""[2] : opt
{
float ""
}
}
array "polys"
{
array ""[3,4] : opt
{
array ""[3]
{
float ""
}
}
}
string "polys"
}
array "texture_meshes" : opt
{
object ""
{
string "texture"
array "position"[3] : opt
{
float ""
}
array "local_pivot"[3] : opt
{
float ""
}
array "rotation"[3] : opt
{
float ""
}
array "scale"[3] : opt
{
float ""
}
}
}
}
}
}
}

----------
geometry:1.12.0:{
version "format_version"
array "minecraft:geometry"
{
object ""
{
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 "" // 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"[0,*] : opt // Bones define the 'skeleton' of the mob: the parts that can be animated, and to which geometry and other bones are attached.
{
object "" : 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 "" // The bone pivots around this point (in model space units).
}
array "rotation"[3] : opt
{
float "" // 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" : opt
array "cubes"[0,*] : opt // This is the list of cubes associated with this bone.
{
object ""[0,*] : opt
{
array "origin"[3] : opt
{
float "" // This point declares the unrotated lower corner of cube (smallest x/y/z value in model space units).
}
array "size"[3] : opt
{
float "" // The cube extends this amount relative to its origin (in model space units).
}
array "rotation"[3] : opt
{
float "" // The cube is rotated by this amount (in degrees, x-then-y-then-z order) around the pivot.
}
array "pivot"[3] : opt
{
float "" // 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.
object "uv"[0,*] : 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 "" // 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 "" // 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 "" // 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 "" // 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 "" // 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 "" // 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 "" // 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 "" // 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 "" // 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 "" // 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 "" // 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 "" // The face maps this many texels from the uv origin. If not specified, the box dimensions are used instead.
}
string "material_instance" : opt
}
}
array "uv"[2] : opt
{
float "" // Specifies the upper-left corner on the texture for the start of the texture mapping for this box.
}
}
}
object "locators" : opt
{
object "" : 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 "" : opt // Position of the locator in model space.
}
array "rotation"
{
float "" : opt // Rotation of the locator in model space.
}
}
array "" : 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 "" : opt // Position of the locator in model space.
}
}
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 ""[3] : opt
{
float "" // 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 ""[3] : opt
{
float "" // 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 ""[2] : opt
{
float "" // 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 ""[3,4] : opt
{
array ""[3]
{
float "" // 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" // 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 ""
{
string "texture" // The friendly-named texture to use.
array "position"[3] : opt
{
float "" // 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 "" // The pivot point on the texture (in *texture space* not entity or bone space) of the texture geometry
}
array "rotation"[3] : opt
{
float "" // The rotation (in degrees) of the texture geometry relative to the offset
}
array "scale"[3] : opt
{
float "" // The scale (in degrees) of the texture geometry relative to the offset
}
}
}
}
}
}
}
}

----------
geometry:1.14.0:{
version "format_version"
array "minecraft:geometry"
{
object ""
{
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 "" // 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"[0,*] : opt // Bones define the 'skeleton' of the mob: the parts that can be animated, and to which geometry and other bones are attached.
{
object "" : 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 "" // The bone pivots around this point (in model space units).
}
array "rotation"[3] : opt
{
float "" // 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" : opt
array "cubes"[0,*] : opt // This is the list of cubes associated with this bone.
{
object ""[0,*] : opt
{
array "origin"[3] : opt
{
float "" // This point declares the unrotated lower corner of cube (smallest x/y/z value in model space units).
}
array "size"[3] : opt
{
float "" // The cube extends this amount relative to its origin (in model space units).
}
array "rotation"[3] : opt
{
float "" // The cube is rotated by this amount (in degrees, x-then-y-then-z order) around the pivot.
}
array "pivot"[3] : opt
{
float "" // 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.
object "uv"[0,*] : 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 "" // 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 "" // 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 "" // 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 "" // 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 "" // 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 "" // 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 "" // 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 "" // 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 "" // 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 "" // 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 "" // 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 "" // The face maps this many texels from the uv origin. If not specified, the box dimensions are used instead.
}
string "material_instance" : opt
}
}
array "uv"[2] : opt
{
float "" // Specifies the upper-left corner on the texture for the start of the texture mapping for this box.
}
}
}
object "locators" : opt
{
object "" : 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 "" : opt // Position of the locator in model space.
}
array "rotation"
{
float "" : opt // Rotation of the locator in model space.
}
}
array "" : 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 "" : opt // Position of the locator in model space.
}
}
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 ""[3] : opt
{
float "" // 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 ""[3] : opt
{
float "" // 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 ""[2] : opt
{
float "" // 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 ""[3,4] : opt
{
array ""[3]
{
float "" // 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" // 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 ""
{
string "texture" // The friendly-named texture to use.
array "position"[3] : opt
{
float "" // 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 "" // The pivot point on the texture (in *texture space* not entity or bone space) of the texture geometry
}
array "rotation"[3] : opt
{
float "" // The rotation (in degrees) of the texture geometry relative to the offset
}
array "scale"[3] : opt
{
float "" // The scale (in degrees) of the texture geometry relative to the offset
}
}
}
}
}
}
}
}

----------
```

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