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######################################################################
# Json Entity Model
# Reference configuration for OptiFine's feature Custom Entity Models
######################################################################
# For each entity model or tile entity model that you wish to override
# use this template and create a "<entity_name>.jem" file in the
# "assets/minecraft/optifine/cem" folder of your resource pack.
# The entity model contains a list of entity part models.
# The part models can be specified inline or loaded from external ".jpm" files.
#
# Special cases:
# - the mushrooms on the back of the Mooshroom can be customized with the texture
# "assets/minecraft/textures/entity/cow/red_mushroom.png"
#
# Entity name Part name
# ==================== ======================================================
# armor_stand head, headwear, body, left_arm, right_arm, left_leg, right_leg, right, left, waist, base
# banner slate, stand, top
# bat head, body, right_wing, left_wing, outer_right_wing, outer_left_wing
# bed head, foot, leg1 ... leg4
# blaze head, stick1 ... stick12
# boat bottom, back, front, right, left, paddle_left, paddle_right, bottom_no_water
# book cover_right, cover_left, pages_right, pages_left, flipping_page_right, flipping_page_left, book_spine
# cave_spider head, neck, body, leg1 ... leg8
# chest lid, base, knob
# chest_large lid, base, knob
# chicken head, body, right_leg, left_leg, right_wing, left_wing, bill, chin
# cow head, body, leg1 ... leg4
# creeper head, armor, body, leg1 ... leg4
# dragon head, spine, jaw, body, rear_leg, front_leg, rear_leg_tip, front_leg_tip, rear_foot, front_foot, wing, wing_tip
# donkey <same as horse>
# dolphin body, back_fin, left_fin, right_fin, tail
# drowned head, headwear, body, left_arm, right_arm, left_leg, right_leg
# ender_chest lid, base, knob
# end_crystal cube, glass, base
# end_crystal_no_base cube, glass
# enderman head, headwear, body, left_arm, right_arm, left_leg, right_leg
# endermite body1 ... body4
# evoker head, body, arms, left_leg, right_leg, nose, left_arm, right_arm
# evoker_fangs base, upper_jaw, lower_jaw
# ghast body, tentacle1 ... tentacle9
# guardian body, eye, spine1 ... spine12, tail1 ... tail3
# head_dragon head, jaw
# head_humanoid head, head2
# head_skeleton head
# horse body, neck, back_left_leg, back_right_leg, front_left_leg, front_right_leg, tail, saddle,
# head, mane, mouth, left_ear, right_ear, left_bit, right_bit, left_rein, right_rein, headpiece, noseband
# illusioner head, body, arms, left_leg, right_leg, nose, left_arm, right_arm
# iron_golem head, body, left_arm, right_arm, left_leg, right_leg
# lead_knot knot
# llama head, body, leg1 ... leg4
# magma_cube core, segment1 ... segment8
# minecart bottom, back, front, right, left, dirt
# mooshroom head, body, leg1 ... leg4
# mule <same as horse>
# ocelot back_left_leg, back_right_leg, front_left_leg, front_right_leg, tail, tail2, head, body
# parrot head, body, tail, left_wing, right_wing, left_leg, right_leg
# pig head, body, leg1 ... leg4
# polar_bear head, body, leg1 ... leg4
# rabbit left_foot, right_foot, left_thigh, right_thigh, body, left_arm, right_arm, head, right_ear, left_ear, tail, nose
# sheep head, body, leg1 ... leg4
# sheep_wool head, body, leg1 ... leg4
# shulker head, base, lid
# shulker_box base, lid
# shulker_bullet bullet
# sign board, stick
# silverfish body1 ... body7, wing1 ... wing3
# skeleton head, headwear, body, left_arm, right_arm, left_leg, right_leg
# skeleton_horse <same as horse>
# slime body, left_eye, right_eye, mouth
# snow_golem body, body_bottom, head, left_hand, right_hand
# spawner_minecart bottom, back, front, right, left, dirt
# spider head, neck, body, leg1, ... leg8
# squid body, tentacle1 ... tentacle8
# stray head, headwear, body, left_arm, right_arm, left_leg, right_leg
# tnt_minecart bottom, back, front, right, left, dirt
# vex head, headwear, body, left_arm, right_arm, left_leg, right_leg, left_wing, right_wing
# villager head, body, arms, left_leg, right_leg, nose
# vindicator head, body, arms, left_leg, right_leg, nose, left_arm, right_arm
# witch head, body, arms, left_leg, right_leg, nose, mole, hat
# wither body1 ... body3, head1 ... head3
# wither_skeleton head, headwear, body, left_arm, right_arm, left_leg, right_leg
# wither_skull head
# wolf head, body, leg1 ... leg4, tail, mane
# zombie head, headwear, body, left_arm, right_arm, left_leg, right_leg
# zombie_horse <same as horse>
# zombie_pigman head, headwear, body, left_arm, right_arm, left_leg, right_leg
# zombie_villager head, headwear, body, left_arm, right_arm, left_leg, right_leg
#
# Only the elements "models" and "part" are required.
#
# Note: This is not a valid JSON format and it should only be used as a reference
######################################################################
{
"texture": <texture.png> - Texture used by the entity model
"textureSize": [<width>, <height>], - Texture size in pixels
"shadowSize": <shadow_size>, - Model shadow size (0.0 - 1.0)
models - List of models
[
{
"baseId": <parent_id>, - Model parent ID, all parent properties are inherited
"model": <model.jpm>, - Part model file, from which to load the part model definition
"id": <id>, - Model ID, can be used to reference the model as parent
"part": <part>, - Entity part to which the part model is atached
"attach": <true|false>, - True: attach to the entity part, False: replace it
"scale": <scale>, - Render scale, default is 1.0
# Part Model definition, see "cem_part.txt" for details - Part model definition (inline)
"animations":
[
{
"variable1": "expression1", - See "cem_animation.txt" for details
"variable2": "expression2,
...
}
]
...
},
...
]
}
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