SCHEMAS DOCUMENTATION Version: 1.14.30.2
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Overview
These are the data format schemas for content creators to reference when editing or creating new content.Back to top
Schemas
```--------actor_animation:1.8.0:{ version "format_version"[0,*] object "animations"[0,*] { object "animation."[0,*] { bool "loop"[0,*] : opt // should this animation loop or stop playing when finished molang "anim_time_update"[0,*] : 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"[0,*] : opt bool "override_previous_animation"[0,*] : opt // reset bones in this animation to the default pose before applying this animation object "bones"[0,*] : opt { object ""[0,*] { object "relative_to"[0,*] : opt { string "rotation"[0,*] : opt // if set, makes the bone rotation relative to the entity instead of the bone's parent } molang "position"[0,*] : opt object "position"[0,*] : opt { object ""[0,*] { enumerated_value "lerp_mode"[0,*] : opt array "pre"[3] : opt { molang ""[0,*] } array "post"[3] : opt { molang ""[0,*] } } array ""[3] { molang ""[0,*] } } array "position"[0,*] : opt { molang ""[0,*] } molang "rotation"[0,*] : opt array "rotation"[0,*] : opt { molang ""[0,*] object ""[0,*] { molang "[xyz]"[0,*] } } object "rotation"[0,*] : opt { object ""[0,*] { enumerated_value "lerp_mode"[0,*] : opt array "pre"[3] : opt { molang ""[0,*] } array "post"[3] : opt { molang ""[0,*] } } array ""[3] { molang ""[0,*] } } molang "scale"[0,*] : opt object "scale"[0,*] : opt { object ""[0,*] { enumerated_value "lerp_mode"[0,*] : opt array "pre"[3] : opt { molang ""[0,*] } array "post"[3] : opt { molang ""[0,*] } } array ""[3] { molang ""[0,*] } } array "scale"[0,*] : opt { molang ""[0,*] } } } object "particle_effects"[0,*] : opt { array ""[0,*] : opt { object ""[0,*] : opt { string "effect"[0,*] // The name of a particle effect that should be played string "locator"[0,*] : opt // The name of a locator on the actor where the effect should be located molang "pre_effect_script"[0,*] : opt // A molang script that will be run when the particle emitter is initialized bool "bind_to_actor"[0,*] : 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 ""[0,*] : opt { string "effect"[0,*] // The name of a particle effect that should be played string "locator"[0,*] : opt // The name of a locator on the actor where the effect should be located molang "pre_effect_script"[0,*] : opt // A molang script that will be run when the particle emitter is initialized bool "bind_to_actor"[0,*] : 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"[0,*] : opt // sound effects to trigger as this animation plays, keyed by time { array ""[0,*] : opt { object ""[0,*] : opt { string "effect"[0,*] // Valid sound effect names should be listed in the entity's resource_definition json file. } } object ""[0,*] : opt { string "effect"[0,*] // Valid sound effect names should be listed in the entity's resource_definition json file. } } object "timeline"[0,*] : opt { string ""[0,*] : opt array ""[0,*] : opt { string ""[0,*] : opt } } float "animation_length"[0,*] : 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"[0,*] object "animation_controllers"[0,*] { object "controller.animation."[0,*] { object "states"[0,*] { object ""[0,*] { object "variables"[0,*] : opt { object ""[0,*] { molang "input"[0,*] object "remap_curve"[0,*] : opt { float ""[0,*] } } } array "animations"[0,*] : opt { string ""[0,*] object ""[0,*] { molang ""[0,*] } } array "transitions"[0,*] : opt { object "" : opt { string ""[0,*] } } bool "blend_via_shortest_path"[0,*] : opt // When blending a transition to another state, animate each euler axis through the shortest rotation, instead of by value object "blend_transition"[0,*] : opt // Specifies the cross-fade time in seconds when transitioning to another state { float ""[0,*] // 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"[0,*] : 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"[0,*] : opt { object ""[0,*] : opt { string "effect"[0,*] // The name of a particle effect that should be played string "locator"[0,*] : opt // The name of a locator on the actor where the effect should be located string "pre_effect_script"[0,*] : opt // A molang script that will be run when the particle emitter is initialized bool "bind_to_actor"[0,*] : 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"[0,*] : opt { string ""[0,*] : opt } array "on_exit"[0,*] : opt { string ""[0,*] : opt } array "sound_effects"[0,*] : opt // Collection of sounds to trigger on entry to this animation state. { object ""[0,*] : opt { string "effect"[0,*] // Valid sound effect names should be listed in the entity's resource_definition json file. } } } } string "initial_state"[0,*] : opt } }}----------block_reference:1.10.0:{ string "name"[0,*] object "states"[0,*] { bool "\w*:?\w+"[0,*] : opt int "\w*:?\w+"[0,*] : opt string "\w*:?\w+"[0,*] : opt }}----------actor_resource_definition:1.8.0:{ version "format_version"[0,*] object "minecraft:(client_entity|attachable)"[0,*] { object "description"[0,*] { string "identifier"[0,*] version "min_engine_version"[0,*] : opt object "materials"[0,*] : opt { string ""[0,*] } object "textures"[0,*] : opt { string ""[0,*] } object "geometry"[0,*] { string ""[0,*] } object "spawn_egg"[0,*] : opt { string "texture"[0,*] : opt string "base_color"[0,*] : opt string "overlay_color"[0,*] : opt int "texture_index"[0,*] : opt } object "scripts"[0,*] : opt { array "pre_animation"[0,*] : opt { molang ""[0,*] } molang "scale"[0,*] : opt molang "scale[xX]"[0,*] : opt molang "scale[yY]"[0,*] : opt molang "scale[zZ]"[0,*] : opt molang "parent_setup"[0,*] : opt } object "particle_effects" : opt { string ""[0,*] : opt } object "particle_emitters" : opt { string ""[0,*] : opt } object "animations" : opt { string ""[0,*] : opt } array "animation_controllers" : opt { object ""[0,*] : opt { string ""[0,*] : opt } } array "render_controllers" : opt { string ""[0,*] : opt } object "sound_effects" : opt { string ""[0,*] : opt } bool "enable_attachables"[0,*] : opt } }}----------actor_resource_definition:1.10.0:{ version "format_version"[0,*] object "minecraft:client_entity"[0,*] : opt { object "description"[0,*] { string "identifier"[0,*] version "min_engine_version"[0,*] : opt object "materials"[0,*] : opt { string ""[0,*] } object "textures"[0,*] : opt { string ""[0,*] } object "geometry"[0,*] { string ""[0,*] } object "spawn_egg"[0,*] : opt { string "texture"[0,*] : opt string "base_color"[0,*] : opt string "overlay_color"[0,*] : opt int "texture_index"[0,*] : opt } object "scripts"[0,*] : opt { array "initialize"[0,*] : opt { molang ""[0,*] } array "pre_animation"[0,*] : opt { molang ""[0,*] } molang "scale"[0,*] : opt molang "scale[xX]"[0,*] : opt molang "scale[yY]"[0,*] : opt molang "scale[zZ]"[0,*] : opt molang "parent_setup"[0,*] : opt array "animate" : opt { string ""[0,*] : opt object "" : opt { molang ""[0,*] : opt } } } object "particle_effects" : opt { string ""[0,*] : opt } object "particle_emitters" : opt { string ""[0,*] : opt } object "animations" : opt { string ""[0,*] : opt } array "render_controllers" : opt { string ""[0,*] : opt object "" : opt { molang ""[0,*] : opt } } object "sound_effects" : opt { string ""[0,*] : opt } bool "enable_attachables"[0,*] : opt } } object "minecraft:attachable"[0,*] : opt { object "description"[0,*] { string "identifier"[0,*] version "min_engine_version"[0,*] : opt object "materials"[0,*] : opt { string ""[0,*] } object "textures"[0,*] : opt { string ""[0,*] } object "geometry"[0,*] { string ""[0,*] } object "spawn_egg"[0,*] : opt { string "texture"[0,*] : opt string "base_color"[0,*] : opt string "overlay_color"[0,*] : opt int "texture_index"[0,*] : opt } object "scripts"[0,*] : opt { array "initialize"[0,*] : opt { molang ""[0,*] } array "pre_animation"[0,*] : opt { molang ""[0,*] } molang "scale"[0,*] : opt molang "scale[xX]"[0,*] : opt molang "scale[yY]"[0,*] : opt molang "scale[zZ]"[0,*] : opt molang "parent_setup"[0,*] : opt array "animate" : opt { string ""[0,*] : opt object "" : opt { molang ""[0,*] : opt } } } object "particle_effects" : opt { string ""[0,*] : opt } object "particle_emitters" : opt { string ""[0,*] : opt } object "animations" : opt { string ""[0,*] : opt } array "render_controllers" : opt { string ""[0,*] : opt object "" : opt { molang ""[0,*] : opt } } object "sound_effects" : opt { string ""[0,*] : opt } bool "enable_attachables"[0,*] : opt string "item"[0,*] : opt object "item" : opt { molang ""[0,*] } } }}----------render_controller:1.8.0:{ version "format_version"[0,*] object "render_controllers"[0,*] { object "controller.render."[0,*] { bool "rebuild_animation_matrices"[0,*] : opt object "arrays"[0,*] : opt { object "geometries"[0,*] : opt { array "array."[0,*] { string ""[0,*] } } object "materials"[0,*] : opt { array "array."[0,*] { string ""[0,*] } } object "textures"[0,*] : opt { array "array."[0,*] { string ""[0,*] } } } string "geometry"[0,*] array "part_visibility"[0,*] : opt { object ""[0,*] { molang "[a-zA-Z0-9_.:*]+"[0,*] } } array "materials"[0,*] : opt { object ""[0,*] { molang "[a-zA-Z0-9_.:*]+"[0,*] } } array "textures"[0,*] : opt { string ""[0,*] } object "color"[0,*] : opt { molang "r"[0,*] : opt molang "g"[0,*] : opt molang "b"[0,*] : opt molang "a"[0,*] : opt } object "overlay_color"[0,*] : opt { molang "r"[0,*] : opt molang "g"[0,*] : opt molang "b"[0,*] : opt molang "a"[0,*] : opt } object "uv_anim"[0,*] : opt { array "offset"[2] { molang ""[0,*] } array "scale"[2] { molang ""[0,*] } } molang "light_color_multiplier"[0,*] : opt bool "ignore_lighting"[0,*] : opt bool "filter_lighting"[0,*] : opt } }}----------geometry:1.8.0:{ version "format_version"[0,*] object "geometry.[a-zA-Z0-9_.'-:]+"[0,*] { float "visible_bounds_width"[0,*] : opt float "visible_bounds_height"[0,*] : opt array "visible_bounds_offset"[3] : opt { float ""[0,*] } int "texturewidth"[0,*] : opt int "textureheight"[0,*] : opt string "cape"[0,*] : opt array "bones"[0,*] : opt { object ""[0,*] : opt { string "name"[0,*] bool "reset"[0,*] : opt bool "neverRender"[0,*] : opt string "parent"[0,*] : opt array "pivot"[3] : opt { float ""[0,*] } array "rotation"[3] : opt { float ""[0,*] } array "bind_pose_rotation"[3] : opt { float ""[0,*] : opt } bool "mirror"[0,*] : opt float "inflate"[0,*] : opt bool "debug"[0,*] : opt int "render_group_id"[0,*] : opt array "cubes"[0,*] : opt { object ""[0,*] : opt { array "origin"[3] : opt { float ""[0,*] } array "size"[3] : opt { float ""[0,*] } array "uv"[2] : opt { float ""[0,*] } float "inflate"[0,*] : opt bool "mirror"[0,*] : opt } } object "locators"[0,*] : opt { array ""[0,*] : opt { float ""[0,*] : opt } } object "poly_mesh"[0,*] : opt { bool "normalized_uvs"[0,*] : opt array "positions"[0,*] : opt { array ""[3] : opt { float ""[0,*] } } array "normals"[0,*] : opt { array ""[3] : opt { float ""[0,*] } } array "uvs"[0,*] : opt { array ""[2] : opt { float ""[0,*] } } array "polys"[0,*] { array ""[3,4] : opt { array ""[3] { float ""[0,*] } } } string "polys"[0,*] } array "texture_meshes"[0,*] : opt { object ""[0,*] { string "texture"[0,*] array "position"[3] : opt { float ""[0,*] } array "local_pivot"[3] : opt { float ""[0,*] } array "rotation"[3] : opt { float ""[0,*] } array "scale"[3] : opt { float ""[0,*] } } } } } }}----------geometry:1.12.0:{ version "format_version"[0,*] array "minecraft:geometry" { object ""[0,*] { object "description"[0,*] { string "identifier"[0,*] // Entity definition and Client Block definition files refer to this geometry via this identifier. float "visible_bounds_width"[0,*] : opt // Width of the visibility bounding box (in model space units). float "visible_bounds_height"[0,*] : opt // Height of the visible bounding box (in model space units). array "visible_bounds_offset"[3] : opt { float ""[0,*] // Offset of the visibility bounding box from the entity location point (in model space units). } int "texture_width"[0,*] : opt // Assumed width in texels of the texture that will be bound to this geometry. int "texture_height"[0,*] : opt // Assumed height in texels of the texture that will be bound to this geometry. } string "cape"[0,*] : 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 ""[0,*] : opt { string "name"[0,*] // Animation files refer to this bone via this identifier. string "parent"[0,*] : 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 ""[0,*] // The bone pivots around this point (in model space units). } array "rotation"[3] : opt { float ""[0,*] // This is the initial rotation of the bone around the pivot, pre-animation (in degrees, x-then-y-then-z order). } bool "mirror"[0,*] : opt // Mirrors the UV's of the unrotated cubes along the x axis, also causes the east/west faces to get flipped. float "inflate"[0,*] : opt // Grow this box by this additive amount in all directions (in model space units). bool "debug"[0,*] : opt int "render_group_id"[0,*] : opt array "cubes"[0,*] : opt // This is the list of cubes associated with this bone. { object ""[0,*] : opt { array "origin"[3] : opt { float ""[0,*] // This point declares the unrotated lower corner of cube (smallest x/y/z value in model space units). } array "size"[3] : opt { float ""[0,*] // The cube extends this amount relative to its origin (in model space units). } array "rotation"[3] : opt { float ""[0,*] // The cube is rotated by this amount (in degrees, x-then-y-then-z order) around the pivot. } array "pivot"[3] : opt { float ""[0,*] // 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"[0,*] : 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"[0,*] : 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"[0,*] : 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 ""[0,*] // 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 ""[0,*] // The face maps this many texels from the uv origin. If not specified, the box dimensions are used instead. } string "material_instance"[0,*] : opt } object "south"[0,*] : 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 ""[0,*] // 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 ""[0,*] // The face maps this many texels from the uv origin. If not specified, the box dimensions are used instead. } string "material_instance"[0,*] : opt } object "east"[0,*] : 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 ""[0,*] // 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 ""[0,*] // The face maps this many texels from the uv origin. If not specified, the box dimensions are used instead. } string "material_instance"[0,*] : opt } object "west"[0,*] : 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 ""[0,*] // 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 ""[0,*] // The face maps this many texels from the uv origin. If not specified, the box dimensions are used instead. } string "material_instance"[0,*] : opt } object "up"[0,*] : 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 ""[0,*] // 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 ""[0,*] // The face maps this many texels from the uv origin. If not specified, the box dimensions are used instead. } string "material_instance"[0,*] : opt } object "down"[0,*] : 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 ""[0,*] // 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 ""[0,*] // The face maps this many texels from the uv origin. If not specified, the box dimensions are used instead. } string "material_instance"[0,*] : opt } } array "uv"[2] : opt { float ""[0,*] // Specifies the upper-left corner on the texture for the start of the texture mapping for this box. } } } object "locators"[0,*] : opt { object ""[0,*] : 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"[0,*] { float ""[0,*] : opt // Position of the locator in model space. } array "rotation"[0,*] { float ""[0,*] : opt // Rotation of the locator in model space. } } array ""[0,*] : 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 ""[0,*] : opt // Position of the locator in model space. } } object "poly_mesh"[0,*] : opt // ***EXPERIMENTAL*** A triangle or quad mesh object. Can be used in conjunction with cubes and texture geometry. { bool "normalized_uvs"[0,*] : 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"[0,*] : opt { array ""[3] : opt { float ""[0,*] // 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"[0,*] : opt { array ""[3] : opt { float ""[0,*] // 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"[0,*] : opt { array ""[2] : opt { float ""[0,*] // 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"[0,*] { array ""[3,4] : opt { array ""[3] { float ""[0,*] // 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"[0,*] // 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"[0,*] : opt // ***EXPERIMENTAL*** Adds a mesh to the bone's geometry by converting texels in a texture into boxes { object ""[0,*] { string "texture"[0,*] // The friendly-named texture to use. array "position"[3] : opt { float ""[0,*] // 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 ""[0,*] // The pivot point on the texture (in *texture space* not entity or bone space) of the texture geometry } array "rotation"[3] : opt { float ""[0,*] // The rotation (in degrees) of the texture geometry relative to the offset } array "scale"[3] : opt { float ""[0,*] // The scale (in degrees) of the texture geometry relative to the offset } } } } } } }}----------```Back to top