OptiFineDoc翻译 cem_model.txt

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# Json实体模型
# OptiFine的自定义实体模型的参考配置
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# 对于每一个你想要覆盖的实体模型或者方块实体模型,
# 使用这个模板在 "assets/minecraft/optifine/cem" 文件夹下
# 新建一个名称格式为 "<实体名>.jem" 的文件。
# 实体模型包含一系列实体部件模型。
# 部件模型可以在此文件内部被指定,或者从外部的 ".jpm" 文件读取。
#
# 特例:
# - 哞菇背后的蘑菇可以通过下列纹理自定义
#   "assets/minecraft/textures/entity/cow/red_mushroom.png"
#   "assets/minecraft/textures/entity/cow/brown_mushroom.png"
#
# 实体名               部件名
# ==================== ======================================================
# 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, headwear, headwear2, body, bodywear, arms, left_leg, right_leg, nose
# vindicator           head, body, arms, left_leg, right_leg, nose, left_arm, right_arm
# witch                head, headwear, headwear2, body, bodywear, arms, left_leg, right_leg, nose, mole
# 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
#
# 只有 "models" 和 "part" 是必需的.
#
# 注意: 这不是一个有效的JSON格式,只能作为参考
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{
  "texture": <texture.png>                                              - 实体模型使用的纹理
  "textureSize": [<width>, <height>],                                   - 纹理尺寸 (像素)
  "shadowSize": <shadow_size>,                                          - 模型阴影尺寸 (0.0 - 1.0)
  models                                                                - 模型列表
  [
    {
      "baseId": <parent_id>,                                            - 模型的父类ID, 所有父类属性都会被继承
      "model": <model.jpm>,                                             - 部件模型文件,从中读取部件模型的定义
      "id": <id>,                                                       - 模型ID, 可以将模型引用为父类
      "part": <part>,                                                   - 部件模型要附着的实体部件
      "attach": <true|false>,                                           - True: 附着到实体部件, False: 取而代之
      "scale": <scale>,                                                 - 渲染尺寸, 默认为1.0
      # 部件模型定义, 详见"cem_part.txt"                                - 部件模型定义 (内部)
      "animations":
      [
        {
          "variable1": "expression1",                                   - 详见"cem_animation.txt"
          "variable2": "expression2,
          ...
        }
      ]
      ...
    },
    ...
  ]
}

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