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# Json Entity Model
# Reference configuration for OptiFine's feature Custom Entity Models
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# 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.
#
# Entity name          Part name
# ==================== ======================================================
# armor_stand          right, left, waist, base
# banner               slate, stand, top
# bat                  head, body, right_wing, left_wing, outer_right_wing, outer_left_wing
# 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>
# 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
# evocation_fangs      base, upper_jaw, lower_jaw
# evocation_illager    head, body, arms, left_leg, right_leg, nose, left_arm, right_arm
# ghast                body, tentacle1 ... tentacle9
# guardian             body, eye, spine1 ... spine12, tail1 ... tail3
# head_dragon          head, jaw
# head_humanoid        head, head2
# head_skeleton        head
# horse                head, upper_mouth, lower_mouth, horse_left_ear, horse_right_ear, mule_left_ear, mule_right_ear, neck, 
#                      horse_face_ropes, mane, body, tail_base, tail_middle, tail_tip, back_left_leg, back_left_shin, back_left_hoof, 
#                      back_right_leg, back_right_shin, back_right_hoof, front_left_leg, front_left_shin, front_left_hoof, front_right_leg, 
#                      front_right_shin, front_right_hoof, mule_left_chest, mule_right_chest, horse_saddle_bottom, horse_saddle_front, 
#                      horse_saddle_back, horse_left_saddle_rope, horse_left_saddle_metal, horse_right_saddle_rope, horse_right_saddle_metal, 
#                      horse_left_face_metal, horse_right_face_metal, horse_left_rein, horse_right_rein
# iron_golem           head, body, left_arm, right_arm, left_leg, right_leg
# lead_knot            knot
# magma_cube           core, segment1 ... segment8
# minecart             bottom, back, front, right, left, dirt
# mule                 <same as horse>
# ocelot               back_left_leg, back_right_leg, front_left_leg, front_right_leg, tail, tail2, head, body
# 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
# 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
# vindication_illager  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_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
#
# 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  
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{
  "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,
          ...
        }
      ]
      ...
    },
    ...
  ]
}