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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.
#
# Special cases:
# - the mushrooms on the back of the Mooshroom can be customized with the textures 
#   "assets/minecraft/textures/entity/cow/red_mushroom.png"  
#   "assets/minecraft/textures/entity/cow/brown_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
# cat                    back_left_leg, back_right_leg, front_left_leg, front_right_leg, tail, tail2, head, body
# cave_spider            head, neck, body, leg1 ... leg8
# chest                  lid, base, knob
# chest_large            lid_left, base_left, knob_left, lid_right, base_right, knob_right
# chicken                head, body, right_leg, left_leg, right_wing, left_wing, bill, chin
# cod                    body, fin_back, head, nose, fin_right, fin_left, tail
# cow                    head, body, leg1 ... leg4
# creeper                head, armor, body, leg1 ... leg4
# dragon                 head, spine, jaw, body, left_wing, left_wing_tip, right_wing, right_wing_tip,
#                        front_left_leg, front_left_shin, front_left_foot, back_left_leg, back_left_shin, back_left_foot, 
#                        front_right_leg, front_right_shin, front_right_foot, back_right_leg, back_right_shin, back_right_foot
# donkey                 <same as horse>, left_chest, right_chest
# 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
# 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
# fox                    head, body, leg1 ... leg4, tail
# ghast                  body, tentacle1 ... tentacle9
# giant                  head, headwear, body, left_arm, right_arm, left_leg, right_leg
# guardian               body, eye, spine1 ... spine12, tail1 ... tail3
# head_dragon            head, jaw
# head_player            head
# head_skeleton          head
# head_wither_skeleton   head
# head_zombie            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,
#                        child_back_left_leg, child_back_right_leg, child_front_left_leg, child_front_right_leg
# 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, chest_right, chest_left
# magma_cube             core, segment1 ... segment8
# minecart               bottom, back, front, right, left, dirt
# mooshroom              head, body, leg1 ... leg4
# mule                   <same as horse>, left_chest, right_chest
# ocelot                 back_left_leg, back_right_leg, front_left_leg, front_right_leg, tail, tail2, head, body
# panda                  head, body, leg1 ... leg4
# parrot                 head, body, tail, left_wing, right_wing, left_leg, right_leg
# phantom                body, left_wing, left_wing_tip, right_wing, right_wing_tip, head, tail, tail2
# puffer_fish_big        body, fin_right, fin_left, spikes_front_top, spikes_middle_top, spikes_back_top, spikes_front_right, spikes_front_left, 
#                        spikes_front_bottom, spikes_middle_bottom, spikes_back_bottom, spikes_back_right, spikes_back_left
# puffer_fish_medium     body, fin_right, fin_left, spikes_front_top, spikes_back_top, spikes_front_right, spikes_back_right, spikes_back_left, 
#                        spikes_front_left, spikes_back_bottom, spikes_front_bottom
# puffer_fish_small      body, eye_right, eye_left, tail, fin_right, fin_left
# pig                    head, body, leg1 ... leg4
# pillager               head, body, arms, left_leg, right_leg, nose, left_arm, right_arm
# 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
# ravager                head, jaw, body, leg1 ... leg4, neck
# salmon                 body_front, body_back, head, fin_back_1, fin_back_2, tail, fin_right, fin_left
# 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
# trapped_chest          lid, base, knob
# trapped_chest_large    lid_left, base_left, knob_left, lid_right, base_right, knob_right
# tropical_fish_a        body, tail, fin_right, fin_left, fin_top
# tropical_fish_b        body, tail, fin_right, fin_left, fin_top, fin_bottom
# turtle                 head, body, leg1 ... leg4, body2
# 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
#
# 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,
          ...
        }
      ]
      ...
    },
    ...
  ]
}