"filename":"skeleton.ozz",// Specifies skeleton input/output filename. The file will be outputted if import is true. It will also be used as an input reference during animations import.
// Define skeleton import settings.
"import":
{
"enable":true,// Imports (from source data file) and writes skeleton output file.
"raw":false,// Outputs raw skeleton.
// Define nodes types that should be considered as skeleton joints.
"types":
{
"skeleton":true,// Uses skeleton nodes as skeleton joints.
"marker":false,// Uses marker nodes as skeleton joints.
"camera":false,// Uses camera nodes as skeleton joints.
"geometry":false,// Uses geometry nodes as skeleton joints.
"light":false,// Uses light nodes as skeleton joints.
"null":false,// Uses null nodes as skeleton joints.
"any":false// Uses any node type as skeleton joints, including those listed above and any other.
}
}
},
// Animations to import.
"animations":
[
{
"clip":"*",// Specifies clip name (take) of the animation to import from the source file. Wildcard characters '*' and '?' are supported
"filename":"*.ozz",// Specifies animation output filename. Use a '*' character to specify part(s) of the filename that should be replaced by the clip name.
"raw":false,// Outputs raw animation.
"additive":false,// Creates a delta animation that can be used for additive blending.
"additive_reference":"animation",// Select reference pose to use to build additive/delta animation. Can be "animation" to use the 1st animation keyframe as reference, or "skeleton" to use skeleton rest pose.
"tolerance":0.001,// The maximum error that an optimization is allowed to generate on a whole joint hierarchy.
"distance":0.1,// The distance (from the joint) at which error is measured. This allows to emulate effect on skinning.
// Per joint optimization setting override
"override":
[
{
"name":"*",// Joint name. Wildcard characters '*' and '?' are supported
"tolerance":0.001,// The maximum error that an optimization is allowed to generate on a whole joint hierarchy.
"distance":0.1// The distance (from the joint) at which error is measured. This allows to emulate effect on skinning.
}
]
},
// Tracks to build.
"tracks":
[
{
// Properties to import.
"properties":
[
{
"filename":"*.ozz",// Specifies track output filename(s). Use a '*' character to specify part(s) of the filename that should be replaced by the track (aka "joint_name-property_name") name.
"joint_name":"*",// Name of the joint that contains the property to import. Wildcard characters '*' and '?' are supported.
"property_name":"*",// Name of the property to import. Wildcard characters '*' and '?' are supported.
"type":"float1",// Type of the property, can be float1 to float4, point and vector (aka float3 with scene unit and axis conversion).