Documentation
Docs/en/reference/model-format/index.md
Generated Model Format Reference
Generated reference. Do not edit directly. Update
BuildTools/ModelFormatInterface.json, then runpython BuildTools/docs_model_format.py --write.
| Index | Syntax | Tokens | Composition | Assets | Animation | Validation | Canonical JSON | Guide |
This reference describes the reusable Engine-owned .fo3d language and the model assets it composes. Concrete game models and layer meanings remain project-owned.
Contract status
| Field | Value |
|---|---|
| Stability | experimental |
| Support policy | The contract is generated for a pinned Engine revision. Projects own model catalogs, layer meanings, animation enums, visual policy, and concrete assets. |
| Source manifest | BuildTools/ModelFormatInterface.json |
| Contract digest | d4dac97de23a3960a8fe62548f084177090b9e133570a286a15409334b093319 |
| Source extension | .fo3d |
| Mesh inputs | .fbx, .obj |
| Runtime side | client |
| Reference | Entries | Purpose |
|---|---|---|
| Tokens | 32 groups / 59 spellings | Every accepted current parser token. |
| Assets | 6 | Mesh, description, texture, effect, and particle inputs. |
| Validation | 15 | Authoring, baking, runtime, and legacy rules. |
Boundary
Included:
- .fo3d lexical syntax, include templates, parser state, and path resolution
- model layers, root modifiers, mesh/model/particle attachments, transforms, materials, effects, and cuts
- FBX and OBJ mesh input, baked hierarchy requirements, compile-time model limits, and runtime composition
- animation integration points that connect to the dedicated model-animation reference
Excluded:
- project model catalogs, layer-number semantics, enum assignments, equipment policy, and gameplay timing
- DCC authoring tutorials for Blender, Maya, 3ds Max, or other external tools
- renderer backend implementation details and shader-language reference
- 2D sprite frame offsets and sprite root motion