FOnline Engine
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Documentation Docs/en/reference/model-format/index.md

Generated Model Format Reference

Generated reference. Do not edit directly. Update BuildTools/ModelFormatInterface.json, then run python 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
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