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bone_map

Files live in animations/. Used by no component property yet.

A bone map lets one rig play another's clips. [bones] pairs a canonical bone name with the node path it takes on this rig, relative to the playing node; profile names a skeleton_profile asset whose rests the clip was authored against, and defaults to the built-in humanoid. Pass the map to animation.play(node, clip, { retarget = "maps/hero.toml" }): each track's target is renamed through it, rotations are re-read as turns away from the profile's rest, and positions are scaled by how much longer this rig's bones are.

type = "bone_map"

[bones]
Hips = "Armature/Hips"
Spine = "Armature/Hips/Spine"
Head = "Armature/Hips/Spine/Neck/Head"