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"