######################################################################
# Custom Entity Model Animations
# Reference configuration for OptiFine's feature Custom Entity Models
######################################################################
# Each model variable which is to be animated is assigned an expression. 
# The expression is evaluated every time the model is rendered and its value is assigned to the variable.
# The variables and expressions are defined in the "animation" section of the json entity model (JEM).
#  
#  "animations":
#  [
#    {
#      "variable1": "expression1",    
#      "variable2": "expression2,
#      ...
#    }
#  ]
# 
# 
# Variables
# Model variables are specified in the format 
#   "<model>.<variable_name>"
#
# The model can be:
#  "this" - current custom model
#  "part" - the original part model to which the custom model is attached
#  "<part>" - original model by part name  
#  "<id>" - custom model by ID
#  "<part>:<sub_id>:<sub_sub_id>:..." - (hierarchical) start with original model by part name, then find children by ID
#  "<id>:<sub_id>:<sub_sub_id>:..." - (hierarchical) start with model by ID, then find children by ID
#
# The first model found by part name or ID is used if there are duplicates.
# The model search by ID is deep, also when used in a hierarchical specification. 
#
# The hierarchical specification allows model groups (json part models) to be reused for different parts. 
# For example one hand model ("shoulder:upper_arm:elbow:forearm:palm:finger[1.5]" can be used for both left and right hand.
# The animation can use "left_hand:finger1" for the left thumb and "right_hand:finger1" for the right thumb. 
# The intermediate parents in the hierarchical specification can be skipped. 
#
# Variable names
#   tx, ty, tz - translation x, y, z
#   rx, ry, rz - rotation x, y, z
#   sx, sy, sz - scale x, y, z
# 
# Expressions
#
# Expressions are general mathematical expressions with brackets, constants, variables, operators and functions.
#
# Constants
#   floating point number
#   pi - 3.1415926
#   true
#   false
#
# Variables
#   <model>.<var> - model variable, see the model variable specification
#   time - current world time in ticks
#
# Render parameters
#   limb_swing - limb animation counter
#   limb_speed - limb movement speed
#   age - age in ticks
#   head_yaw - head yaw
#   head_pitch - head pitch
#
# Entity parameters (float)
#   health
#   hurt_time
#   idle_time
#   max_health
#   move_forward
#   move_strafing
#   pos_x, pos_y, pos_z
#   revenge_time
#   swing_progress
#
# Entity parameters (boolean)
#   is_alive
#   is_burning
#   is_child
#   is_glowing
#   is_hurt
#   is_in_hand
#   is_in_ground
#   is_in_gui
#   is_in_lava
#   is_in_water
#   is_invisible
#   is_on_ground
#   is_ridden
#   is_riding
#   is_sneaking
#   is_sprinting
#   is_wet
#
# Operators
#   +, -, *, /, %
#   !, &&, || 
#   >, >=, <, <=, ==, !=
#
# Functions
#   sin(x)
#   cos(x)
#   asin(x)
#   acos(x)
#   tan(x)
#   atan(x)
#   atan2(y, x)
#   torad(deg)
#   todeg(rad)
#   min(x, y ,...)
#   max(x, y, ...)
#   clamp(x, min, max)                             Limits a value to be between min and max values
#   abs(x)
#   floor(x)
#   ceil(x)
#   exp(x)
#   frac(x)
#   log(x)
#   pow(x)
#   random(x)
#   round(x)
#   signum(x)
#   sqrt(x)
#   fmod(x, y)                                     Similar to Math.floorMod()
#   if(cond, val, [cond2, val2, ...], val_else)    Select a value based one or more conditions
#
# Boolean functions                 
#   between(x, min, max)                           Check if a value is between min and max values
#   equals(x, y, epsilon)                          Compare two float values with error margin
#   in(x, val1, val2, ...)                         Check if a value equals one of several values
#
#  Example:
#    ...
#    "animations":
#    [
#      {
#        "this.rx": "clamp(-0.5 * part.rx, 0, 90)",
#        "this.tx": "3 * sin(limb_swing / 4) - 2",
#        "this:Hoof.rx": "if(leg4:Hoof.rx > 90, leg4:Hoof.rx - 90, 0)"
#        ...
#      }
#    ]
#    