Asset Type Reference

This page documents asset types available in Traktor, their properties, and how they’re used. Assets are the bridge between external content (3D models, textures, sounds, videos) and the runtime engine.

Note: All properties shown here are verified from the current source code. Some assets have additional properties not listed. Use the editor to explore all available options for each asset type.

Most assets that reference external files inherit from the base Asset class, which provides:

  • fileName (Path) - Relative path to the source file

Paths are relative to the Asset path configured in Editor Settings (Edit → Settings → General tab).


Animation Assets

traktor.animation.AnimationAsset

References animation data for skeletal animation.

Properties:

Property Type Description Default
fileName Path Path to source animation file (BVH, FBX, etc.) -
targetSkeleton Guid Target skeleton for retargeting. If empty, uses source skeleton. empty
take String Take/clip name to import from source file ””
scale Float Scale factor applied to animation 1.0
translate Vector4 Translation offset applied to animation (0,0,0)
removeLocomotion Boolean Remove root motion/locomotion from animation true

Use case: Character animations, skeletal motion, retargeted animation.

Creating: Right-click in Database → New instance → Select traktor.animation.AnimationAsset


traktor.animation.SkeletonAsset

References skeletal rig data.

Properties:

Property Type Description Default
fileName Path Path to source file containing skeleton data -
offset Vector4 Position offset for the skeleton (0,0,0)
scale Float Scale factor for the skeleton 1.0
radius Float Radius for bone visualization 0.25
invertX Boolean Invert X-axis coordinates false
invertZ Boolean Invert Z-axis coordinates false

Use case: Character rigs, skeletal hierarchies for animation.

Creating: Right-click in Database → New instance → Select traktor.animation.SkeletonAsset


traktor.animation.ClothAsset

References cloth simulation data.

Use case: Cloth physics for clothing, capes, flags, banners.

Creating: Right-click in Database → New instance → Select traktor.animation.ClothAsset


Mesh Assets

traktor.mesh.MeshAsset

References 3D models for rendering.

Properties:

Property Type Description Default
fileName Path Path to source model (Collada, FBX, LWO, OBJ) -
importFilter String Filter for importing specific parts of model ””
meshType Enum Runtime mesh type (see below) MtStatic
materialShaders Map Mapping from material names to shader Guids empty
materialTextures Map Mapping from material names to texture Guids empty
scaleFactor Float Scale factor applied to mesh 1.0
offset Vector4 Position offset applied to mesh (0,0,0)
renormalize Boolean Recalculate normals during import false
center Boolean Center mesh around origin false
grounded Boolean Place mesh on ground plane (Y=0) false
decalResponse Boolean Allow decals to project onto this mesh true
reduce Float Geometry reduction factor (1.0 = no reduction) 1.0
previewAngle Float Rotation angle for preview in database browser 0.0

Mesh Types:

Type Value Description Use Case
MtInstance 0 Hardware instanced mesh Repeated objects: grass, rocks, debris
MtSkinned 1 Skeleton-deformed mesh Animated characters, creatures
MtStatic 2 Static, non-instanced mesh Unique props, buildings, environment

Note: Earlier versions supported additional mesh types (MtBlend, MtPartition, MtIndoor, MtStream) which are no longer in the current codebase.

Use case: All visual geometry. Characters, props, buildings, vehicles.

Creating: Right-click in Database → Create mesh asset… → Select source model


Physics Assets

traktor.physics.MeshAsset

References collision meshes for physics simulation.

Properties:

Property Type Description Default
fileName Path Path to source geometry file -
importFilter String Filter for importing specific parts ””
calculateConvexHull Boolean Calculate convex hull. Required for dynamic objects. true
margin Float Collision margin around mesh 0.04
scaleFactor Float Scale factor applied to collision mesh 1.0
reduce Float Geometry reduction factor 1.0
center Boolean Center mesh around origin false
grounded Boolean Place on ground plane false
materials Map Mapping from mesh materials to physics materials empty

Use case: Collision geometry for physics bodies.

Creating: Right-click in Database → New instance → Select traktor.physics.MeshAsset


Render Assets

traktor.render.TextureAsset

References image data for textures.

Properties: (via TextureOutput)

Property Type Description Default
fileName Path Path to source image (TGA, PNG, JPEG, GIF) -
textureFormat Enum Target texture format TfInvalid
normalMap Boolean Convert height to normal map false
scaleDepth Float Depth scale for normal map conversion 0.0
generateMips Boolean Generate mipmap chain true
keepZeroAlpha Boolean Preserve zero alpha in mipmaps false
textureType Enum 2D, 3D, or Cube Tt2D
hasAlpha Boolean Force assume alpha channel exists false
generateAlpha Boolean Generate alpha channel false
ignoreAlpha Boolean Ignore source alpha channel false
invertAlpha Boolean Invert alpha values false
premultiplyAlpha Boolean Premultiply alpha false
dilateImage Boolean Dilate image edges false
scaleImage Boolean Resize image false
scaleWidth Integer Target width (if scaleImage enabled) 0
scaleHeight Integer Target height (if scaleImage enabled) 0
flipX Boolean Flip image horizontally false
flipY Boolean Flip image vertically false
enableCompression Boolean Enable texture compression true
encodeAsRGBM Boolean Encode as RGBM format false
inverseNormalMapX Boolean Invert normal map X component false
inverseNormalMapY Boolean Invert normal map Y component false
scaleNormalMap Float Scale normal map intensity 0.0
assumeLinearGamma Boolean Source is in linear gamma space false
generateSphereMap Boolean Generate sphere map from cube false
preserveAlphaCoverage Boolean Preserve alpha coverage in mipmaps false
alphaCoverageReference Float Reference value for alpha coverage 0.5
sharpenRadius Integer Sharpening filter radius 0
sharpenStrength Float Sharpening strength 0.0
noiseStrength Float Add noise strength 0.0
systemTexture Boolean Mark as system texture false

Use case: All 2D images. Diffuse maps, normal maps, UI textures, etc.

Creating: Right-click in Database → Import texture batch… → Add textures


traktor.render.ImageGraphAsset

Procedural texture generation using node graphs.

Use case: Procedural textures, runtime-generated images.

Creating: Right-click in Database → New instance → Select traktor.render.ImageGraphAsset


traktor.render.EnvironmentTextureAsset

Environment textures for image-based lighting.

Use case: Environment maps, reflection probes, skyboxes.

Creating: Right-click in Database → New instance → Select traktor.render.EnvironmentTextureAsset


Scene Assets

traktor.scene.SceneAsset

Complete 3D scene with entities, lighting, and environment.

Properties:

Property Type Description
worldRenderSettings Object Rendering configuration for the scene
worldComponents Array World-level components (navigation, environment, etc.)
layers Array Entity hierarchy organized into layers
operationData Array Editor operation history/data

Note: SceneAsset doesn’t inherit from Asset. It’s edited through the Scene Editor, not as a simple property list.

Use case: Game levels, test scenes, cutscene environments.

Creating: Right-click in Database → New instance → Select traktor.scene.SceneAsset


Sound Assets

traktor.sound.SoundAsset

References individual sound files.

Properties:

Property Type Description Default
fileName Path Path to sound file (WAV, FLAC, MP3, OGG) -
category Guid Sound category for mixing empty
stream Boolean Stream from disk vs. load into memory false
preload Boolean Preload sound data false
compressed Boolean Use compressed format at runtime true
gain Float Volume adjustment (dB) 0.0

Use case: All audio. Music, sound effects, voice, ambient.

Creating: Right-click in Database → New instance → Select traktor.sound.SoundAsset


traktor.sound.BankAsset

Sound bank composed of grains for dynamic audio.

Edited through the Sound Bank Editor.

Use case: Complex, randomized audio. Footsteps, impacts, UI sounds.

Creating: Right-click in Database → New instance → Select traktor.sound.BankAsset


traktor.sound.GraphAsset

Audio processing graphs for effects and filters.

Use case: Audio DSP, reverb, filters, real-time effects.

Creating: Right-click in Database → New instance → Select traktor.sound.GraphAsset


Effects Assets

traktor.spray.PointSetAsset

Point set data for particle emission.

Use case: Point-based particle emission, procedural placement.

Creating: Right-click in Database → New instance → Select traktor.spray.PointSetAsset


Terrain Assets

traktor.terrain.TerrainAsset

Large-scale terrain rendering.

Properties:

Property Type Description Default
detailSkip Integer LOD detail skip factor 1
patchDim Integer Patch dimension (must be power-of-2 + 1) 129
heightfield Resource ID Reference to heightfield resource empty
surfaceShader Resource ID Shader for terrain surface empty

Use case: Large outdoor environments, landscapes.

Creating: Right-click in Database → New instance → Select traktor.terrain.TerrainAsset


Heightfield Assets

traktor.heightfield.HeightfieldAsset

Heightfield data stored as database instance data channels.

Properties:

Property Type Description Default
worldExtent Vector4 Size of heightfield in world space (XZ plane) (0,0,0)
erosionEnable Boolean Enable erosion simulation false
erodeIterations Integer Number of erosion iterations 100000

Note: Actual heightfield data is stored as database instance data channels, not as an external file reference.

Use case: Terrain heightfields, displacement maps.

Creating: Right-click in Database → New instance → Select traktor.heightfield.HeightfieldAsset


Video Assets

traktor.video.VideoAsset

References video files for playback.

Properties:

Property Type Description
fileName Path Path to video file (MP4, WebM, OGV, etc.)

Use case: Cutscenes, intro videos, in-game monitors.

Creating: Right-click in Database → New instance → Select traktor.video.VideoAsset


UI Assets (Spark)

traktor.spark.MovieAsset

References SWF (Flash) files for vector-based UI.

Properties:

Property Type Description Default
fileName Path Path to SWF file -
staticMovie Boolean Movie contains no dynamic content false
fonts Array Font files to embed empty

Use case: Vector UI, Flash animations, scalable interfaces.

Creating: Right-click in Database → New instance → Select traktor.spark.MovieAsset


AI Assets

traktor.ai.NavMeshAsset

Navigation mesh data for AI pathfinding.

Use case: AI navigation, pathfinding for NPCs.

Creating: Right-click in Database → New instance → Select traktor.ai.NavMeshAsset


Localization Assets

traktor.i18n.DictionaryAsset

String tables for internationalization.

Edited through the Localization Editor.

Use case: Multi-language text, UI strings, dialog.

Creating: Right-click in Database → New instance → Select traktor.i18n.DictionaryAsset


World Assets

traktor.world.IrradianceGridAsset

Irradiance grid data for global illumination.

Use case: Baked global illumination, light probes.

Creating: Right-click in Database → New instance → Select traktor.world.IrradianceGridAsset


Input Assets

traktor.input.InputMappingAsset

Input configuration for controller/keyboard bindings.

Use case: Remappable controls, input profiles.

Creating: Right-click in Database → New instance → Select traktor.input.InputMappingAsset


See Also