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Migrates to Bevy 0.14. Bevy 0.14 has significant changes to the animation system, but the most significant for our purposes is that usage of `EntityPath` throughout the system is replaced by an opaque `AnimationTargetId`, which is essentially a wrapper around `Uuid`. Since we relied on the transparent structure of `EntityPath` to find the parent of a bone in certain nodes (rotation node, inverse kinematics node), this change forced us to add a `Skeleton` asset type, that upon load will store the entity hierarchy of an animated scene and map `AnimationTargetId`s to entity paths. The hierarchy will be created automatically, but you need to manually create the skeleton asset and point it to a Gltf scene to use as reference (see updated examples).
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path: "models/character_rigged.glb", | ||
animation_name: "RunBake", | ||
), | ||
skeleton: "skeletons/human.skn.ron", | ||
) |
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path: "models/character_rigged.glb", | ||
animation_name: "WalkBake", | ||
), | ||
skeleton: "skeletons/human.skn.ron", | ||
) |
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@@ -0,0 +1,3 @@ | ||
( | ||
source: Gltf(source: "models/character_rigged.glb", label: "Scene0"), | ||
) |
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