Access property of Gltf struct from nested Handles #11643
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mehulshinde
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Scenes are spawned as a hierarchy of entities, each glTF node is translated roughly into an entity. To modify the transform of a spawned node, you need to access its corresponding entity and modify its You can use Disclaimer: I am the author of |
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I'm currently working with Bevy to load a GLTF file into my app. Within the GLTF, some nodes have significantly high transform values, making it difficult to visualize the object properly. I'm considering either resetting each node's transform to (0,0,0)
(0,0,0) or adjusting the camera's position to better view the object. While it seems like a common scenario, I'm struggling to find a straightforward solution. I attempted to access the
GltfNode
directly from theGltf
handle provided by the asset server, but due to the nested handles, the process feels overly complex. Is there a simpler way to achieve this?Here is the skeleton code of the nested handles:
Apologies if this question does not make sense, I am just getting started with bevy.
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