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This sounds really good! I think eventually we'll want to use a compute shader to calculate animations, but currently it's not practical to use compute in bevy. |
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I agree that your points all sound good! I think in the immediate short term it makes sense to build the animation part specifically for skeletal animation, but at some point i think it would be interesting to build it into bevy's eventual "unified animation system". |
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This update from the 0.6 blog post made me very happy :)
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Hello World! I am working on skeletal animation implementation for Bevy. My first goal is to have working example demonstrating one animation loaded from a GLTF file.
The plan is:
joints_indices
(up to 4 indices of joints affecting a point in 3D space) andjoints_weights
(up to 4 weights affecting a point in 3D space) attributes, that shall be passed to the shader.joints_indices
andjoints_weights
from VAO and transformations from the uniformPlease, let me know what you think? I am new to Bevy and just started with the engine research and may doing something from the wrong end.
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