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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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Ooh! It would be amazing if we could update vertices from the bone positions changing in real time, assuming the influence matrix computations wouldn't be prohibitively expensive (I need to read more about it). If nothing else, this would solve a sizeable dilemma my project faces: https://gamecircular.forumeiros.com/t8-dev-soft-bodies-and-3d-modelling |
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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_indicesandjoints_weightsfrom 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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