Highlight
The migration to Bevy 0.14 replaces the transparent EntityPath
as the primary way to refer to bones with an opaque AnimationTargetId
, essentially a wrapper around an Uuid
. While this is good for performance, we still need a way to get the parent/children of a bone at animation graph run time: the solution for this was to introduce Skeleton
as a separate asset type.
Skeleton
s simply contain a mapping from AnimationTargetId
to EntityPath
, and store the bone hierarchy in a convenient format.
Defining skeleton assets is done simply by pointing it to the scene it represents, e.g.
(
source: Gltf(source: "models/character_rigged.glb", label: "Scene0"),
)
The asset loader will then load the scene and build the skeleton hierarchy at asset load time.
What's Changed
- Add more granular asset loading for the editor by @mbrea-c in #52
- Add padding node by @mbrea-c in #53
- Bevy 0.14 migration by @mbrea-c in #54
- Push version to 0.5 by @mbrea-c in #55
Full Changelog: v0.4.0...v0.5.0