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v0.5.0

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@mbrea-c mbrea-c released this 21 Jul 17:34
· 14 commits to master since this release
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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.

Skeletons 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

Full Changelog: v0.4.0...v0.5.0