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I'm loading a skeleton mesh from a glTF file and it has several animations defined (idle, running, walking, attacking, ...). If using |
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Right now there isn't a decent implementation of this provided by Bevy natively. bevyengine/rfcs#49 and bevyengine/rfcs#51 provide the framework for building these kinds of systems. The design is meant to allow generic blending, not just transitions, so it would provide the framework for macro and micro-level control over more complex animation systems, but you may need to build your own knobs on top of a lower level API to make it work. For example, a transition between two animations would be a weighted blend of two clips:
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Right now there isn't a decent implementation of this provided by Bevy natively. bevyengine/rfcs#49 and bevyengine/rfcs#51 provide the framework for building these kinds of systems. The design is meant to allow generic blending, not just transitions, so it would provide the framework for macro and micro-level control over more complex animation systems, but you may need to build your own knobs on top of a lower level API to make it work.
For example, a transition between two animations would be a weighted blend of two clips: