Is there a Bevy equivalent to JMonkeyEngine's SkinningControl class? #7338
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Is there a Bevy equivalent to JMonkeyEngine's SkinningControl class? This class allowed for the direct manipulation of armature joints. For instance:
In this case Essentially, is there any way to access an imported glTF object's armature for direct manipulation instead of playing animations? |
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Yes. Once a gltf scene is spawned the armature will exist in the world as a hierarchy of entities(bones). |
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Yes. Once a gltf scene is spawned the armature will exist in the world as a hierarchy of entities(bones).
You can create a system that looks up the entity by name("Left_hand" in this case) by querying for the
Name
component and editing itsTransform
.The AnimationPlayer itself is actually implemented in this way link.