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## Bevy version
main on fd32c6f0ec2
## What you did
I tried to import a glTF file derived from blender's [Snow](https://studio.blender.org/characters/snow/v2/).
## What went wrong
Bevy …
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It would be cool to have a demonstration showing how to implement something like skeletal animation/vertex skinning on top of regl. There is a half baked version on the skeleton branch currently, but…
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Animated models do not receive collisions with either `dynamic` or `static` body type. Also shape property doesn't seem to be doing something. Am I missing something or is it not supported?
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**Is your feature request related to a problem? Please describe.**
I'm currently working on reversing GTA:SA's parachute implementation. I found the following lines:
```
9@ = Object.Create(#PARAC…
xLuxy updated
3 years ago
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I loaded the attached animated model in 5.2.0, and then saved it in another file. The animation looks different now, particularly the main model, perhaps because I didn't stop the animation. Both fi…
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To Do:
- Add the other states in there as well
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### In match character model : Arena Suit
- Full body tactical/ sports suit with team colors.
- No skin visible. (Optionally a very small portion can be made visible that shows the original cha…
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Currently, it's not possible to instantiate multiple skins on one mesh. It seems that the Mesh shouldn't contain the skin ([Mesh.skin](https://developer.playcanvas.com/en/api/pc.Mesh.html#skin))
I …
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### Is your feature request related to a problem? Please describe.
Currently the `PBS_Displacement` materials are limited in that they only allow vertex displacement in the direction of vertex normal…
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I think its good idea - many 3d games and engines uses skinned models today. XNA has it but as separate example - my suggestion is to include it to the MonoGame core. With AnimationPlayer, Keyframe, S…