-
```
What steps will reproduce the problem?
1. create simple model in max 2010 with bones animation skinned with skin
modifier
2. export with openCollada to dae file
3. import using loader3d to away3…
-
To debug entity animations it would be helpful to have the option to visualize the joint position of skinned/animated entities.
For Avatars it is already available in the developer menu:
* `"Devel…
-
## Bevy version
cdb62af4bf52 (main as of 2022-06-09)
## What you did
I've a giraffe where the eyes are a different mesh from the rest of the body, and when the neck moves enough, it's possibl…
-
```
What steps will reproduce the problem?
1. create simple model in max 2010 with bones animation skinned with skin
modifier
2. export with openCollada to dae file
3. import using loader3d to away3…
-
```
What steps will reproduce the problem?
1. create simple model in max 2010 with bones animation skinned with skin
modifier
2. export with openCollada to dae file
3. import using loader3d to away3…
-
```
What steps will reproduce the problem?
1. create simple model in max 2010 with bones animation skinned with skin
modifier
2. export with openCollada to dae file
3. import using loader3d to away3…
-
### Description of Issue
As the title suggest. On a stage with skel animation, deactivating the Skeleton prim stops the skinned mesh to animate, which makes sense.
The problem is that if one reactiv…
-
```
Currently the BlendParse demo is out-of-date compared to the version in
gamekit.googlecode.com. Would be nice to upgrade the BlendParse version.
Also the BlendParse code in gamekit supports ski…
-
```
Currently the BlendParse demo is out-of-date compared to the version in
gamekit.googlecode.com. Would be nice to upgrade the BlendParse version.
Also the BlendParse code in gamekit supports ski…
-
```
What steps will reproduce the problem?
1. create simple model in max 2010 with bones animation skinned with skin
modifier
2. export with openCollada to dae file
3. import using loader3d to away3…