Rewrite the animation system to use the modern SMF animation format. This should hopefully fix most bugs caused by sample/bone manipulation or at the very least simplify porting other features from SMF, such as Inverse Kinematics.
Animations will have rig data decoupled from them for smaller file sizes - a new asset type named Rig will be added instead.
To-do
[COMPLETE] Implement Asset Type Rig.
[IN PROGRESS] Rewrite parts of Animation and ModelInstance to incorporate Rig usage in their functions.
Implement rig pre-caching for Animation (rig string/array property?) so samples won't need to be generated on the fly. This should prevent potential hitches during gameplay. Should animations fetch the specified rigs or only pre-cache when their rigs are loaded beforehand?
[IN PROGRESS] Generate samples for linear animations.
Rewrite the animation system to use the modern SMF animation format. This should hopefully fix most bugs caused by sample/bone manipulation or at the very least simplify porting other features from SMF, such as Inverse Kinematics. Animations will have rig data decoupled from them for smaller file sizes - a new asset type named
Rig
will be added instead.To-do
Rig
.Animation
andModelInstance
to incorporateRig
usage in their functions.Animation
(rig
string/array property?) so samples won't need to be generated on the fly. This should prevent potential hitches during gameplay. Should animations fetch the specified rigs or only pre-cache when their rigs are loaded beforehand?