Migrates to Bevy 0.14. Bevy 0.14 has significant changes to the animation system, but the most significant for our purposes is that usage of EntityPath throughout the system is replaced by an opaque AnimationTargetId, which is essentially a wrapper around Uuid.
Since we relied on the transparent structure of EntityPath to find the parent of a bone in certain nodes (rotation node, inverse kinematics node), this change forced us to add a Skeleton asset type, that upon load will store the entity hierarchy of an animated scene and map AnimationTargetIds to entity paths. The hierarchy will be created automatically, but you need to manually create the skeleton asset and point it to a Gltf scene to use as reference (see updated examples).
Migrates to Bevy 0.14. Bevy 0.14 has significant changes to the animation system, but the most significant for our purposes is that usage of
EntityPath
throughout the system is replaced by an opaqueAnimationTargetId
, which is essentially a wrapper aroundUuid
.Since we relied on the transparent structure of
EntityPath
to find the parent of a bone in certain nodes (rotation node, inverse kinematics node), this change forced us to add aSkeleton
asset type, that upon load will store the entity hierarchy of an animated scene and mapAnimationTargetId
s to entity paths. The hierarchy will be created automatically, but you need to manually create the skeleton asset and point it to a Gltf scene to use as reference (see updated examples).Remaining tasks before release