mbrea-c / bevy_animation_graph

Animation graphs in Bevy!
Apache License 2.0
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Bevy Animation Graph

Motivation

Animation graphs are an essential tool for managing the complexity present in the animation pipelines for modern 3D games. When your game has tens of animations with complex blends and transitions, or you want to generate your animations procedurally from very few keyframes, simple animation clip playback is not enough.

This crate works as a replacement to most of bevy_animation, and aims to provide a complete animation system and development workflow including animation graphs, animation state machines (i.e. animation controllers) and a graphical editor to create your animation graphs and state machines.

_NOTE: This project is separate from the animation graphs introduced in bevy_animation in version 0.14._

Current Features

Planned Features

Being worked on:

  1. Synchronization tracks.

Wishlist:

  1. Ragdoll and physics integration (inititally bevy_xpbd, possibly rapier later):
    1. Using a bone mask to specify which bones are kinematically driven, and which bones are simulated (i.e. ragdolled)
    2. Pose matching with joint motors (pending on joint motors being implemented in bevy_xpbd, currently WIP)
  2. FABRIK node (?).

Installation

This project is divided in two crates:

Version table

bevy bevy_animation_graph bevy_animation_graph_editor
0.14 master master
0.14 0.5 0.5
0.13 0.4 0.4
0.13 0.3 0.3
0.12 0.2 0.2

Usage and examples

The documentation in docs.rs contains an introduction of the library and editor and an explanation of a simple animation graph example. See also the video below for a demonstration of editor usage.

Examples are included in the examples directory.

Screenshots

Locomotion graph example

Editor usage demonstration video

NOTE: This video was taken with the last version of the crate. A lot has changed since then!

In YouTube:

Demo

Contributing or getting help

If you run into a bug or want to discuss potential new features, feel free to post an issue, open a PR or reach out to me in Discord (@mbreac in the Bevy discord, there's a crate-help post for bevy_animation_graph there: link).

FAQ

Is this ready for production?

Depends.

It can already be useful for small-ish projects, but I cannot guarantee API stability between different 0.x versions (it is a big library, it is relatively young and I don't have previous experience with animation programming, so I'm still figuring out the best ways of doing things). This means that it will likely be necessary to go into your animation graph assets and manually migrate them between versions, at least until I find a better way to handle migrations.

Additionally, there may will be bugs and other issues. I try to get them fixed as they come up.

Will you implement feature X?

If it's a small feature (e.g. some additional vector or floating point arithmetic node) it's likely that I have just not got around to it. If you open an issue I will probably implement it quickly. PRs are also welcome.

For larger features, it's better to start by opening an issue for discussion or pinging me in the Bevy discord.

Acknowledgements

Many thanks to Bobby Anguelov for his lectures on animation programming.