Comments (2)
One way we could do this simply is by allowing for the animation system to define a 'BoneSet' which is a group of bones, and then you can have weights PER bone set as opposed to weights per the entire AnimGraph .
from bevy.
Looks somewhat related to #14230 (the additive blending part)
from bevy.
Related Issues (20)
- links in bevy/crates/bevy_ecs/README.md does not exist. HOT 1
- Track callsites of where observers are initially triggered. HOT 1
- `CombinatorSystem` is unsound HOT 2
- UI elements randomly disappear for some frames on specific android devices HOT 6
- Bevy needs better support for pre-multiplied alpha textures and sprites HOT 2
- Allow gizmos to render behind sprites
- UI rounding is applied before UI scaling HOT 5
- Footgun when chaining observer registrations on World vs App
- `embedded_asset!` does not work in multi-crate workspace + release build HOT 1
- viewport-to-world doesn't work well HOT 1
- Check benchmarks in CI HOT 1
- Consider what to do with wgpu_trace feature HOT 6
- Docs for Observer should mention what happens if you use a bundle in the `Trigger` HOT 1
- Add type registration for a11y::Focus
- AlphaToCoverage can't be used with base_color_texture
- `bevy` fails to build with just `bevy_dev_tools` feature HOT 2
- Adding proc_macro `#[required(TransformComponent, ...)]` for Component. HOT 3
- Update a TextureAtlas index based on the row and column of the TextureAtlasLayout::from_grid params
- `OnEnter(xx)` schedule will run before `Startup` HOT 1
- inconsistent animation transitions when current animation is completed HOT 1
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from bevy.