Open
Conversation
pollend
added a commit
to Terasology/WildAnimals
that referenced
this pull request
Nov 30, 2021
Member
Author
Member
Author
|
so I simplified the API a lot you set the animation and the current time of the animation. The old behavior could be managed through a legacy component until we work out something better. The details to how the animation are left up to the implementation :D. This is less opinionated but should let us do a lot more 👯 |
Squashed commit of the following: commit 5fd46e2 Author: Michael Pollind <[email protected]> Date: Mon Nov 29 17:54:39 2021 -0800 chore: update to skinned mesh commit 06f2189 Author: Michael Pollind <[email protected]> Date: Mon Nov 29 12:11:06 2021 -0800 feat: add skinned mesh Material commit 63d817a Author: Michael Pollind <[email protected]> Date: Sun Nov 28 23:11:04 2021 -0800 feat: replace skeletalMesh with skinnedMesh commit 67bd3bf Author: Michael Pollind <[email protected]> Date: Sun Nov 28 21:02:39 2021 -0800 feat: implement skinned mesh
8b217d4 to
103a873
Compare
8d818c2 to
6b60fbe
Compare
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Add this suggestion to a batch that can be applied as a single commit.This suggestion is invalid because no changes were made to the code.Suggestions cannot be applied while the pull request is closed.Suggestions cannot be applied while viewing a subset of changes.Only one suggestion per line can be applied in a batch.Add this suggestion to a batch that can be applied as a single commit.Applying suggestions on deleted lines is not supported.You must change the existing code in this line in order to create a valid suggestion.Outdated suggestions cannot be applied.This suggestion has been applied or marked resolved.Suggestions cannot be applied from pending reviews.Suggestions cannot be applied on multi-line comments.Suggestions cannot be applied while the pull request is queued to merge.Suggestion cannot be applied right now. Please check back later.
implement skinned mesh for animations :D. all this is done on the gpu and should be significantly faster then updating all the vertex data on the CPU and pushing the mesh data over to the GPU. I keep the old skeletalMesh so we can support both and also address the problems with the original skeletalMesh. I would like to get rid of the offset and ensure the animations stay in sync with the bone animations. i.e if you parent an object to an existing bone entity then I expect it to stay in the correct location. All this does is add the new type without affecting the original.