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I loaded one of the many gltf models I had to simply see its performance and how easy it was to achieve in bevy.
What you expected to happen
I expected the animation to load, placing the AnimationPlayer on the base skeleton node and running perfectly considering it runs flawlessly in all other gltf viewers I have tried it with.
What actually happened
the AnimationPlayer was placed on one of the meshes and as a result none of the animations could run due to the EntityPath being unrelated.
Additional information
I ended up spending a lot of time debugging this problem and quickly discovered it is caused due to being placed on a incorrect entity when generated in the gltf loader.
Attached is the model, Drake.zip
my console logs (I pause the animation as soon as it loads to not spam the console) log.txt
I added extra prints in the animation crate to try and figure out what was going wrong.
The text was updated successfully, but these errors were encountered:
…tion roots (bevyengine#4417)
# Objective
- Fixbevyengine#4416
- The scene has two root nodes, with the second one being the animation root
## Solution
- Check all scene root nodes, and add the `AnimationPlayer` component to nodes that are also animation roots
ItsDoot
pushed a commit
to ItsDoot/bevy
that referenced
this issue
Feb 1, 2023
…tion roots (bevyengine#4417)
# Objective
- Fixbevyengine#4416
- The scene has two root nodes, with the second one being the animation root
## Solution
- Check all scene root nodes, and add the `AnimationPlayer` component to nodes that are also animation roots
Bevy version
28d0a40
Operating system & version
Windows 10,
What you did
I loaded one of the many gltf models I had to simply see its performance and how easy it was to achieve in bevy.
What you expected to happen
I expected the animation to load, placing the
AnimationPlayer
on the base skeleton node and running perfectly considering it runs flawlessly in all other gltf viewers I have tried it with.What actually happened
the
AnimationPlayer
was placed on one of the meshes and as a result none of the animations could run due to theEntityPath
being unrelated.Additional information
I ended up spending a lot of time debugging this problem and quickly discovered it is caused due to being placed on a incorrect entity when generated in the gltf loader.
Attached is the model,
Drake.zip
my console logs (I pause the animation as soon as it loads to not spam the console)
log.txt
I added extra prints in the animation crate to try and figure out what was going wrong.
The text was updated successfully, but these errors were encountered: