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Problems with bounding boxes and animation mixing #179
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This seems to be a related issue experienced by the three.js community mrdoob/three.js#14499 |
The animation mixing is still a problem, but I was able to solve the problem with the bounding boxes bevyengine/bevy#11131. It appears to be an issue with bevy's handling of gltf skinned meshes. |
Hi @DylanRJohnston !
There is a HUGE pr that I hope to release this week that fixes a ton of issues with animations & changes the way animations are "attached" to blueprints, so I hope that will fix this issue as well. |
I've been encountering a weird issue where at certain camera angles portions of the mesh of a blueprinted entity are culled.
Enabling AABB gizmos shows a bunch of bounding boxes floating off in space.
Inspecting the original model, and the one exported from blender show large differences in their reported bounding boxes and the animations from the different models are getting all mixed in together.
Perhaps I'm doing something catastrophically incorrect with the way I've setup my blender project but I've followed the video guides closely and can't figure out what I'm doing incorrectly.
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