Blender_bevy_components_wor.../examples/bevy_gltf_blueprints/animation
Shawn Workman 269a211e1e
fix(bevy_gltf_blueprints): fixed main_menu handling in examples
* restrict main_menu system to only run in AppState::MenuRunning 
* this is desired because hitting enter once we transition to AppState::AppRunning pressing enter will still trigger keycode.just_pressed in main_menu and set state to AppState::AppLoading and crash the game when it tries to create another scene, camera, etc...
2023-11-30 23:11:09 +01:00
..
assets refactor(examples): restructure examples (#44) 2023-11-13 14:36:42 +01:00
src fix(bevy_gltf_blueprints): fixed main_menu handling in examples 2023-11-30 23:11:09 +01:00
Cargo.lock refactor(examples): restructure examples (#44) 2023-11-13 14:36:42 +01:00
Cargo.toml feat(examples): added basic_xpbd_physics example (#45) 2023-11-13 16:16:31 +01:00
README.md feat(examples): added basic_xpbd_physics example (#45) 2023-11-13 16:16:31 +01:00

README.md

Animation example/demo

Example on how to control animations & how to use the provided helpers Two animated blueprints are provided: Bevy's Fox, and a Robot I created.

There is almost no boilerplate, other than setting up Bevy_gltf_blueprints

If you want to jump straight to controlling the imported animations, jump to :

Running this example

cargo run --features bevy/dynamic_linking