-
-
Notifications
You must be signed in to change notification settings - Fork 4.2k
make bevy_mesh optional for bevy_animate #20742
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Conversation
e26c392
to
4ceea29
Compare
I'm not sure |
Migration guide is indeed not needed here. |
Shouldn't there be a |
This feels clearer to me too. |
I think that's an orthogonal request: bevy_mesh does not have a morph_weights feature. If it did, it would make sense to gate this on bevy_mesh/morph_weights, but right now this is about bevy_animation supporting bevy_mesh. The specific part of bevy_mesh it supports is morph weights, but this could just as easily be gating skinning code or other things. |
I'd be in favor of adding a morph_weights feature to bevy_mesh which gates it there and also in bevy_animate, anyhow. I just dont think its relevant to this PR |
4ceea29
to
f4cb356
Compare
Blocked on #21389 |
f4cb356
to
951a7af
Compare
# Objective - make morph support optional on bevy_mesh - unblock bevyengine#20742 - another step towards bevyengine#20867 ## Solution - feature ## Testing - morph targets example works
# Objective - make bevy_mesh optional for bevy_animate as mentioned in bevyengine#20714 (comment) ## Solution - copy paste the morph weights stuff out into a module, gate it, then add the optional dep
Objective
Solution