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A-AnimationMake things move and change over timeMake things move and change over timeC-BugAn unexpected or incorrect behaviorAn unexpected or incorrect behaviorD-TrivialNice and easy! A great choice to get started with BevyNice and easy! A great choice to get started with BevyS-Ready-For-ImplementationThis issue is ready for an implementation PR. Go for it!This issue is ready for an implementation PR. Go for it!
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Explanation
bevy_animation::animate_targets currently runs after bevy_render::mesh::inherit_weights (which sets the MeshMorphWeights of child entities based on MorphWeights of the parent. MorphWeights is what animate_targets actually animates (i.e. overwrites), which means that currently there is a one-frame delay between the setting of MorphWeights by the animation system and its propagation to child entities.
Desired fix
Invert this ordering. Ideally (long-term), maybe we could lump inherit_weights in with transform propagation in the same bin in PostUpdate to have other things order relative to. Basically, from my perspective, "animation stuff" should generally run prior to "propagation stuff" which should generally run prior to rendering.
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A-AnimationMake things move and change over timeMake things move and change over timeC-BugAn unexpected or incorrect behaviorAn unexpected or incorrect behaviorD-TrivialNice and easy! A great choice to get started with BevyNice and easy! A great choice to get started with BevyS-Ready-For-ImplementationThis issue is ready for an implementation PR. Go for it!This issue is ready for an implementation PR. Go for it!