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Skinned Meshes
Matthew LaRocca edited this page Nov 23, 2022
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2 revisions
Skinned Meshes contain a skeleton and animation data. Currently only glTF files exported via blender's glTF export are supported.
Note that when converting a skinned mesh two assets are created.
- A Mesh asset containing the geometry in it's bind pose.
- An AnimationData asset which contains skin and keyframe information
Refer to to the character animation sample for working with animation
When specifying skinned meshes in the asset manifest the following properties are supported:
| Property | Required | Description |
|---|---|---|
| src | yes | specifies the path of the source gltf file |
| animations | no | specifies an array of animations that will be exported from the file. All others not listed in this array will ignored. By default all animations in the file will be exported. |
| animationOnly | no | boolean value indicating wheter the mesh data should be exported. This option is useful if you have a file with many animations and want to export multiple animation data assets with specific animations. The default value is false. |
An example of converting a Skinned Mesh:
{
"src": "catherine/catherine.gltf",
"animations": [
"Idle",
"Run",
"Attack"
]
}