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Skeletal Animation 01 - Asset Managing #491
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Requesting changes for additional config updates.
@@ -32,17 +33,20 @@ class NcAssetImpl : public NcAsset | |||
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void OnBeforeSceneLoad() override; | |||
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auto OnBoneUpdate() noexcept -> Signal<const BoneUpdateEventData&>& override; |
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My initial thoughts are that bones/meshes are not separate assets, therefore they (maybe?) shouldn't need different signals. I'm looking for the receiving code to better understand, but I'm only seeing the emit calls. Is there anything subscribing to this event in this PR, or is that coming down the pike?
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My personal preference is to leave it as two signals - we could combine it but I think it makes SkeletalAnimationSystem less clear, and we'd have to do "onSignalReceived() { if mesh.bonesData.has_value() ... } in the system as well, which I'd rather avoid
Goal
Add support for managing skeletal animation assets into NcEngine.
Background
SkeletalAnimation
assets are generated from FBX files that contain animation clips. NcTools converts the FBX files into.nca
files. This PR allows import of those.nca
files.Changes
SkeletalAnimationAssetManager
to load/unloadSkeletalAnimation
asset files.MeshAssetManager
to parse armature data from mesh.nca
files.SkeletalAnimationAssetManager