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https://github.com/mbrea-c/bevy_animation_graph

Animation graphs in Bevy!
https://github.com/mbrea-c/bevy_animation_graph

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Animation graphs in Bevy!

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![Crates.io](https://img.shields.io/crates/v/bevy_animation_graph)
![Crates.io](https://img.shields.io/crates/d/bevy_animation_graph)
![Crates.io](https://img.shields.io/crates/v/bevy_animation_graph_editor)
![Crates.io](https://img.shields.io/crates/d/bevy_animation_graph_editor)
[![CI](https://github.com/mbrea-c/bevy_animation_graph/actions/workflows/ci.yaml/badge.svg)](https://github.com/mbrea-c/bevy_animation_graph/actions/workflows/ci.yaml)

# Bevy Animation Graph

## Motivation

Animation graphs are an essential tool for managing the complexity present in
the animation pipelines for modern 3D games. When your game has tens of
animations with complex blends and transitions, or you want to generate your
animations procedurally from very few keyframes, simple animation clip playback
is not enough.

This crate works as a replacement to most of `bevy_animation`, and aims to
provide a complete animation system and development workflow including animation
graphs, animation state machines (i.e. animation controllers) and a graphical
editor to create your animation graphs and state machines.

_NOTE: This project is separate from the animation graphs introduced in
`bevy_animation` in version 0.14._

## Current Features

- Animation graphs are assets. They can be loaded from asset files, or created
in code with an ergonomic API.
- Visual graph editor.
- Animation state machines:
- Animation state machines are embedded as nodes in animation graphs.
- Each state in a state machines plays back its own animation graph on demand.
- Transitions also have their own animation graph, and they can query source
and target states' animation graphs.
- Available nodes:
- Animation chaining (i.e. play one node after another).
- Two-bone inverse kinematics.
- Looping.
- Linear Blending (in bone space).
- 2D Blend space node.
- Mirror animation about the YZ plane.
- Animation clip playback.
- Apply a given rotation to some bones in a pose using a bone mask.
- Arithmetic nodes: a variety of common operations on f32, Vec3, Quat, etc.
- Speed up or slow down animation playback.
- Animation graph node.
- Animation state machine node.
- Nesting animation graphs as nodes within other graphs.
- Output from graph nodes is cached to avoid unnecessary computations.
- Support for custom nodes written in Rust.
- Users can create their own editor binary by adding the editor plugin and
registering their additional custom nodes in the Bevy type registry. The
editor will automatically pick up all registered nodes.

## Planned Features

Planned for short/medium term:

1. Synchronization tracks.

Wishlist:

1. Ragdoll and physics integration (inititally `bevy_xpbd`, possibly rapier
later):
1. Using a bone mask to specify which bones are kinematically driven, and
which bones are simulated (i.e. _ragdolled_)
1. Pose matching with joint motors (pending on joint motors being implemented
in `bevy_xpbd`, currently WIP)
1. FABRIK node (?).

## Installation

This project is divided in two crates:

- [bevy_animation_graph](https://crates.io/crates/bevy_animation_graph) is the
library part of this project. This should be added as a dependency to your
project in order to use animation graphs. To install the latest published
version from crates.io run

```bash
cargo add bevy_animation_graph
```

or manually add the latest version to your `Cargo.toml`.

To install the latest git master, add the following to `Cargo.toml`

```toml
# ...
[dependencies]
# ...
bevy_animation_graph = { git = "https://github.com/mbrea-c/bevy_animation_graph.git" }
# ...
```

- [bevy_animation_graph_editor](https://crates.io/crates/bevy_animation_graph_editor)
is the editor. You can install like you would install any other rust binary:

```bash
# for the latest crates.io version
cargo install bevy_animation_graph_editor
# for the latest master
cargo install --git https://github.com/mbrea-c/bevy_animation_graph bevy_animation_graph_editor
# for the version from a local workspace
cargo install --path bevy_animation_graph_editor

# use the --force flag to force reinstall
```

## Version table

| `bevy` | `bevy_animation_graph` | `bevy_animation_graph_editor` |
| ------ | ---------------------- | ----------------------------- |
| 0.15 | master | master |
| 0.15 | 0.6 | 0.6 |
| 0.14 | 0.5 | 0.5 |
| 0.13 | 0.4 | 0.4 |
| 0.13 | 0.3 | 0.3 |
| 0.12 | 0.2 | 0.2 |

## Usage and examples

The documentation in [docs.rs](https://docs.rs/bevy_animation_graph) contains an
introduction of the library and editor and an explanation of a simple animation
graph example. See also the video below for a demonstration of editor usage.

Examples are included in the [examples](examples/) directory.

### Screenshots

![Locomotion graph example](locomotion_graph.png)

### Editor usage demonstration video

**NOTE: This video was taken with the last version of the crate. A lot has
changed since then!**

In YouTube:

[![Demo](https://img.youtube.com/vi/q-JBSQJIcX0/hqdefault.jpg)](https://www.youtube.com/watch?v=q-JBSQJIcX0)

## Contributing or getting help

If you run into a bug or want to discuss potential new features, feel free to
post an issue, open a PR or reach out to me in Discord (@mbreac in the Bevy
discord, there's a crate-help post for `bevy_animation_graph` there:
[link](https://discord.com/channels/691052431525675048/1202998277482479616)).

## FAQ

### Is this ready for production?

Depends.

It can already be useful for small-ish projects, but I cannot guarantee API
stability between different `0.x` versions (it is a big library, it is
relatively young and I don't have previous experience with animation
programming, so I'm still figuring out the best ways of doing things). This
means that it will likely be necessary to go into your animation graph assets
and manually migrate them between versions, at least until I find a better way
to handle migrations.

Additionally, there ~~may~~ will be bugs and other issues. I try to get them
fixed as they come up.

### Will you implement feature X?

If it's a small feature (e.g. some additional vector or floating point
arithmetic node) it's likely that I have just not got around to it. If you open
an issue I will probably implement it quickly. PRs are also welcome.

For larger features, it's better to start by opening an issue for discussion or
pinging me in the Bevy discord.

## Acknowledgements

Many thanks to [Bobby Anguelov](https://www.youtube.com/@BobbyAnguelov) for his
lectures on animation programming.