mirror of
https://github.com/bevyengine/bevy
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# Objective
when a mesh uses zero for all bone weights, vertices end up in the
middle of the screen.
## Solution
we can address this by explicitly setting the first bone weight to 1
when the weights are given as zero. this is the approach taken by
[unity](https://forum.unity.com/threads/whats-the-problem-with-this-import-fbx-warning.133736/)
(although that also sets the bone index to zero) and
[three.js](
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.. | ||
camera | ||
color | ||
mesh | ||
primitives | ||
render_graph | ||
render_phase | ||
render_resource | ||
renderer | ||
texture | ||
view | ||
extract_component.rs | ||
extract_param.rs | ||
extract_resource.rs | ||
globals.rs | ||
globals.wgsl | ||
lib.rs | ||
pipelined_rendering.rs | ||
render_asset.rs | ||
settings.rs | ||
spatial_bundle.rs |