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Replace model static entity onto animated model without losing animations / Multiple animations for dynamic assets
Is it possible to replace the model from one ModelEntity onto another ModelEntity without breaking the animations? I have a ModelEntity object that I would like to apply animations to, but this ModelEntity is dynamically generated without animations. (baseEntity) So for each animation, I load an individual usdz with using ModelEntity.loadModel (animEntity). I add the animEntity as a child to their parentEntity. Then I add the materials from the baseEntity onto the animEntity. animEntity.model?.materials = baseMaterials parentEntity.addChild(animEntity, preservingWorldTransform: false) This does work, but causes texture / model issues, due to the baseEntity having a completely different mesh than the animEntity. Is there a better way to accomplish this? Other implementations I have tried: animEntity.model?.mesh = MeshResource.generate(from: baseModel.mesh.contents) animEntity.model!.mesh.replace(with: baseEntity.model!.mesh.contents) animEntity.model?.mesh.replaceAsync(with: baseModel.mesh.contents) animEntity.components[ModelComponent.self] = baseEntity.components[ModelComponent.self]
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Aug ’22