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I'm looking to implement the support for KHR_animation_pointerextension(which is close to getting ratified).
One of the major changes this extension implies is the ability to set animation.channel.target.path as "pointer". I was wondering does that mean we have to add the pointer path definition to the generated gltf.g.cs file and modify the AnimationChannelTarget class to accommodate the new target path type?
The text was updated successfully, but these errors were encountered:
Most probably yes. Another alternative is, given the path seems to be quite "open", I could consider converting it to a string, but then it would break the APIs.
Looking at the extension. The extension itself its tiny, but its implications are huge across all the architecture of glTF
So it's not enough to simply add the extension. After adding it, suddenly, you have to make all the properties that can be targeted by this extension, "animation aware" .... it makes pretty much anything within the scene animatable
Looking at the extension. The extension itself its tiny, but its implications are huge across all the architecture of glTF
So it's not enough to simply add the extension. After adding it, suddenly, you have to make all the properties that can be targeted by this extension, "animation aware" .... it makes pretty much anything within the scene animatable
I agree, it will have huge impact on the current implementation. If you take all the necessary validation that needs to be perform into account.
Hi,
I'm looking to implement the support for KHR_animation_pointerextension(which is close to getting ratified).
One of the major changes this extension implies is the ability to set animation.channel.target.path as "pointer". I was wondering does that mean we have to add the pointer path definition to the generated gltf.g.cs file and modify the AnimationChannelTarget class to accommodate the new target path type?
The text was updated successfully, but these errors were encountered: