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Note: It appears that the backwards-compatibility part isn't working at the moment. |
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Bugs/unfinished:
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Might be out of scope atm moment, but if we add a property "vircadia_custom_animation" (or something like this) that let's us use an animation/action contained with the same GLB, this would allow for more personalization and creativity. The contained animations could be almost identical to our current "AnimationsBasic.glb" system with a single armature included, and that armature having multiple "actions." (as many as the environment creator desires). |
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This PR rewrites the sit/animate interaction system. The new system utilises the metadata in GLTF models to create more detailed interaction targets that don't require meshes.
The GLTF metadata contains the following properties:
vircadia_sit_[n]_position"0,0,0"vircadia_sit_[n]_rotation"0,0,0"vircadia_sit_[n]_exit_position"0,0,0"vircadia_sit_[n]_text"Hello World"vircadia_sit_[n]_icon"chair"textproperty.vircadia_sit_[n]_color"#ff0000"vircadia_sit_[n]_label_distance2vircadia_sit_[n]_animation"sit_default"The new system is also backwards-compatible with the old mesh-based system, so meshes with the name
animate_...will still create interaction targets. One benefit of the old system is that - because interaction targets were attached to meshes - they themselves could be moved/animated. For example, attaching a target to the seat of a roller-coaster would pull the avatar along with the coaster. The new metadata-based system does not yet support this.