본문으로 건너뛰기
cccskills
무료GitHub에 공개

bevy-animation

Bevy ECS skill for animation playback. Keywords: Bevy, AnimationPlayer, AnimationClip, AnimationPlugin, animate_targets.

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

설치 방법 보기

포함된 파일(2)

  • SKILL.md7.8 KB
  • references/ecs-ownership.md528 B

SKILL.md(원문)

설치하기 전에 에이전트에게 전달되는 지시 내용을 확인할 수 있습니다.

Bevy animation playback

When to use

Load this when an entity should play an AnimationClip. Blend graphs belong on bevy-animation-graph. 2D sprite specifics belong on bevy-2d-animation.

ECS shape

  • Components: AnimationPlayer controls playback. AnimatedBy links a target entity to the player entity. AnimationTargetId selects which curves apply.
  • Assets: AnimationClip holds VariableCurve entries.
  • Systems: advance_animations advances time. animate_targets writes the curves. AnimationPlugin adds animation support.
  • Events: AnimationEvent can be triggered from a clip. Check the animation docs for observer wiring beyond the trait name.

Playback pieces

NeedBevy idiom
Who advances timeAnimationPlayer on an entity
Clip assetAnimationClip inside an AnimationGraph node
Which bone or fieldAnimationTargetId plus AnimatedBy
RepeatActiveAnimation::repeat, which sets RepeatAnimation::Forever

Examples

[dependencies]
bevy = "0.20"

AnimationPlayer::play takes an AnimationNodeIndex from an AnimationGraph, not a clip handle. AnimationGraph::from_clip builds that one-node graph. AnimatedBy points the target at the player entity. AnimationTargetId::from_name selects the curves for that name.

use bevy::animation::{AnimatedBy, AnimationTargetId};

#[derive(Resource)]
struct WalkNode(AnimationNodeIndex);

fn setup_walk(
    mut commands: Commands,
    mut clips: ResMut<Assets<AnimationClip>>,
    mut graphs: ResMut<Assets<AnimationGraph>>,
) {
    let clip = clips.add(AnimationClip::default());
    let (graph, index) = AnimationGraph::from_clip(clip);
    let player = commands
        .spawn((
            AnimationPlayer::default(),
            AnimationGraphHandle(graphs.add(graph)),
        ))
        .id();
    commands.spawn((
        AnimatedBy(player),
        AnimationTargetId::from_name(&Name::new("Hips")),
        Transform::default(),
    ));
    commands.insert_resource(WalkNode(index));
}

fn play_loop(mut players: Query<&mut AnimationPlayer>, walk: Res<WalkNode>) {
    for mut player in &mut players {
        player.play(walk.0).repeat();
    }
}

Pause, resume, and seek act on every active clip on that player.

fn pause_players(mut players: Query<&mut AnimationPlayer>) {
    for mut player in &mut players {
        player.pause_all();
    }
}

fn resume_and_seek(mut players: Query<&mut AnimationPlayer>) {
    for mut player in &mut players {
        player.resume_all().seek_all_by(0.25);
    }
}

Stop one node, or ask whether it is still active, without touching the other clips on the same player.

fn stop_walk(mut players: Query<&mut AnimationPlayer>, walk: Res<WalkNode>) {
    for mut player in &mut players {
        if player.is_playing_animation(walk.0) {
            player.stop(walk.0);
        }
    }
}

#[derive(Resource)]
struct WalkNode(AnimationNodeIndex);

Scale every active clip on the player. glTF files load as AnimationClip assets; this player plays the graph node that holds that clip.

fn slow_motion(mut players: Query<&mut AnimationPlayer>) {
    for mut player in &mut players {
        player.adjust_speeds(0.5);
    }
}

Expert Knowledge Delta

Target: Bevy 0.20+.

Core ECS types: Component, Resource, Query, Commands, Startup, Update, Fixed / FixedMain (bevy::time), .chain(), Plugin, DefaultPlugins, MinimalPlugins. Messages and observers are an ownership slot. See bevy-events-messaging for their APIs. Systems run in parallel unless .chain() orders the ones that conflict.

Who owns state

PieceOwnerWho may mutateSchedule
Data on one entityComponentOne system via QueryUpdate or FixedMain
One value for the whole appResourceOne systemStartup to insert, then the schedule that reads it
SpawnCommandsThe spawning systemStartup for the initial world; later schedules for runtime spawn
Order that must not race.chain()The chained systems onlySame schedule
Plugin boundaryPluginbuild registers systems and resourcesBefore the app runs

Borrow rule: two systems that both mutably query the same component must be ordered (.chain()) or split so only one writes. Unrelated systems stay parallel. That is the ECS page rule, not a guess at a system-set API.

Decision

If you needDo thisDo not
Per-entity dataComponent + QueryA plain struct stored outside the world
App-wide config or clockResourceCopy the value onto every entity
Stable simulation stepFixedMain and the Fixed clockTie simulation to raw frame Update
Startup spawnCommands in StartupSpawn from a render system
Cross-system notice that is not shared stateMessage or observer slot in bevy-events-messagingA new event type invented in this file
An API outside the documented setCheck the official docs firstA made-up crate or API

Load references/ecs-ownership.md for the ownership table.

NEVER

  • Do not pin /0.20.0/ in docs URLs. WHY: links stay on latest; the 0.20 target is stated once in prose.

  • Do not mutably query the same component from two unordered systems. WHY: the schedule runs systems in parallel unless .chain() orders them.

  • Do not invent a physics, navigation, networking, or XR crate here. WHY: this skill only names documented Bevy crates and modules.

  • Do not pass an AnimationClip handle to AnimationPlayer::play. WHY: play takes an AnimationNodeIndex from the graph built with AnimationGraph::from_clip.

  • No invented APIs or unnamed third-party crates as the chosen solver. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.

Reference

The library pin on bevy-master stays 0.20.0. Permalinks stay unversioned.

Official Documentation

  • Assets - Official asset catalog. No third-party crate was selected.
  • Examples - Example tree on the latest branch.
  • Animation examples - Player, graph, and glTF clip samples.
  • ECS - Component, systems, Query, Startup, Update, and .chain().
  • Plugins - Plugin, DefaultPlugins, MinimalPlugins, and add_plugins.

Related Skills

Prerequisites

Complements

Downstream / consumers

Master

리뷰

아직 리뷰가 없습니다. 사용해 본 소감을 남겨 주세요.

댓글

로그인 없이 쓸 수 있습니다. 사용 후기, 질문, 작동하지 않은 환경 등을 편하게 남겨 주세요.

아직 댓글이 없습니다. 첫 댓글을 남겨 보세요.

보내면 바로 공개됩니다. 이메일 주소나 전화번호 같은 개인 정보는 쓰지 마세요. URL은 2개까지입니다.

0 / 1,000자

이 양식은 reCAPTCHA로 보호되며 Google 개인정보처리방침 및 서비스 약관이 적용됩니다.

같은 저장소의 스킬

Bevy ECS skill for 2D sprite animation. Keywords: Bevy, sprite, animation, AnimationPlayer, AnimationClip, 2D.

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

thedivergentai/Game-Dev-Agentic-Skills8792026년 10월 17일 업데이트

Spawn and tune Bevy 0.20 directional, point, and spot lights, cascade shadows, distance fog, and a nearest-light shadow budget. Use when a 3D scene needs a sun, local lights, or fog on the camera. Keywords: DirectionalLight, PointLight, SpotLight, CascadeShadowConfig, DistanceFog, bevy_light.

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

thedivergentai/Game-Dev-Agentic-Skills8792026년 10월 17일 업데이트

Bevy ECS skill for PBR materials. Keywords: Bevy, StandardMaterial, PBR, material, ExtendedMaterial.

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

thedivergentai/Game-Dev-Agentic-Skills8792026년 10월 17일 업데이트

Bevy ECS skill for 3D level assembly. Keywords: Bevy, level, scene, mesh, world, ECS.

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

thedivergentai/Game-Dev-Agentic-Skills8792026년 10월 17일 업데이트

Bevy ECS skill for abilities. Keywords: Bevy, ability, cooldown, ECS, gameplay.

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

thedivergentai/Game-Dev-Agentic-Skills8792026년 10월 17일 업데이트

Rewrite Bevy 2D actors and cameras into 3D meshes and Camera3d while keeping gameplay components. Use when a Bevy 2D game should gain a perspective camera, mesh draw, and a planar velocity lifted onto XZ. Keywords: Camera2d, Camera3d, Sprite, Mesh3d, StandardMaterial, WishVelocity.

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

thedivergentai/Game-Dev-Agentic-Skills8792026년 10월 17일 업데이트

thedivergentai의 스킬 모두 보기

이 스킬의 문제 신고