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README.md

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_Library crate:_ [![Crates.io](https://img.shields.io/crates/v/bevy_animation_graph)](https://crates.io/crates/bevy_animation_graph)
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_Library crate:_
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[![Crates.io](https://img.shields.io/crates/v/bevy_animation_graph)](https://crates.io/crates/bevy_animation_graph)
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[![Crates.io](https://img.shields.io/crates/d/bevy_animation_graph)](https://crates.io/crates/bevy_animation_graph)
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_Editor crate:_ [![Crates.io](https://img.shields.io/crates/v/bevy_animation_graph_editor)](https://crates.io/crates/bevy_animation_graph_editor)
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_Editor crate:_
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[![Crates.io](https://img.shields.io/crates/v/bevy_animation_graph_editor)](https://crates.io/crates/bevy_animation_graph_editor)
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[![Crates.io](https://img.shields.io/crates/d/bevy_animation_graph_editor)](https://crates.io/crates/bevy_animation_graph_editor)
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[![CI](https://github.com/mbrea-c/bevy_animation_graph/actions/workflows/ci.yaml/badge.svg)](https://github.com/mbrea-c/bevy_animation_graph/actions/workflows/ci.yaml)
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animations procedurally from very few keyframes, simple animation clip playback
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is not enough.
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This crate works as a replacement to most of `bevy_animation`, and aims to
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This crate works as an alternative to most of `bevy_animation`, and aims to
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provide a complete animation system and development workflow including animation
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graphs, animation state machines (i.e. animation controllers) and a graphical
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editor to create your animation graphs and state machines.
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- Each state in a state machines plays back its own animation graph on demand.
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- Transitions also have their own animation graph, and they can query source
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and target states' animation graphs.
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- Available nodes:
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- Ragdoll support:
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- Visual ragdoll editing in the editor.
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- Support for _partial ragdolls_, where some bones are simulated and others
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kinematically driven by a target animation pose.
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- Available nodes include:
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- Animation chaining (i.e. play one node after another).
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- Two-bone inverse kinematics.
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- Looping.
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- Mirror animation about the YZ plane.
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- Animation clip playback.
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- Apply a given rotation to some bones in a pose using a bone mask.
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- Arithmetic nodes: a variety of common operations on f32, Vec3, Quat, etc.
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- Speed up or slow down animation playback.
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- Animation graph node.
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- Animation state machine node.
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- Arithmetic nodes: a variety of common operations on f32, Vec3, Quat, etc.
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- Nesting animation graphs as nodes within other graphs.
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- Animation synchronization using event tracks.
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- Output from graph nodes is cached to avoid unnecessary computations.
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## Planned Features
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Wishlist:
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1. Ragdoll and physics integration (inititally `bevy_xpbd`, possibly rapier
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later):
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1. Using a bone mask to specify which bones are kinematically driven, and
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which bones are simulated (i.e. _ragdolled_)
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1. Pose matching with joint motors (pending on joint motors being implemented
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in `bevy_xpbd`, currently WIP)
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1. FABRIK node (?).
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1. Ragdoll "pose following" modes, where a simulated ragdoll bones try to match
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a target pose using physical forces:
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- _Absolute_ matching mode, where the world space position/rotation of the
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target bone is tracked and use as an anchor for a spring force on the
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ragdoll bone.
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- _Relative_ matching mode, where the ragdoll bone tries to match the
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target's position/rotation relative to its parent bone. We may need joint
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motors support on Avian to implement this mode properly.
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## Installation
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## Version table
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| `bevy` | `bevy_animation_graph` |
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| ------ | ---------------------- |
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| 0.17 | master |
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| 0.17 | 0.8 |
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| 0.16 | 0.7 |
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| 0.15 | 0.6 |
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| 0.14 | 0.5 |
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| 0.13 | 0.4 |
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| 0.13 | 0.3 |
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| 0.12 | 0.2 |
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| `bevy` | `bevy_animation_graph` |
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| ------ | ---------------------- |
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| 0.17 | master |
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| 0.17 | 0.8 |
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| 0.16 | 0.7 |
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| 0.15 | 0.6 |
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| 0.14 | 0.5 |
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| 0.13 | 0.4 |
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| 0.13 | 0.3 |
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| 0.12 | 0.2 |
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## Usage and examples
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