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First pass at simplifying animated_mesh.rs.
- Split the setup function in two. - One function does the animation setup that we're demonstrating. - The other function does the incidental things like spawning the environment. - Changed the animation playing to use AnimationPlayer directly instead of creating AnimationTransitions. - This appears sufficient when only playing a single animation. - The animated_mesh_controls example will demonstrate multiple animations and AnimationTransitions. - Changed the animation asset to be the run cycle. - The original animated_fox example used the run. - I think this got accidentally changed in bevyengine#17191, so reverting to the original is safest. - Changed FOX_PATH to a more neutral ASSET_PATH. - Removed a seemingly redundant AnimationGraphHandle component. - Added and updated various comments.
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