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I've been moving my assets from gltf/glb to m3d since it seems to have quite a bit better support in raylib. In the animation examples I see that we load the model itself and then the animations separately.
This works well with my pipeline since I have different models with consistent skeletons and a single animation library with no skin. Since these are already separated, does it make sense to skip the skin evaluation in LoadModelAnimationsM3D?
if (!m3d->numaction || !m3d->numbone || !m3d->numskin)
to if (!m3d->numaction || !m3d->numbone)
It also appears to fail silently when this happens so it isn't apparent what has happened without reading the source. Of course, the source is easy to read and understand and one could make a case for encouraging that very thing, but practically I think it's helpful to log a fail condition.
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I've been moving my assets from gltf/glb to m3d since it seems to have quite a bit better support in raylib. In the animation examples I see that we load the model itself and then the animations separately.
This works well with my pipeline since I have different models with consistent skeletons and a single animation library with no skin. Since these are already separated, does it make sense to skip the skin evaluation in LoadModelAnimationsM3D?
if (!m3d->numaction || !m3d->numbone || !m3d->numskin)to
if (!m3d->numaction || !m3d->numbone)It also appears to fail silently when this happens so it isn't apparent what has happened without reading the source. Of course, the source is easy to read and understand and one could make a case for encouraging that very thing, but practically I think it's helpful to log a fail condition.
Thank you for your consideration.
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