Hello, I am running into issues parenting a camera to bone animation. I have used this method in the past but is currently giving me errors related to missing children. Has anything changed with the new updates to entities that may be causing this targeting issue?
Well, I can say that this method currently will not work unless the parent entity that holds the animation has a “Model (legacy)” component added to it. You will not see the animation in the editor either unless you add a Model (legacy) component and change the Type to anything but Asset.
So here we have two entities with animations associated - in the Root is a script which grabs an entity, looks for a specific bone in the entity, and grabs an element to reparent to that bone. In this case, it is the camera.
One of these entities has a model associated (a box) and one does not. The reparenting only works with the entity with the model.
I’m thinking animation playback may be tight to a mesh being present and referencing that skeleton. Most likely there is a dependency somewhere that is responsible for that. @mvaligursky@Elliott any idea?
In the meantime your trick to have a model/render component to trigger the animation is good. You can add this line in a script of yours to remove the box from rendering:
Another small question - the naming convention of “legacy” for animation and model components; does this signify any planned deprecation or are these components relatively stable for the foreseeable future?