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check root node for animations (bevyengine#9407)
# Objective fixes bevyengine#8357 gltf animations can affect multiple "root" nodes (i.e. top level nodes within a gltf scene). the current loader adds an AnimationPlayer to each root node which is affected by any animation. when a clip which affects multiple root nodes is played on a root node player, the root node name is not checked, leading to potentially incorrect weights being applied. also, the `AnimationClip::compatible_with` method will never return true for those clips, as it checks that all paths start with the root node name - not all paths start with the same name so it can't return true. ## Solution - check the first path node name matches the given root - change compatible_with to return true if `any` match is found a better alternative would probably be to attach the player to the scene root instead of the first child, and then walk the full path from there. this would be breaking (and would stop multiple animations that *don't* overlap from being played concurrently), but i'm happy to modify to that if it's preferred. --------- Co-authored-by: Nicola Papale <[email protected]>
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