Rukhanka - ECS Animation System

Thank you for pointing this. This one already fixed.

1 Like

Fantastic, thanks!

Version 1.6.4 was released.

Fixed

  • ‘LockBufferForWrite: Multiple uploads in flight for buffer’ error.
  • Incorrect error message and assert in EmitAnimationEventsJob.
  • Error in AnimationStream.Dispose function in case of invalid stream rig data.

Added

  • Ability to completely compile out DebugDrawer via RUKHANKA_NO_DEBUG_DRAWER script symbol.
1 Like

Version 1.7.0 was released

Fixed

  • Individual trigger reset for each animator controller layer.

Added

  • Ability to work without baked Animator.
  • Baking code rewritten from scratch. With a cleaner and more straightforward approach baking code becomes faster and uses less memory.
  • Blob Inspector dialog to review baked blob assets.
  • Blob Cache. Opened subscenes baking times are significantly improved.
  • Animator Override Controller animations now can be switched in runtime.
  • Avatar Mask can be toggled in runtime.
  • Scripted Animator sample scene.

Changed

  • Avatar Mask sample scene with runtime mask toggling control.
  • Animator Override Controller sample scene with runtime animation toggling control.
6 Likes

:slight_smile: Just the updates I need

1 Like

Version 1.7.1 was released
This is tiny release dedicated to standalone build creation fix.

Fixed

  • Fixed compilation errors during standalone builds creation.
3 Likes

Version 1.8.0 was released.
Notable new features are blend shapes support, and extended ScriptedAnimator API.

Added

  • Blend shape support.
  • Blend shape sample scene.
  • ScriptedAnimator blend tree (1D, and all types of 2D) API.

Fixed

  • The AmplifyShaderEditor deformation node is now disabled correctly during authoring GameObject rendering.
  • Blob cache invalid file characters handling.
  • Animation baker persistent memory leaks.
4 Likes

Version 1.9.0 was released.
Rukhanka has own deformation system now.

Added

Changed

  • Several fixes and improvements were made to the TwoBoneIK algorithm.
  • Skinned mesh blob inspector window with additional data.

Fixed

  • Blob assets loaded from the cache were incorrectly registered in the blob database, leading to duplication of blob assets and memory leaks.
  • Incorrect Euler to quaternion conversion rotation order.
  • Mistakenly removed manual bone stripping mask processing.
  • EntityCommandBuffer obsolete EntityQueryCaptureMode.AtRecord usage.
4 Likes