⚠️ Beta State

PyBevy is in an early and experimental stage. The API is incomplete, subject to breaking changes without notice, and you should expect bugs. Many features are still under development.

glTF Skinned Mesh

Load and display an animated skinned mesh from a glTF file.

Introduction

Skinned meshes are 3D models with a skeleton (armature) that deforms the mesh. They are the standard for character animation. PyBevy loads them from glTF/GLB files.

from pybevy.prelude import *

Setup

Load a glTF model with embedded skeletal animation.

def setup(commands: Commands, asset_server: AssetServer) -> None:
    commands.spawn(SceneRoot(asset_server.load_scene("models/animated/Fox.glb#Scene0")))
    commands.spawn(
        DirectionalLight(illuminance=5000.0, shadows_enabled=True),
        Transform.IDENTITY.looking_at(Vec3(-1.0, -2.0, -1.0), Vec3.Y),
    )
    commands.spawn(Camera3d(), Transform.from_xyz(100.0, 50.0, 150.0).looking_at(Vec3.ZERO, Vec3.Y))

Running the App

@entrypoint
def main(app: App) -> App:
    return app.add_plugins(DefaultPlugins).add_systems(Startup, setup)
 
if __name__ == "__main__":
    main().run()

Running this example

Use PyBevy's hot reload feature to run and develop this example. If you don't have PyBevy installed, check out the Quick Start guide.

$pybevy watch gltf_skinned_mesh.py

The code will reload automatically when you make changes to the file.


From Python to Rust

Notice how the core concepts in the code—Commands, Assets, App, and Systems—are identical to the original Bevy example?

This is the power of pybevy! It lets you learn Bevy's powerful, data-driven architecture in friendly Python.

When your project grows and you're ready for maximum, native performance, you'll already know the concepts to start writing systems in Bevy Engine with Rust.