AnimatedModel.play?

did you use the stable or preview version? It must be the preview version to work with the new inspector

DK, I thought in this inspector file, a script was calling (GUI in the old inspector I think) So without an internet connection, it will not work.

But otherwise it is also possible that the babylon file is version 4.0 and inspector 3. *

yes but the new inspector is standalone

Ah, if you use formerly inspector you must call the GUI.Babylon

Or else, go directly to version 4.0. It works very well, even if it’s in Beta.The developers of Babylon are very rigorous, even with Alpha and Beta versions

Yes yes the inspector is working !
This is wonderful !
I will try to understand this code now:
BABYLON.SceneLoader.ImportMesh("", “./scenes/”, “dummy3.babylon”, scene, Model_loaded);

function Model_loaded(newMeshes, particleSystems, skeletons)
{
var skeleton = skeletons[0];
var mesh = scene.getMeshByName(“mixamorig:Skin”);
var runRange = mesh.skeleton.getAnimationRange(“YBot_Run”);
scene.beginAnimation(skeleton, runRange.from, runRange.to, true);
}

IN THE MEANTIME while I am trying to understand that code, this is my code my scene loading:
BABYLON.SceneLoader.Load("",“Entire_Scene.babylon”,engine, scene_completed);

function scene_completed(newScene)
{
scene = newScene; //Assuming there is a global scene variable declared.

camera = new BABYLON.ArcRotateCamera("Camera1",0,0,3,BABYLON.Vector3.Zero(), newScene); //10 is radius of the sphere, Zero() = center of pivot);
camera.attachControl(canvas_id); //Default controls enabled.

light = new BABYLON.PointLight("Light1", new BABYLON.Vector3(-20,30,-20), newScene);

}

Question, is the parameter for scene_completed correct ? or it also have the “newMeshes, particleSystems, skeletons” parameters like the return from ImportMesh ?

You’re welcome but please be kind and respectful in the future. We just want to help you

@Deltakosh Thank you so much, I can feel the desire to help, I really appreciate it, I need to take my meds.

Do not hesitate to read the documentation as well to understand, we can not explain what is already explained in the documentation, it will be very useful for you to learn and understand.

Then you have to experiment to understand and learn.

What you seem not to understand are basics and the doc is made for to answer your questions

Thank you.
The documentation seems to indicate BABYLON.SceneLoader.Load returns with only one argument.

Do not forget to solve the subject, and good luck for the rest of your learning.

Is there a way to play the animation from the inspector ?
I typed this code but the animation is not playing:

function model_1_completed(newMeshes, particleSystems, skeletons)
{
	var skeleton = skeletons[0];
	var mesh = scene.getMeshByName("Mesh_1");
	var runRange = mesh.skeleton.getAnimationRange("Idle", 1, 164);
	skeleton.beginAnimation("Idle", true, 1);
	//scene.beginAnimation(skeleton, runRange.from, runRange.to, true);
}

Was hoping to play the animation in the inspector to see if the animation is properly exported from Blender.

Try it like this:

You had an error on almost every line.

    function model_1_completed(newMeshes, particleSystems, skeletons)
    {
        //var mesh = newMeshes[0];      	
        var skeleton = skeletons[0];    	
    	skeleton.createAnimationRange("Idle", 1, 164);
    	skeleton.beginAnimation("Idle", true, 1.0);
    }