Yes I have looked at that example. That uses animation ranges and as I understand it that cannot be used with GLTF/GLB’s. With GLB skeletons and animation ranges it works well straight out of the box with the skeleton.animationPropertiesOverride.enableBlending = true; skeleton.animationPropertiesOverride.blendingSpeed = 0.05;
With GLB animations, it seems more complex. I need to loop and manually increment/decrement the animation weights. Once I try to blend them, it stutters and seems like part of one animation gets cut off. It seems like this happens even when the animations are the same length.
Someone else did this, and it seems pretty close but I’m having trouble figuring out what Blends it properly:
This example is about additive. In your case you simply want a blending right?
The missing piece (I guess) is to enable blending and blending speed on all your animations (you can do it by browsing all animations in your animation group)