Is it possible to use the Babylon inspector/debugger tools to display the skeleton of a GLTF?
I would like to export a GLTF where no mesh is defined.
Only nodes and animations, eventually the engine will be able to take this GLTF and combined with another one will be able to animate a character
So I could have
1 gltf(nodes,bones,meshes - no animations)
1 or more GLTF only for animations (nodes, bones, animations)
At this point, for an artist could be useful to display and inspect the GLTF with only animations information.
something like this