Debug animation

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

Yes you can :slight_smile:Find your skeleton and inside the inspector there is a debug mode button:

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