# Debug animation

**URL:** <https://forum.babylonjs.com/t/debug-animation/5850>\
**Category:** Questions\
**Created:** [September 24, 2019, 4:08pm UTC](https://forum.babylonjs.com/t/debug-animation/5850 "2019-09-24T16:08:19Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![elpie89](https://sea2.discourse-cdn.com/flex024/user_avatar/forum.babylonjs.com/elpie89/32/4557_2.png) [@elpie89](https://forum.babylonjs.com/u/elpie89)\
**Post date:** [September 24, 2019, 4:08pm UTC](https://forum.babylonjs.com/t/debug-animation/5850/1 "2019-09-24T16:08:20Z")

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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

 ![image](https://us1.discourse-cdn.com/flex024/uploads/babylonjs/original/2X/a/aa49c6e78356b5156ab10a1945b40a9b29a97146.jpeg)

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<div class="post-metadata">

**Author:** ![Deltakosh](https://sea2.discourse-cdn.com/flex024/user_avatar/forum.babylonjs.com/deltakosh/32/26635_2.png) [@Deltakosh](https://forum.babylonjs.com/u/Deltakosh)\
**Post date:** [September 24, 2019, 10:06pm UTC](https://forum.babylonjs.com/t/debug-animation/5850/2 "2019-09-24T22:06:14Z")

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

 ![image](https://us1.discourse-cdn.com/flex024/uploads/babylonjs/original/2X/a/af4a4c77e1f99bccbaccf9e466bfc0e94bce1876.jpeg)
