# Different animation of the instances

**URL:** <https://forum.babylonjs.com/t/different-animation-of-the-instances/36885>\
**Category:** Questions\
**Created:** [December 26, 2022, 9:10am UTC](https://forum.babylonjs.com/t/different-animation-of-the-instances/36885 "2022-12-26T09:10:15Z")\
**Posts on this page:** 7\
**Page:** 1

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**Author:** ![Vladislav\_Zhidko](https://sea2.discourse-cdn.com/flex024/user_avatar/forum.babylonjs.com/vladislav_zhidko/32/26954_2.png) [@Vladislav\_Zhidko](https://forum.babylonjs.com/u/Vladislav_Zhidko)\
**Post date:** [December 26, 2022, 9:10am UTC](https://forum.babylonjs.com/t/different-animation-of-the-instances/36885/1 "2022-12-26T09:10:15Z")

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Hi.  
I searched the whole forum and couldn’t find an answer to my question. Is it realistic to play different animation frames on instances? I also need to be able to stop/play an animation of only 1 instance

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**Author:** ![tanpopo](https://sea2.discourse-cdn.com/flex024/user_avatar/forum.babylonjs.com/tanpopo/32/32025_2.png) [@tanpopo](https://forum.babylonjs.com/u/tanpopo)\
**Post date:** [December 26, 2022, 9:26am UTC](https://forum.babylonjs.com/t/different-animation-of-the-instances/36885/2 "2022-12-26T09:26:39Z")

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I guess you are finding [Baked Texture Animations | Babylon.js Documentation](https://doc.babylonjs.com/features/featuresDeepDive/animation/baked_texture_animations)?

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**Author:** ![Vladislav\_Zhidko](https://sea2.discourse-cdn.com/flex024/user_avatar/forum.babylonjs.com/vladislav_zhidko/32/26954_2.png) [@Vladislav\_Zhidko](https://forum.babylonjs.com/u/Vladislav_Zhidko)\
**Post date:** [December 26, 2022, 10:25am UTC](https://forum.babylonjs.com/t/different-animation-of-the-instances/36885/3 "2022-12-26T10:25:43Z")

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Yes, I saw that. But I would like to consider options on cpu

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**Author:** ![Evgeni\_Popov](https://sea2.discourse-cdn.com/flex024/user_avatar/forum.babylonjs.com/evgeni_popov/32/4432_2.png) [@Evgeni\_Popov](https://forum.babylonjs.com/u/Evgeni_Popov)\
**Post date:** [December 26, 2022, 10:54am UTC](https://forum.babylonjs.com/t/different-animation-of-the-instances/36885/4 "2022-12-26T10:54:57Z")

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It’s not supported, you will need to use baked texture animations if you want to support different animations for instances.

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<div class="post-metadata">

**Author:** ![Vladislav\_Zhidko](https://sea2.discourse-cdn.com/flex024/user_avatar/forum.babylonjs.com/vladislav_zhidko/32/26954_2.png) [@Vladislav\_Zhidko](https://forum.babylonjs.com/u/Vladislav_Zhidko)\
**Post date:** [December 26, 2022, 1:52pm UTC](https://forum.babylonjs.com/t/different-animation-of-the-instances/36885/5 "2022-12-26T13:52:23Z")

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Can you tell me if I have to convert my .glb to .babylon for VAT?

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<div class="post-metadata">

**Author:** ![Evgeni\_Popov](https://sea2.discourse-cdn.com/flex024/user_avatar/forum.babylonjs.com/evgeni_popov/32/4432_2.png) [@Evgeni\_Popov](https://forum.babylonjs.com/u/Evgeni_Popov)\
**Post date:** [December 26, 2022, 2:48pm UTC](https://forum.babylonjs.com/t/different-animation-of-the-instances/36885/6 "2022-12-26T14:48:59Z")

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No, you don’t have to.

Once the meshes are loaded, you can follow the examples [from the doc](https://doc.babylonjs.com/features/featuresDeepDive/animation/baked_texture_animations) to generate and use VAT.

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**Author:** ![Raggar](https://sea2.discourse-cdn.com/flex024/user_avatar/forum.babylonjs.com/raggar/32/20672_2.png) [@Raggar](https://forum.babylonjs.com/u/Raggar)\
**Post date:** [December 29, 2022, 7:22pm UTC](https://forum.babylonjs.com/t/different-animation-of-the-instances/36885/7 "2022-12-29T19:22:18Z")

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I actually created a POC some time ago:

> **[Babylon.js Playground](https://playground.babylonjs.com/#3PVNQ1%239)**
>
> Babylon.js playground is a live editor for Babylon.js WebGL 3D scenes

It let’s you\* play different animations on instances, as well as allows you do move, scale and rotate bones dynamically. My arachnid is a bad test case as it has 110 bones(loads of helpers from Max’ IK)  
It’s only a very basic POC and could probably do with quite a bit of rewriting. For instance, meshes not in the camera’s frustum are still calculated. I just did a quick test using the VAT shader
