Exporting animated dummy (transform nodes) from Max

@Calsa, here’s an improved playground:
https://www.babylonjs-playground.com/#UGD0Q0#27

In this playground I was able to append the animations to the scene, our animation importer then retargets the loaded animation to any existing animated meshes in scene, and we’re off and working with both animations.

If you’re a code buff, you can always check out the retargeting implementation here, we call this as a result of BABYLON.SceneLoader.ImportAnimations (It’s important to specify NOT using BABYLON.SceneLoaderAnimationGroupLoadingMode.Clean for this usecase, as it will remove any animation groups in scene!):

Our default implementation searches the scene for any bones or nodes that matches the imported animation’s target, so multiple clips exported from the same rig should work seamlessly, I’m not sure how well multiple objects in scene with the same rig would work however.

We expose a callback to implement your own retargeting function as well, in order to handle such cases.

Afterwards, similarily to the previous playground, I was able to hook into my animation group’s end event, and trigger the next animation I wanted to sequence. So, we’re able to go from run->death.

@Deltakosh i did notice that my animations no longer looped properly after changing my import method, did I do something wrong here?