When meshes have been frozen in the scene, it exits very early from _evaluateActiveMeshes()
: alwaysSelectAsActiveMesh
is used later in the process and so won’t be of any use in your case.
https://www.babylonjs-playground.com/#92Y727#3
I freeze meshes after 2s and animations are restarted after 4s without meshes being unfrozen.
I’m unsing skeleton.prepare()
to make the animations running “by hand”. It’s what _evaluateActiveMeshes()
does, so it can’t be totally off the mark