Edit: I figured it out. The problem was I thought that since SceneLoader.ImportMesh doesn’t show loaded animation groups neither did the asset manager. A fact that isn’t true. The asset manager does indeed tell you what animation groups it added which is really all I need. I’m still a little confused about why these animations count as “animation groups” but honestly its pretty irrelevant now that I can make this work.
@Deltakosh Yes I understand animation groups have a purpose but I don’t want them for that purpose. I’m not sure I want animation groups at all.
What I want is to load a mesh and then control that meshes animations separately. Yes if I load the mesh four times I get four separate sets of animation groups added, but each set has exactly the same name as all the other sets. Since the load methods don’t include a “Loaded animation group” option I don’t see a way to tell them apart.
I don’t really understand why loading a mesh/skeleton constructs animation groups instead of animations, but there’s got to be a way for me to know which animations I just loaded.
In an ideal world Babylon.js would tie up all the loaded pieces into a single object that I could manipulate. (i.e. I loaded a spider so when I do things to that spider, erase it move it animate it those would all be things that apply to the spider model as a whole, not pieces of the spider, nor the scene).
Since that’s not an option I at least need the tools to ‘build’ that sort of object myself. Since the asset loader doesn’t tell me what animation groups it loaded I can’t properly make that association. Can anyone help? Thanks!