# Graph Editor Animations

**URL:** <https://forum.babylonjs.com/t/graph-editor-animations/13038>\
**Category:** Questions\
**Tags:** editor\
**Created:** [July 31, 2020, 10:49pm UTC](https://forum.babylonjs.com/t/graph-editor-animations/13038 "2020-07-31T22:49:46Z")\
**Posts on this page:** 6\
**Page:** 1

<div class="post-metadata">

**Author:** ![tbunker](https://sea2.discourse-cdn.com/flex024/user_avatar/forum.babylonjs.com/tbunker/32/9192_2.png) [@tbunker](https://forum.babylonjs.com/u/tbunker)\
**Post date:** [July 31, 2020, 10:49pm UTC](https://forum.babylonjs.com/t/graph-editor-animations/13038/1 "2020-07-31T22:49:47Z")

</div>

I have imported a glb with animation into a scene and am looking to set up a visual scripting graph to play it after a trigger. After adding a Start Animation node, I wasn’t sure what to plug in to the “node” input.

![image](https://us1.discourse-cdn.com/flex024/uploads/babylonjs/original/2X/c/c7698b0e6947c656c6c003d0363fba9c2bdebe91.png)

At the moment, I have a mesh output with my glb’s root node connected into that input but that doesn’t appear to be the way to do it. What should I be connecting to that instead?

The [docs](https://doc.babylonjs.com/resources/using_grapheditor#list-of-all-available-nodes) say to see node’s properties. What does this mean?  
 ![image](https://us1.discourse-cdn.com/flex024/uploads/babylonjs/original/2X/1/1697925476202e7ebe1c738453f8363022e2555b.png)

Thanks in advanced. 🙂

---

<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:** [August 1, 2020, 11:34am UTC](https://forum.babylonjs.com/t/graph-editor-animations/13038/2 "2020-08-01T11:34:04Z")

</div>

I guess this one is for @julien-moreau.

---

<div class="post-metadata">

**Author:** ![julien-moreau](https://sea2.discourse-cdn.com/flex024/user_avatar/forum.babylonjs.com/julien-moreau/32/12070_2.png) [@julien-moreau](https://forum.babylonjs.com/u/julien-moreau)\
**Post date:** [August 3, 2020, 9:55am UTC](https://forum.babylonjs.com/t/graph-editor-animations/13038/3 "2020-08-03T09:55:08Z")

</div>

Hey @tbunker!

Unfortunately, all the documentation you can find here [Using the Graph Editor - Babylon.js Documentation](https://doc.babylonjs.com/resources/using_grapheditor) is outdated as the Graph Editor of V4 has been remaed from scratch as well.

I still have to wirte documentation for this part! Also, take care because this is a beta it this will maybe require breaking changes on some nodes until we get the final version of the Visual Script Editor.

In Babylon.JS, each node can have a list of animations. The “Start Animation” node will just start the animation of the given node (here “ **root** ”). As you are using GLTF, I don’t think the “ **root** ” node has any animation but some of its children will have.

I would love to get feedbacks from you about the Visual Script Editor especially on what nodes are missing and useful

---

<div class="post-metadata">

**Author:** ![tbunker](https://sea2.discourse-cdn.com/flex024/user_avatar/forum.babylonjs.com/tbunker/32/9192_2.png) [@tbunker](https://forum.babylonjs.com/u/tbunker)\
**Post date:** [August 3, 2020, 5:10pm UTC](https://forum.babylonjs.com/t/graph-editor-animations/13038/4 "2020-08-03T17:10:14Z")

</div>

Hi @julien-moreau,

I’ll work on compiling that list of missing and useful nodes for you and should have something for you soon. 🙂

As far as connecting the animation goes, I’m connecting a Mesh node into a Get Property node to try and get joint or animation data from that mesh. I opened the mesh in the integrated sandbox and saw the animation groups for the object.

“All Animations\_channel0” looked to be connected to the joint I want to animate (Door\_L\_JNT).

 ![image](https://us1.discourse-cdn.com/flex024/uploads/babylonjs/original/2X/1/1068a8c1f077e3fdbf76f3d97ea5a14d8916f68f.png)

But I don’t think I’m connecting/naming stuff properly. I’m referencing this document for the object path:  
[https://doc.babylonjs.com/how\_to/animatedcharacter#import-the-model-and-play-animation](https://doc.babylonjs.com/how_to/animatedcharacter#import-the-model-and-play-animation)

 ![image](https://us1.discourse-cdn.com/flex024/uploads/babylonjs/original/2X/1/1a3a4c9be75cf0ea89a526da7d4d608598fbd00a.png)

Is this how I use these nodes or is there a different way to get the animation groups?

---

<div class="post-metadata">

**Author:** ![julien-moreau](https://sea2.discourse-cdn.com/flex024/user_avatar/forum.babylonjs.com/julien-moreau/32/12070_2.png) [@julien-moreau](https://forum.babylonjs.com/u/julien-moreau)\
**Post date:** [August 3, 2020, 7:11pm UTC](https://forum.babylonjs.com/t/graph-editor-animations/13038/5 "2020-08-03T19:11:48Z")

</div>

Hey @tbunker  
Unfotunately accessing properties is limited to simple paths (like a.b.c) where complex paths like “a.b[0].c[2]” is not possible. Today you can’t play animation groups using the Editor.

The Editor doesn’t have notion of animation groups at the moment and I’m implementing it right now.  
What I have noticed is that if you already loaded scenes with animation groups, the animation groups haven’t been saved and you’ll have to re-import your objects in scene to get animation groups working ☹ As a beta version, this was in my todolist and was not yet available ☹

You’ll soon be able to do something like that:

 ![image](https://us1.discourse-cdn.com/flex024/uploads/babylonjs/original/2X/4/4ce6ca534b8475ee0b9258239c2581a84e25db78.png)

---

<div class="post-metadata">

**Author:** ![tbunker](https://sea2.discourse-cdn.com/flex024/user_avatar/forum.babylonjs.com/tbunker/32/9192_2.png) [@tbunker](https://forum.babylonjs.com/u/tbunker)\
**Post date:** [August 3, 2020, 7:29pm UTC](https://forum.babylonjs.com/t/graph-editor-animations/13038/6 "2020-08-03T19:29:27Z")

</div>

Thank you for the info! I look forward to the upcoming features. 🙂
