So I’ve rigged my character model with a single skeleton in Blender, and I’ve created two different animation actions on the skeleton which I carefully made sure targeted different bones (no bones in common between the two animations).
One animation is for the top-half of my player model, the other is for the bottom-half.
The goal here is to be able to choose an animation for the top half of the character, and one for the bottom half independently… Ie: swinging a sword with his arms, and moving or idle with his legs.
I’m instantiating my player model(s) with skeletons to the scene via:
const entries = container.instantiateModelsToScene();
And from that I have access to the following for each player model:
entries.animationGroups;
entries.skeletons;
I’m also fetching the root mesh via:
const mesh = entries.rootNodes[0] as WizardMesh;
(WizardMesh
being a custom type I made, extending Mesh
with a few additional functions I’m using).
Given the setup I’ve described above, how would the Babylon.js veterans around here accomplish what I’ve described?