this is mine https://playground.babylonjs.com/#609BJS#24
this is demo https://playground.babylonjs.com/#BCU1XR#0
this is mine https://playground.babylonjs.com/#609BJS#24
Hi there !
I think there are several issues in your playground. First off, you have 3 different skeletons on your mesh, I’m not sure it is intended.
Then, you are actually using animation groups, while the demo is using skeleton animations.
Now, I don’t know much about the difference and overall skeleton animations, but I think you have been animating the wrong way. you probably transformed the mesh instead of the skeleton.
This approach might work though, but your animationGroups
are kind of messy. There are 315 animations in your list (a lot of them are empty), and in your playground, you only animated the first one.
In this playground, I tried to animated all the 315 animationGroups
together thinking this might add up to the expected result. It’s chaotic and upside down, but I can make out an attack animation of a sort. So I think you should just clean it up and maybe then try to handle all the imported animation at the same time, in case they’re split in different groups.
There might be some additional information in the documentation.
Hope it helps a bit !
Thank you for replying to me, I converted the fbx model to gltf, 3 skeletons will appear, This is not what i want. Is it possible to load fbx directly or convert it into model files in other formats?
No, Babylon doesn’t support fbx files. How did you operate the conversion ?
I would suggest to use Blender, it’s open source and widely used by babylon’s community. You can import your fbx file, make the change you need (like renaming, deleting, scaling, etc) and then export in glb/gltf.
Test your export in the babylon sandbox and inspect to see if it fits your expectations.
OK, I will try,thank you