Issue with ImportAnimationsAsync: How to Access original target Name after it's imported with null as target?

Hello BabylonJS community,

I’m running into an issue when working with motion capture (mocap) animation data and BabylonJS’s ImportAnimationsAsync function. We have a process where the mesh is exported separately from the mocapped animation. The mesh has bone names in the following format: . The animations however, describe targets as <actorDuringMocap>:<boneName>. This makes it so it isn’t linked when importing the animation into babylonjs. If I had access to the original target of the animation, this would be easy to handle by simply splitting the target on the :, but the target is abandoned and replaced with null when the animation is imported, resulting in no animation being applied and no way to manually change the target as far as I can see it.

For some context, I came across this forum post which clarifies that ImportAnimationsAsync tries to find the corresponding TransformNodes in the imported meshes. However, since our mocap tools export the mesh and animation separately, and the targets are formatted differently (e.g., <actorDuringMocap>:<boneName>, and <boneName>), I can’t use the animations effectively as the target is replaced by null.

My question is: Is there any way I can still access or modify the <actorDuringMocap>:<boneName> format for each animation, or is there a workaround to prevent the target from being lost during the import process?

Any suggestions, ideas, or code examples would be greatly appreciated!

Thanks in advance,
ToucheToucan

Hey there! would you mind providing a short demo of the issue in the PG? That would be awesome