Loading character with animations to scene and cloning it with animation groups

Yeah, it is the cloning I want to achieve! :slight_smile:

The playground example with the planes is kind of what I am looking for, but it still feels a bit “hacky” way to achieve the end goal. It uses the asset container and extends the AbstractAssetTask… I would like to use one or another :slight_smile:

So I made two tests. The first one is with asset containers. Seems to work pretty well, attached it to this playground with my custom model that I am using in my game: https://playground.babylonjs.com/#S7E00P#39

However, I would like to know a bit deeper how everything works and what goes into cloning mesh/animation/skeleton data. I also would still, stubbornly, prefer to use assetManager. I have created a playground for this purpose, but I don’t really understand what magic I am missing:
https://playground.babylonjs.com/#S7E00P#43
I try to clone the root mesh, then the skeleton and animationgroups. When I do this I think I can’t bind the skeleton to the new mesh properly as the scaling seems really of as you can see from the next picture :laughing: … I am also using Mixamo animations, so I wonder if they do something naughty to the model itself? :thinking: