Multiple animations are controlled simultaneously

When there are multiple animations in a single mesh, regardless of whether I play them using the animation editor or the right panel, all animation states change. What I want is to operate on the selected animation

cc @PatrickRyan @Deltakosh

@1114257133, do you have a repro that we can look at so we are not just guessing at what is going on? Also, how are you exporting the glTF file? Blender, Maya, Max, something else? My initial guess is that your animations are all being exported as a single animation group which is used to play multiple animations at once. For example, if you are using the NLA for your animations in Blender and do not enable exporting NLA tracks to separate animations, they will get exported as one animation group. This is just a guess though. If you can supply us with a playground or asset, we can debug. If you can’t share this asset, if you can author just a simple example file with a couple of cubes in it that acts the same way, we can debug what’s happening there.

https://playground.babylonjs.com/#3VV5IV#105

There seems to be an issue with my usage. I should be using the animation group

@1114257133, In looking at your attached playground I noticed something that may trip you up. You are setting AnimationGroup.loopAnimation to true for each animation group before calling AnimationGroup.start. For your translation animation you are calling AnimationGroup.start(true) and for the rotation animation you are calling AnimationGroup.start(). The parameter passed to the translation animation sets AnimationGroup.loopAnimation to true, but if the parameter is not passed the start function will set AnimationGroup.loopAnimation to false by default. Setting the loop animation accessor manually is mainly used to change the looping mode of the animation group after the group has been started. For example, you may want it to start looping and at some point to stop looping. Changing the boolean in mid loop will allow the animation to play to the end of the current loop without starting over. This also kicks the animation observable for the animation ending which can be used to make a smoother transition to a different animation without needing blending. Hope this helps!