I have a scene where I load a mesh via asset container to make use of instantiateModelsToScene(). Unfortunately I encountered a problem here. I want to use the same node material for all the instantiated meshes. But this leads break the functionality of separated animations.
Like this? https://playground.babylonjs.com/#8RJEY8#10. The problem is the cloned animation groups for eyes are not started. I manually triggered play and it worked. The rest of the mesh were actually started, but you didn’t set a different position so their anim are overlapped with the original model.
@carolhmj is correct. instantiateModelsToScene is cloning, not instancing.
The eyes are not my problem here. My problem is that with node material the animation are played synchronously. But I want to be able to play them separately.
My model - animations are running synchronously (if you check the animation groups at inspector you will see that the first animation group animates both meshes and the second one does nothing): https://playground.babylonjs.com/#8RJEY8#18