Totally confused: why animations cannot run

I copied a 3d model of cartoon girl capsulated in a glb file from github. It had a facemesh, in which many shape keys had been defined, such as Face.M_F00_000_00_Fcl_EYE_Close_R.
My purpose was to play an animation that blinks right eye. So I set three key frames:

  1. initial status, time:0, frame:0, value=0 (value 0/1 represents eye opening/closing)
  2. eye closed, time: 0.2s, frame: 0.2 * 60=12, value=1 (60 is the framerate)
  3. eye opened, time: 0.2s, frame: 0.4 * 60 = 24, value=0
    Then I tried to play the anim, the codes were below:
    var anim = new BABYLON.Animation(
    rightEye.animations = [anim];

    scene.beginAnimation(rightEye, 0, 24, false, 1, endCallback);

But the right eye didn’t blink at all. What could be the reasons?

I use javascript, not typescript. Here is the loading sequence of script files, in which anim.js contains the above codes.

    <script src=""></script>
    <script src=""></script>
    <script src="js/anim.js"></script>

And I have debugged many times. All the parameters during the running time seemed to be normal, at least they were all not undefined :smile:

I don’t know if I can help you

Test unicode | Babylon.js Playground (
Multi-primitive morphological bond gltf problem - Questions - Babylon.js (
May help you.
Babylon splits the primitives into meshes, and the shape keys are split with them.
As in the example in the first address, if you look at the object tree, you will see that all six faces of the cube have a complete set of shape keys and have the same name.
If you only find the shape key with the corresponding name under one of the meshes to animate, there is likely to be a problem.

If you can share your code in a Playground, it would help the community see what’s going on. To share the girl model, see: Using External Assets In the Playground | Babylon.js Documentation (