When importing GLBs with a Skeleton what is preventing the rotation of the bones?

I have a glb that I am importing with no animations on it, but for some reason I am not able to make any sort of transforms on the bones. This is in stark contrast to importing a .babylon file with no animations and it allows me to do the same proccess.

I can see that its letting me rotate the bone but its like it instantly snaps back into place on a frame update.

Never-mind found this:

I feel like this should be shouted from the rooftops, cause its kinda obscure.

Shouldn’t bone._linkedTransformNode be public then and maybe a bone.isLinked? @bghgary

@Deltakosh added a public getTransformNode to a bone that gets the linkedTransformNode.