I tried using Babylon.js’s SkeletonViewer. When I displayed a glTF model in SkeletonViewer, I noticed that it was different from the Debug display in the Inspector.
Why is this? Is it a problem with how I’m using it?
cc @ryantrem
When you create the SkeletonViewer, you are passing in the mesh that is the root node (automatically created by the glTF loader, rather than the mesh that has the skeleton attached). So if you change your PG to reference meshes[1] and currentMeshes[1] it will work the same as in the inspector (where we search for all meshes associated with the selected skeleton). Here is your PG with this fix: SkeletonViewer Test | Babylon.js Playground
Thanks to @bghgary for the extra set of eyes ![]()
Oops I didn’t mean to include that in the link hah. But yes we are working on a new Inspector and will have a detailed announcement in the coming weeks!
It seems like it’s still a secret feature, so I’m looking forward to the announcement.
Nothing escapes @cx20’s watchful eyes. ![]()



