The docs on AnimationGroup say:
If two animations on the same property overlap durations at runtime, the one that the framework processes second overwrites the first.
That means, I'll have to adjust the animation in the usdz using blender, so it does not use the jaw or neck joint? Then I should be able to animate the jaw / neck simultaneously to the idle animation from my asset, using AnimationGroup?
Topic:
Graphics & Games
SubTopic:
RealityKit
Tags: