To the best of my knowledge, importing animations from a 3rd party program like blender, as I'm doing, requires exporting all of these things together in a file like .GLB. The Particles node only takes static meshes like .OBJ's.
In order to apply an animation via the
Skeleton3d node, the mesh needs to be weighted and have that information in a
Skin node, which from the tutorials I've seen cannot be auto compiled from an OBJ, since this file type cannot hold that type of information.
What I'm trying to figure out is how the
Particles node -
ParticleMaterials (Which has an
Animation tab) references the potential animations for the static mesh you apply in the
I'm having a hard time finding the correct tutorials on this. If you happen to have some links that would be very helpful.