As i see currently we can use AnimationController and .ani files to either animate nodes in a hierarchical structure or Bones inside an AnimatedModel but we can’t have both ! I have an ani file with extra tracks which are not part of the skeleton and it seems that if i load the ani file and play it, these extra nodes are not recognized by AnimationController…
Example : I have an ani file with all the skeleton animation + one extra track called “turnAnimatorNode” this is a simple node which exists in the structure of my character but the AnimationController does not see this node however a track with this name exist in the ani file…
So is there any way to add this node manually to the AnimationController ?
EDIT: So reading the docs i realized if we want to drive node transformations in a node we cant have AnimatedModel inside the same node… I can live with that but that also mean for every additional non skined animation i need one extra ani file which is a bit annoying