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CastleEngineManifest.xml
Makefile
README.md
gameinitialize.pas
simultaneous_animations_one_scene_standalone.lpi
simultaneous_animations_one_scene_standalone.lpr

README.md

Demo of reading glTF (exported from Blender) file with multiple animations, each animation affecting different objects in the scene. Then we can use TTimeSensorNode.Start and TTimeSensorNode.Stop to control these animations separately.

Note that using TTimeSensorNode.Start and TTimeSensorNode.Stop is a bit harder than using TCastleSceneCore.PlayAnimation and TCastleSceneCore.StopAnimation (and you will miss some PlayAnimation features, like cross-fading between previous and next animation). But it allows you to independently control multiple animations within the same TCastleSceneCore instance.

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