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Animating a subPart of Actor does not use the animation from the model #647
Yeah, it looks like this combination of edge cases ("virtual" subparts on models with pre-bound animations) probably hadn't been tested. It looks like this has a fairly easy fix and I think I can get this in 1.0.4.
Note that blending can be used as alternative (that doesn't require setting up subsets of joints) if you just set the blend weights to 1 explicitly. You shouldn't expect trouble with that approach if the animations target different joints.