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Animated GLB Models

Play animations from streamed GLB/XRG models using the SDK's hybrid animation system.

How It Works

The SDK bridges a Legacy Animation component (drives the mesh) with an Animator component (runs your state machine). This is necessary because clips are loaded dynamically at runtime and cannot be embedded in an Animator Controller asset at edit time.

Morph target (blend shape) animations play automatically as part of clip playback — no extra setup needed.


Inspector Setup

  1. Enable Log Animations on StreamingModel to see available clip names at runtime.

  2. Create an Animator Controller asset with states. Assign a dummy AnimationClip to each state, named to match the model's clip name (e.g. "Idle", "Walk").

  3. Assign the controller to Custom Animator Controller on StreamingModel.

  4. Press Play.

Clip matching: The SDK matches by exact name first, then by numeric index (e.g. "0", "1").


Animation Modes

Mode
Behavior

Auto

Default. Uses EmbeddedClips without a controller; VrmMecanim if controller + humanoid bones.

EmbeddedClips

Standard path for animated GLBs.

VrmMecanim

Mecanim humanoid retargeting. Requires humanoid skeleton.

None

No animation.


Quick Code Reference


For the full API reference (StreamingModelAnimator tuning, complete examples, troubleshooting), see USAGE_ANIMATED_GLB.md shipped with the SDK package.

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