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A few years late, but hopefully this is helpful to someone. I was in exactly the same situation you were and stumbled across this post while looking for solutions.Through trial and error, I found that bone animation will work if you create and manage the skeleton node manually. You can create a node, add all the bone nodes as children, assign it to the skinner, and finally add it to the node hierarchy. I got tripped up because it seems like SCNSkinner should be able to handle all of that automatically since you're already providing the bone nodes to it and associating it with a node in the hierarchy. But everything seems to be working as expected now after setting it up this way.Good luck!