First off, I want to say I'm really impressed with how many features are in this library, as well as the performance on my device, so thank you for making this available!
That being said, I've got a few questions that I can't seem to find an answer to via the various examples, that I'm hoping you could assist me with.
1) I've converted a fbx model to the Bonzai Engine native format, which stores about 10 animations consecutively on a single timeline. However, that animation is at index 1, as there's a "bind_pose" animation sitting at index 0. The problem comes in when attempting to make use of AnimationSplitInfo, which despite referencing the example, doesn't seem to work. Now, I'm thinking this might be because it's attempting to apply the splits to the animation at index 0? If this is the case, is there some way to specify which animation should be split?
2) the last two fields of AnimaitonSplitInfo are a little unclear to me - in the example, all the instances of loopIndex, are set at -1, and loopDuration at 0. I take it that this means the animations don't loop? If the intention was to have them loop, would that then be set at "1"? and does loopDurration mean how many times it should loop?
3) Finally, the model I'm working with - a character, has a blink animation - which consists of 8 frames, that would be played every 6 seconds or so, and should be entirely independent of the other animations. Does Bonzai Engine support this? And if so, how would you recommend I go about doing this?
Thanks again, and I really hope you can help me - I'll probably (eventually) figure it out on my own - through trial and error; but I'd (understandably) hope to limit that as much as possible