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Accessing Multiple Babylon Animations


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So in the examples we have:

//Then add the animation object to box1box1.animations.push(animationBox);

which means it is an array, but if I create another animation and push it how do I actually call just one animation to play with beginAnimation()?


for example:

//Then add the animation object to box1box1.animations.push(animationBox1);//Add another animation to box1box1.animations.push(animationBox2);//how can I just dobeginAnimation(box.animations[0],...);

Or was it even meant to single out playing one animation if there are more than one attached to the mesh? I can, of course, just overwrite box1.animations[0] with the animation I want, but that seems unnecessary.

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