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there is not any difference - just dont use useAnimations and handle it all yourself. you have access to the skeleton and all the data you need. you can execute either in useFrame or in a useLayoutEffect which should come before. |
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I have a skinned mesh + animation created from a gltf file using the code example below.
I have a feature that requires me to know the future world position of bones within the animation. A simple approach of doing this would be to play the animation at a specific time without visually rendering the skinnedMesh and grab the bone position on each frame within useFrame.
The problem with this is that it takes several frames to get the data I require. Is there currently a way to force a skeleton to fully update multiple times in a single frame. Something like the the code below.
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