Filter applied to an AnimationGroup (via group.mask) that restricts which
targets the group animates, matched by target name.
A target is identified by its name (the glTF node / bone name). The same mask can be
reused across animation groups whose targets are named the same way. Matching is exact
and case-sensitive. Masked-out targets are left untouched and therefore stay at their
bind/rest pose (matching Babylon.js, which pauses those targets).
Pure state: create with createAnimationGroupMask and read membership with
animationGroupMaskRetainsTarget. To change an active mask, toggle mode or
disabled, or replace the names array (assign a new array, or push/pop): the
controller re-resolves whenever mode, disabled, the names array reference, or
its length changes. Editing names in place at the same length (e.g. names[0] = …
or reordering) is NOT detected — assign a new names array, or reassign group.mask,
to apply such a change.
Filter applied to an AnimationGroup (via
group.mask) that restricts which targets the group animates, matched by target name.A target is identified by its name (the glTF node / bone name). The same mask can be reused across animation groups whose targets are named the same way. Matching is exact and case-sensitive. Masked-out targets are left untouched and therefore stay at their bind/rest pose (matching Babylon.js, which pauses those targets).
Pure state: create with createAnimationGroupMask and read membership with animationGroupMaskRetainsTarget. To change an active mask, toggle
modeordisabled, or replace thenamesarray (assign a new array, or push/pop): the controller re-resolves whenevermode,disabled, thenamesarray reference, or its length changes. Editingnamesin place at the same length (e.g.names[0] = …or reordering) is NOT detected — assign a newnamesarray, or reassigngroup.mask, to apply such a change.