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Update README.md
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rdeioris authored Jul 1, 2020
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Expand Up @@ -195,6 +195,14 @@ The 'Skeleton' field will assign the specific Skeleton to the SkeletalMesh, whil

# Skeletal Animations

You can extract Skeletal Animations using the LoadSkeletalAnimation, LoadSkeletalAnimationByName and LoadNodeSkeletalAnimation functions:

![SkeletalAnimations](Docs/Screenshots/SkeletalAnimations.PNG?raw=true "SkeletalAnimations")

All of them require a SkeletalMesh to extract the Skeleton (this is technically not required as you could specify the Skeleton asset directly, but this will allow to set a preview asset in the editor, future glTFRuntime releases will allow to specify only a Skeleton too).

Note that as long as dirreferent SkeletalMeshes use the same Skeleton, you can share AnimationBlueprint too.

# Nodes Animations

The glTF format, supports generic animation of nodes (read: changing their transforms over time).
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