# Probes the UAL1 GLB loaded at runtime: animation names + sample track paths. extends SceneTree const UAL1 := "C:/Users/CAN/tinqs-ltd/ariki-game/assets/quaternius/anim-lib-1/Universal Animation Library[Standard]/Unreal-Godot/UAL1_Standard.glb" func _init() -> void: var doc := GLTFDocument.new() var state := GLTFState.new() if doc.append_from_file(UAL1, state) != OK: push_error("UAL load failed") quit(1) return var scene := doc.generate_scene(state) var player: AnimationPlayer = null var stack: Array = [scene] while not stack.is_empty(): var n: Node = stack.pop_back() print("node: ", n.get_class(), " '", n.name, "'") if n is AnimationPlayer and player == null: player = n for c in n.get_children(): stack.push_back(c) if player == null: print("NO AnimationPlayer") quit(1) return var names := player.get_animation_list() print("clip count: ", names.size()) print("clips: ", ", ".join(names.slice(0, 40))) var a := player.get_animation(names[0]) print("first clip '", names[0], "' tracks: ", a.get_track_count()) for i in mini(4, a.get_track_count()): print(" track path: ", a.track_get_path(i)) quit()