Note:
- To be clear, to get animation from Blender to CGE, just export it to glTF.
- Castle Game Engine will automatically be able to play it.
- Rotation animation is then expressed as
TOrientationInterpolatorNodewhich is a sequence of rotations for each joint, already in format CGE handles. - This is all already ready and in proper format and you don’t need to write any special Pascal or Python code to use this

Upcoming change to skinned animation handling (see Skinned animation using the Skin node | Castle Game Engine , not yet merged to engine master!) will also mean that:
- Skinned animation from glTF is done at run-time on GPU
- and you can modify joints at run-time freely. Our example animate_bones_by_code is updated to showcase this (but this is also not yet merged to master; follow our news to be notified when it will be merged).
- our animation cross-fading (see TCastleSceneCore.DefaultAnimationTransition or TPlayAnimationParameters.TransitionDuration ) work out-of-the-box with such animation then too, joints animations will be cross-faded.