AdvancedOptionalinterpolationInterpolation algorithm used between keyframes
The property this track drives, as '<node>.<property>', such as 'Hips.quaternion'
The player splits the label at its last . and looks for a node with that label, or a bone
of a skinned mesh with that name, in the subtree of AnimationPlayerOptions#target.
On a bone the property is position, quaternion or scale. On a node it is a Vector3 or
ObservableVector3, quaternion, number or numeric array property, such as position, x or
weights. A label that matches nothing, or a property of another type, is ignored without a
warning.
Tracks loaded from glTF name their node by its index in the file, which only the player of a Model3D resolves.
Keyframe times in seconds, in ascending order
Keyframe values, valueSize numbers per keyframe, in the order of times
A 'CUBICSPLINE' track stores three groups per keyframe instead: in-tangent, value and
out-tangent, each valueSize long. Tangents are rates of change per second, as glTF stores them.
OptionalvalueNumber of numeric components in each keyframe value, such as the morph-target count of a weights track
NumberTrack, Vector3Track and QuaternionTrack set it for you.
Options for constructing a keyframe track