You can import a glb with a skinned mesh with different animationclips listed in the animations array .
Inside of such an AnimationClip the data for each animated property are stored in a separate KeyframeTrack.
Is it possible to make a keyframetrack where on the keyframes the entire animationclip is swapped for anohter one ? In the examples i find the swapping of animationclips happens with a GUI where the user changes the animationclip but i want the AI to swap the animation with a timer clock , not the user . Most keyframetrack examples only change simple things like the rotation and position , but i want it to change an entire movecycle like from 'walk 'to 'idle ’ or to ‘run’ .