requestAnimationFrame's handler blocks animation from playing


I’m fetching then parsing a GLTF model from buffer with parseAsync(). The issue is that the instant the model is added to the scene my requestAnimationFrame handler takes more than a second to run, I get this message in my console: “[Violation] ‘requestAnimationFrame’ handler took 1097ms”.

As a result, the first second of my model’s animation is skipped. Since the handler’s run time spikes I can’t delay the animation in a consistent way either. I’ve made my model’s fetch and parse a promise, and I start the animation when it resolves but the first second of animation is still skipped.

What I’m wondering is if there’s some way, some event, that I can use to start my animation after the model has been added to the scene?