I’m coming from Unity. Normally I’ll import a rigged .FBX, Unity will auto-add a SkinnedMeshRenderer component and the bones will come in as transforms in the hierarchy, and I can pose it or animate it by translating/rotating those bone transforms. I never pull in baked animations from Maya; I do everything in Unity.
When I import a rigged mesh into PlayCanvas and pull it into the hierarchy, it just shows up as a “Model” in the inspector. I can see the lines indicating the bones inside the model, but I can’t see where the bone “components” or “transforms” or “variables” actually are. I’ve been trying to find an example project, tutorial, forum post, etc., but every forum post I’ve found is more specific and complicated, and I haven’t been able to find an answer. How do I move the bones of a skinned mesh?