I am currently using RealityKit (perspective camera) to render a character in my swiftUI app.
The character has customization such as clothing items and hair and all objects are properly weighted to the rig.
The way the model is setup in Blender is like so: Groups of objects that will be swapped (ex: Shoes -> Shoes objects) and an armature. I then export it to usdc with all objects active. This is the resulting entity hierarchy, viewed in Reality Composer Pro:
My problem is that when I export with the Armature Modifier applied to the objects, so that animations get exported, the ModelComponent gets flattened to the armature and swapping entities is no longer as simple as removing the entity with the corresponding name.
What's the best practice here? Should animation be exported separately and then applied to the skeleton? If so, how is that achieved? I'm not really sure how to proceed here.