90bf63e6413f2437e76502db1094c69c9a259d44
Animation-only FBX files (no mesh, clips only) could not be used: clips are keyed by node index into the parsed model's node table, so there was no path to get them onto a different model's skeleton. Add AssetManager::AttachAnimationClips: parses the container with the CPU-only path (no GPU upload -- empty meshes cannot build a Model), remaps each clip's channels to the target model's node indices by bone name, and appends to its clip list. Channels whose bone name is absent are skipped and counted; clips with zero matching channels are dropped. Same-source attach is idempotent via a new AnimationClip::sourcePath marker; name clashes get the file stem prefixed. Inspector Animation block gains an attach slot (UE Details semantics) listing model-container files plus a bullet list of attached sources; already-attached paths are replayed idempotently when the entity is selected, so clips survive restarts. The paths persist in the scene (Animation.Attached); the clips themselves stay runtime state. Limitations (documented, by design): same-skeleton retargeting only -- bone names must match between source and target (same DCC export or Mixamo-style per-animation downloads); cross-skeleton retargeting is out of scope.
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