BabylonJS/Babylon.js · error · Error
${context}/target/path: Invalid value (${channel.target.path
Error message
${context}/target/path: Invalid value (${channel.target.path}) What it means
Animation channels target a node property via channel.target.path (translation, rotation, scale, weights). When the path is none of these, the interpolation-mapping switch has no case and throws this error. The glTF spec defines only those four valid paths.
Source
Thrown at packages/dev/loaders/src/glTF/2.0/glTFLoader.pure.ts:1888
switch (channelTargetPath) {
case AnimationChannelTargetPath.TRANSLATION: {
properties = GetMappingForKey("/nodes/{}/translation")?.interpolation!;
break;
}
case AnimationChannelTargetPath.ROTATION: {
properties = GetMappingForKey("/nodes/{}/rotation")?.interpolation!;
break;
}
case AnimationChannelTargetPath.SCALE: {
properties = GetMappingForKey("/nodes/{}/scale")?.interpolation!;
break;
}
case AnimationChannelTargetPath.WEIGHTS: {
properties = GetMappingForKey("/nodes/{}/weights")?.interpolation!;
break;
}
default: {
throw new Error(`${context}/target/path: Invalid value (${channel.target.path})`);
}
}
// stay safe
if (!properties) {
throw new Error(`${context}/target/path: Could not find interpolation properties for target path (${channel.target.path})`);
}
const targetInfo: IObjectInfo<IInterpolationPropertyInfo[]> = {
object: targetNode,
info: properties,
};
return this._loadAnimationChannelFromTargetInfoAsync(context, animationContext, animation, channel, targetInfo, onLoad);
});
}
/**
* @hidden
View on GitHub (pinned to 0592b347b8)
Solutions
- Correct channel.target.path to one of: translation, rotation, scale, weights.
- Re-export the animation from the source tool with a compliant exporter.
- Delete the offending animation channel if it is unnecessary.
- Run glTF-Validator on the asset to catch all path issues at once.
Example fix
// before
"channels": [{ "sampler": 0, "target": { "node": 0, "path": "position" } }]
// after
"channels": [{ "sampler": 0, "target": { "node": 0, "path": "translation" } }] Defensive patterns
Strategy: validation
Validate before calling
const VALID_PATHS = ["translation", "rotation", "scale", "weights"];
for (const ch of gltf.animations?.flatMap(a => a.channels) ?? []) {
if (!VALID_PATHS.includes(ch.target.path)) {
throw new Error(`Invalid animation target path: ${ch.target.path}`);
}
} Type guard
function isValidTargetPath(p: string): p is "translation" | "rotation" | "scale" | "weights" {
return ["translation", "rotation", "scale", "weights"].includes(p);
} Try / catch
try { await loadAsset(); } catch (e) {
if (/Invalid value \(/.test((e as Error).message) && /target\/path/.test((e as Error).message)) {
// load without animations or fix the asset
}
} Prevention
- Sanitize animations in your asset pipeline (only the 4 spec paths).
- Test converter output with glTF-Validator.
- Keep animations retargeted together with the meshes they animate.
When it happens
Trigger: Loading a glTF animation whose channels[i].target.path is an unknown string (typo, custom value, or exporter bug); e.g. path "position" instead of "translation".
Common situations: Hand-written animation JSON, assets converted from other formats (FBX/BVH converters) that map properties incorrectly, or corrupted files.
Understand the failure class
Background: Invalid enum value errors: "Unknown type", "Invalid scope", "must be one of" — when a string is not on the library's allowed list — this error's family across 23 libraries.
Related errors
- ${context}/interpolation: Invalid value (${sampler.interpola
- ${context}: Invalid camera type (${camera.type})
- ${context}/target/path: Could not find interpolation propert
- ${extensionContext}: Pointer is missing
- ${extensionContext}/pointer: Interpolation is missing
AI-assisted analysis of BabylonJS/Babylon.js@0592b347b8 (2026-08-30).
Data as JSON: /api/errors/160ced8685cdef4e.
Report an issue: GitHub.