Animated Mesh Asset
The animated mesh asset is very similar to the mesh asset. However, it adds the necessary data to a mesh such that it can be used for skeletal animation.

Animated meshes are placed in a scene with a dedicated animated mesh component. Which animations are played on it can be controlled with a simple animation component or an animation controller component.
Preview

Use the preview to check the imported mesh before configuring animation playback.
Asset Properties
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MeshFile: The file that contains the mesh data. For animated meshes prefer to use GLB (binary GLTF) files. FBX files can be used as well, though due to FBX's complexity chances are higher that it won't work as expected. The referenced file must contain the mesh data with skinning information. It doesn't need to contain any animation clips. -
MeshIncludeTags,MeshExcludeTags,MeshExactIncludeNames: Which meshes to take from the file when it contains several. See the mesh asset properties. -
DefaultSkeleton: The skeleton asset that is used to skin the animated mesh by default. This is required; the asset won't transform without it. -
RecalculateNormals,RecalculateTangents: See the mesh asset properties. -
HighPrecision,VertexColorConversion: See the mesh asset properties. -
NormalizeWeights: Renormalizes the skinning weights of every vertex so that they sum to one. Enable this if the source file has sloppy weights and the mesh deforms oddly. -
ImportMaterials,Materials: See the mesh asset properties. -
SimplifyMesh,MeshSimplification,MaxSimplificationError,AggressiveSimplification: Reduce the triangle count on import. See the mesh asset properties.