Associating multiple SkelAnimations to a given Skeleton?

Imagine you have a Skeleton and you want to have multiple animations associated with it. For example, you have a rigged “Car” Skeleton where there’s both an “anim_doors” SkelAnimation and an “anim_wheels” SkelAnimation that’s been authored.

While it’s possible to define multiple SkelAnimations both inside and outside the Skeleton hierarchy (i.e. the UsdSkel Instancing documentation), I don’t see a way of strongly associating the SkelAnimation with a Skeleton. I would not want a hypothetical “anim_propeller” animation to ever become the animationSource for the “Car” Skeleton etc.

Is there an interoperable way of restricting/associating SkelAnimations to their intended Skeleton so that people and tools know which animations are permitted to become an animationSource for said Skeleton?

There isn’t something concrete like this yet. You could use clips to associate takes with a given skeleton to have the equivalent of FBX takes.

Alternatively you could define a collection or variant sets with the animation equivalents but they all have slightly different semantic meanings. Collections in particular would depend on the app to provide meaning.