private void CreateAndStartAnimations()
        {
            // Get the scene nodes that we want to animate using their names (as defined
            // in the .fbx file).
            _frontWheelLeft          = _tank.GetSceneNode("l_steer_geo");
            _frontWheelLeftRestPose  = _frontWheelLeft.PoseLocal;
            _frontWheelRight         = _tank.GetSceneNode("r_steer_geo");
            _frontWheelRightRestPose = _frontWheelRight.PoseLocal;
            _hatch          = _tank.GetSceneNode("hatch_geo");
            _hatchRestPose  = _hatch.PoseLocal;
            _turret         = _tank.GetSceneNode("turret_geo");
            _turretRestPose = _turret.PoseLocal;
            _cannon         = _tank.GetSceneNode("canon_geo");
            _cannonRestPose = _cannon.PoseLocal;

            // Create and start some animations. For general information about the DigitalRune Animation
            // system, please check out the user documentation and the DigitalRune Animation samples.

            // The front wheel should rotate left/right; oscillating endlessly.
            var frontWheelSteeringAnimation = new AnimationClip <float>(
                new SingleFromToByAnimation
            {
                From           = -0.3f,
                To             = 0.3f,
                Duration       = TimeSpan.FromSeconds(3),
                EasingFunction = new SineEase {
                    Mode = EasingMode.EaseInOut
                }
            })
            {
                Duration     = TimeSpan.MaxValue,
                LoopBehavior = LoopBehavior.Oscillate,
            };

            AnimationService.StartAnimation(frontWheelSteeringAnimation, _frontWheelSteeringAngle)
            .AutoRecycle();

            // The hatch opens using a bounce ease.
            var bounceOpenAnimation = new SingleFromToByAnimation
            {
                By             = -0.8f,
                Duration       = TimeSpan.FromSeconds(1),
                EasingFunction = new BounceEase {
                    Mode = EasingMode.EaseOut
                }
            };
            // Then it should close again.
            var bounceCloseAnimation = new SingleFromToByAnimation
            {
                By       = 0.8f,
                Duration = TimeSpan.FromSeconds(0.5f),
            };
            // We combine the open and close animation. The close animation should start
            // 2 seconds after the open animation (Delay = 2) and it should stay some
            // time in the final position (Duration = 2).
            var bounceOpenCloseAnimation = new TimelineGroup
            {
                bounceOpenAnimation,
                new TimelineClip(bounceCloseAnimation)
                {
                    Delay = TimeSpan.FromSeconds(2), Duration = TimeSpan.FromSeconds(2)
                },
            };
            // The bounceOpenCloseAnimation should loop forever.
            var hatchAnimation = new TimelineClip(bounceOpenCloseAnimation)
            {
                Duration     = TimeSpan.MaxValue,
                LoopBehavior = LoopBehavior.Cycle,
            };

            AnimationService.StartAnimation(hatchAnimation, _hatchAngle)
            .AutoRecycle();

            // The turret rotates left/right endlessly.
            var turretAnimation = new AnimationClip <float>(
                new SingleFromToByAnimation
            {
                From           = -0.5f,
                To             = 0.5f,
                Duration       = TimeSpan.FromSeconds(4),
                EasingFunction = new HermiteEase {
                    Mode = EasingMode.EaseInOut
                }
            })
            {
                Duration     = TimeSpan.MaxValue,
                LoopBehavior = LoopBehavior.Oscillate,
            };

            AnimationService.StartAnimation(turretAnimation, _turretAngle)
            .AutoRecycle();

            // The cannon rotates up/down endlessly.
            var cannonAnimation = new AnimationClip <float>(
                new SingleFromToByAnimation
            {
                By             = -0.7f,
                Duration       = TimeSpan.FromSeconds(6),
                EasingFunction = new HermiteEase {
                    Mode = EasingMode.EaseInOut
                }
            })
            {
                Duration     = TimeSpan.MaxValue,
                LoopBehavior = LoopBehavior.Oscillate,
            };

            AnimationService.StartAnimation(cannonAnimation, _cannonAngle)
            .AutoRecycle();
        }