Replies: 5 comments
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In a project with around 300 animations imported individually as FBX, some other issues get highlighted. Now, I want to reiterate that - despite the failings of FBX - I believe this workflow makes sense, because:
So, the issues:
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Now, I would have to make AnimationTrees of these... Testing the blend spaces in editor, they do not seem to be updating. By the way, I wish for a way to do blend spaces without AnimationTrees. Addendum: To be clear, at this stage I'm trying to setup an AnimatioTree that controls an AnimationPlayer that controls another AnimationPlayer. |
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With the issue godotengine/godot#91956 fixed in the master branch, I'm testing this setup again. As it turns out making the AnimationTree with an AnimationPlayer that controls another AnimationPlayer results in the animations taking turns instead of blending. I cannot share this project, and I do not know if this is meant to be supported in the first place, so I'm not opening an issue. Yet, I want to bring attention to it. I have explained above why I believe this workflow makes sense. Note, for example, that I could not make a blendspace and then add additional tracks to it. Have a look: corvus.tscn.-.EcoPlay.-.Godot.Engine.2024-05-21.22-15-25.mp4 |
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By the way the step above would be an state machine. So we would have an I think this might be too much, so I'm opening a couple proposals - which I don't know if will have enough interest, or if I'll have the time to tackle: For full disclouse, I had an horror story happen to me with Unreal (see https://x.com/theraot/status/1793021604881940955), so I decided to try doing this with Godot, but my exploration took me to godotengine/godot#91956 which was a blocker for this project in Godot, so I went back to Unreal (with about a week of lost work) and finished the project in a crunch. I'm still interested in making Godot capable in completing such project. |
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Given the combination of saving an imported animation to a res file, adding markers, and using markers in animation trees, I can rework my animation workflow to something better now. I'm closing this. |
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In Godot 4.3 (I'm using dev 5) we can import an FBX as an Animation Library resulting in a correct Animation for an Skeleton, so it is easy to add them to an existing AnimationPlayer that works on the Skeleton of a model.
This means we do not have to put all the animations in a single file with the model using another editor (such as Blender), and thus saving time in the long run, and also making it easier to version the animations independetly.
All good so far.
As expected, I can't modify the imported Animations. Nor do I want to, since that would be a problem if I need to import a newer version of said animation.
Instead, I want to make "Animation Montages". That is, I want to set another AnimationPlayer with animations that play tracks on the first one, and also add other tracks (such as playing sounds, enabling and disabling colliders, triggering particles, etc).
However:
As a result setting the "Animation Montages" I want to make results in a lot back and forth between the AnimationPlayers and typing the animation length manually to match.
Solving any of the points above would aliviate this. I - of course - would rather to have all three.
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