#Godot animation completely not working whatsoever

1 messages · Page 1 of 1 (latest)

raw harbor
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FYI I'm not completely sure on the workflow from blender to godot for making animations for characters in my game.

I have created individual animations (Actions) in blender's Action editor (NOT Dope sheet/NLA). i've made animations such as hand open, hand closed, Legswalking, etc. These are all individual actions which only effect certain bones. For example, "right hand open" only effects the right hand. It can be played/activated alongside other animations/actions and everything can work together seamlessly. However, when i put my model into Godot (GLTF), strange behavior occurs.

If animation A is above animation Z, playing animation Z will activate the start frames of the entire alphabet of animations before it plays. Even if animation Z is simply a finger movement. Triggering this animation will activate the starting position of every other animation all the way down to the current one. Absolutely SCRAMBLING my character. This renders animation in godot useless.

Each animation is saved as an action in blender through the Action editor. Each one of these actions are available in Godots Animationplayer after importing, however, the hierarchy of the actions (Simply which animation i created in a random order) is causing bugs and undesirable effects as each action is intended to be used individually or together (blending with AnimationTree) without activating the starting position of every other animation which was created beforehand.

This renders all animations in godot completely useless. In Blender, everything is working correctly and i can trigger any animation without other animations in the hierarchy activating.

Please reply if any additional info needed so i can help you to understand the problem.

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Note:
Animation tree exhibits the same behavior
Activating animation Z (or blending it) will activate all above alphabet of animation from the list.
If RaiseArms is at the top of the list, and you activate LookRight which is at the bottom of the list..
What do you think godot will do?

lean lantern
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I'd suggest using NLA strips for exporting animation from Blender, since the new Subactions feature can disrupt things

raw harbor
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I've tried NLA - it seems to make all animations unavailable when exporting and/or unusable. I remember trying it a week ago and having this problem, but i'll try again now and update you with results.

raw harbor
raw harbor
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Using 4.3.

full forge
raw harbor
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Will check now

lean lantern