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Friday, November 7, 2025

Can Godot’s AnimationTree mix a number of skeletons utilizing Animation Playback Tracks?


I’ve a setup in Godot with two totally different skeletons for female and male fashions. The skeletons are totally different as a result of the proportions are totally different, however I wish to use the identical animations on each.

Each fashions have an AnimationPlayer little one with all their animations however since I wish to synchronize each gamers I would like a 3rd AnimationPlayer. I created this third AnimationPlayer and re-created each animation utilizing an Animation Playback Observe to reference the male/feminine AnimationPlayers, one thing like this:

Male mannequin
-> AnimationPlayer (animations: anim_library/jog_forward, anim_library/job_backwards)

Feminine mannequin
-> AnimationPlayer (animations: anim_library/jog_forward, anim_library/job_backwards)

BothAnimationPlayer (animations: jog_forward, jog_backwards)

When enjoying the animations instantly from the BothAnimationPlayer the fashions mirror the proper animation, however when I attempt to i.e. mix the jog_forward and jog_backwards animations in an AnimationTree the animations do not appear to mix in any respect, as an alternative they swap backwards and forwards between the 2 animations.

Is that this not supported by Animation Playback Tracks or am I doing one thing flawed?

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