Animation tree overriding everything else. everything else not doing a DAMN THING

4.4

I have a character, animated with an animation tree (for walking and stuff). I also want the characters head to point at a node, so I have a “look at modifier”. It just gets overridden though.

Ive tried set_bone_pose_rotation, and it gets overridden by the tree —> doesn’t do a damn thing.
Ive tried bone attachment, and it gets overridden by the tree --------------> doesn’t do a damn thing.
Ive tried filtering the head bone in the tree and move it manually --------> doesn’t do a damn thing.
Ive tried (insert every way to move a bone), it gets overridden -------------> doesn’t do a damn thing.

Is animation tree just all mighty god all of a sudden? Nothing else matters?

I figured it out. animation tree will overwrite anything else. You have to set the callback mode to “manual” and call “advance()” on it and THEN, do your custom bone logic.

Hope this helps someone.

Need more info. But what this sounds like is when you imported your model it imported animation. So it created an AnimationPlayer which you hooked up to your AnimationTree. Bad news is, you can’t modify those animations, and if you add new ones and re-import they will be overwritten. Good news is, you can change that in the Advanced Import settings and then change them.

However, sounds like you found your own solution.

You should use a SkeletonModifier3D to apply modifications to the Skeleton3D when needed. More information here: Design of the Skeleton Modifier 3D – Godot Engine

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