Animationplayer disable easing between animation keyframes

Godot Version

4.3 (latest stable)

Question

Got a low poly human model, animated in blender, chucked a pixel shader on it so it looks like a 2D sprite.

When I import the model into Godot and play its animations they ‘ease’ between frames. I only want to play the animation poses defined by keyframes as though they’re frames from a spritesheet.

Things I’ve tried:

  • Setting individual animation track settings to cubic interpolation
  • Setting animation framerate (0.2) and length (1.2) correctly for the number of keyframes (6).

Blender by default will export with easing baked into the animation, it sounds like you want to use “Nearest” interpolation, and/or set to discrete tracks. I am sure there are similar settings in blender you will have to apply to export in a way Godot can read

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Cheers, since you directed me to blender I looked into it and blender does indeed use a bezier interpolation by default which smooths motion. I need to select my animation keys in blender and change them to linear or constant.

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