Godot Version
4.3
Question
I have an AnimationStateMachine to controll my 3d character animations. In my attack i want to blend between running and attacking, and end after the attack animation is done (non looping). To then go back to the “IdleRun” state. However this only works for blend values below or equal to 0.5 and i would like to understand why or if this is a bug.
I blend between a walking and attack animation (with some filtered bones):
My issue is that whenever i move the blend value to more than 0.5 (towards running), the animation never stops and starts looping.
I made sure to have a copy of my running animation that is set to no looping but it still loops.
I enter the state with via:
match cur_anim:
anim_state.ATTACK1:
state_machine.travel("attack_fist")
The expected behaviour is that after the attack animation and run animation (if it is blended) it ends and goes back to the “IdleRun” state.