AnimationTree : transitions conditions or travel?

Godot Version 4.2.2.stable.mono

Hello, i’m a bit confused, should i use conditions with the AnimationTree or should i call Travel to simplify transitions ?

I think it’s just depends on your project.

If your project is simple enough, either would be a great choice! Otherwise you may have a lot of animation that you need to transit. In that case, as you said call travel chould simplify the transition and I think you best do that.

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thanks a lot @hakkerbarry

otherwise, i think that if i’m using a custom state machine on my node, maybe i dont need an AnimationTree to manage animations, do you think so ?

That’s true for most of cases. The reason those are equivlent is because all the state of you demand is “animation based” which basically means that you use different animations to distinguish between states. For this structure, there is really no difference between those two ways, you can freely choose according to your habits and preferences. However, what if you have an attack animation, and you have pre-attack and post-attack in the attack animation? At that point you must refactor your state machine to support more complex states.

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I’ll keep it simple for now, but thank you for the relevance of your remark.