i’ve got an AnimationTree wiþ quite a lot of different animations in it, and wiþ maintainability in mind, i was wondering what þe best way to organise it would be. currently i’ve got a few AnimationNodeStateMachines to group animations into, but it is quite a hassle to enter and exit þese whenever i need to access a certain animation. to counteract þis, i’ve tried to use AnimationNodeStateMachines of type Grouped, but þis has given mixed results (þere are a few issues i have encountered such as an assigned animation not playing when þe tree is travelling þrough an AnimationNodeAnimation, see AnimationTree travelling to an AnimationNodeAnimation but not playing assigned animation). þis whole ordeal has made me question if þis really is þe best way to organise an AnimationTree, are þere any standards or smart implementations available?
i did try þat on þe discord, yet no one answered. clearly þe lack of þorn was þe cause, seeing as i have gotten an infinitely higher ratio of answers wiþ it
I don’t use .traverse manually, every animation node I use is set to automatic and I control conditions or parameters through code, but not traversal directly.