Call method track in Blender imported animations

Godot Version

4.4

Question

Hiiii :smiling_face:, I created an enemy in blender and I thought that call method tracks could come handy in order to time when does inflicts damage and that kind of stuff :grin:.

I tried to do it by setting up save paths for the animations and modifying the file that were created :open_mouth:. But those files gets overwritten each time I save my blender file :confounded:.

So… Is there a way of adding call method tracks in Blender imported animations :sweat_smile:?

EDIT

I have the .blend inside the project, I use that directly. :sweat_smile:

Probably the easiest way is to add your function calls inside the AnimationPlayer after you imported it already. As Blender wouldn’t know anything about the code that’s inside your Godot project.

The problem with that is that it gets overwritten each time I save the .blend file :thinking:. As far as I know unleast :sweat_smile:.

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You can keep added custom tracks by opening the Advanced Import Settings popup (double-click on the blend file), selecting the animation you want to keep custom tracks, enabling Save To File and giving it a path, and enabling Keep Custom Tracks

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Thank youuu :smiling_face:!!! I didn’t know about what that check box does :grin:(Clearly :sweat_smile:).

By the way :open_mouth:, I’ve seen you a lot around the forum, helping people with everything and solving their issues :thinking:. So I just wanted to take the chance to say :open_mouth:, I think you’re really cool and great, so thank youuu :smiling_face:.

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