Godot Version
4.6
Question
I implemented a system that allows me change a set of animations according to a given parameter of a type I created, the MovesetResource. The class has AnimationNode properties that are them injected on a StateMachineAnimationNode, replacing “generic“ animation nodes. Like:
- Moveset A has a walking animation, that’s a AnimationNode with name “walking-a“.
- Moveset B has a walking animation, that’s a AnimationNode with name “walking-b“.
After I click a certain button, a script captures the instance of my StateMachneAnimationTree and replaces the Walking Node inside, for it’s correspondent.
My question is: can I save a blend of animations as a resource and use it as a AnimationNode in this case? I tried it but it didn’t work.