Godot Version
4.2.2
Question
The animations of a viewmodel I’m using are managed through an AnimationTree, which uses a blend tree. Up until now, I had no issues with the animations, but a few days ago, changing transition state made the animation play every frame the key was pressed.
To be more precise, I want the animation to play while the key is pressed, and then change state when the key is released. For that, I used this inside of func physics_process(delta):
if Input.is_action_pressed("block"):
current_viewmodel.SecondaryOn()
if Input.is_action_just_released("block"):
current_viewmodel.SecondaryOff()
func SecondaryOn():
AnimTree.set("parameters/Transition/transition_request", "Block")
func SecondaryOff():
AnimTree.set("parameters/Transition/transition_request", "Unblock")
Using this and the allow_transition_to_self
property of the Transition node set to false
, when holding the key, the animation just keeps starting in place, and creates this blurry effect because the animation is being started every frame.
Any help would be appreciated.