I’m working on a game with a complex character system (at least for me). It has multiple states (swords equipped, guns equpped, aiming, not aiming etc.)
and I’m having trouble with the animations. Do I have to make a separate running animation for each individual state (eg. running animation with guns out, and a separate running animation with the swords out)? Or is there someway I can use ONE running animation and somehow combine that with my different state animations? I’m using Blender for my action animations, if that helps any.
If you need more info on what I mean, please let me know. Thanks!
You should be able to use one running animation. Inside the animationtree you can blend animations together. If you need help with that you would have to let us know what animations you have and what exactly you want to achieve
Thanks for the reply! I’m new to Godot and Blender so I don’t fully know my way around the animation tree stuff yet. When I set up my character, I used [this tutorial] to get the animations working. The main issue I have with it, is that it uses completely separate animations for default walking and walking while aiming.
I’m using a deadpool model I made as the character. I want him to have a Katana mode (where his guns are in his holsters, and his katanas are in his hands), and a Gun mode (which is just the opposite way around). Here’s a photo if it helps any:
The current way I have it set up is: first, I make the animation with the katana constraints to the hand, and the gun constraints to the leg. Then I duplicate that animation, constraint the gun to the hand and move everything into position. It sounds easy enough, but one I get enough animations it gets really cluttered and annoying. I also have an aim animation for each movement direction (pictured below)
I figure the constraints can be done in the code so I’m not too worried about that (if anyone has an easier way around that id love to hear it). But for the aiming animation, I’d like to NOT have to make 7 different animations just so I can make my character aim. So, I’d like to have one running animation, then I can just blend the arm positions from the aiming animation/whatever state I want him in on top of the current animation.
I tried searching for a good tutorial on this but I don’t have a good way to phrase it so I couldn’t find anything. I know I rambled on for a bit and probably missed something so if I need to provide more info let me know lol
create a AnimationTree and choose a AnimationNodeBlendTree as root
right click and add Animation → choose aiming animation
right click and add Animation → choose walking animation
right click and add blend2 → connect both animations
set blend amount to 0.5 first
connect blend2 to the output-node
Now you should see both animations playing simultanesly. If it looks weird you can click on the filer-button on the blend2 and choose which tracks should be used by the bottom animation (remember to enable filter at the top)
I haven’t had much time to do a lot of testing, but this seems like the right path! However, after I set the filter, it wasn’t acting how I wanted it to. I tried setting it to 1 instead of .5 and it worked!