In the Idle blendSpace2D of my AnimationTree when the animation of idle start, the first frame of every idle facing is idle_left. This problem only appears on this blendspace. Also the idle facing dirction is the only facing direction which is not programmed in a state of the state machine.
Thanks, but the left and right sides of my player are not the same and the attack animation can’t be in a AnimatedSprite2D. So I really want to use AnimationTree
I might be wrong but to me it looks like the “walking left” animation is playing for a frame, not the “idle left”. Like, somehow when you release the controls the blend of the walk anim is set to left for a frame before the animation tree travels to idle.
Thank you, you’re right, that’s where the problem came from. In fact, when I release the controls, for one frame, the walking animation put the animation for Vector(0, 0) and this animation was: Walk_left.
I solved this problem with that code: