How to create an endlessly looping animation when called from another AnimationPlayer?

Godot Version

4.6.2

Question

I’m creating a cutscene using AnimationPlayer, where individual characters/objects are at times animated using their own, secondary AnimationPlayer. Usually, for things like idle poses and other looping animations. These have the loop feature enabled.

The main AnimationPlayer then calls them using Animation Playback tracks:

I want these single animations to keep going, even after the main AnimationPlayer has finished. For example, calling an idle animation and keep doing that until I call something else.

This is mostly for cutscenes where the next shot only plays when you proceed with dialogue, so the waiting times could be very long.

The problem is that as soon as the animations end, they stop. I think i may be an issue with being called as Animation Playback tracks. Is it possible to accomplish this? I could stretch the main animation to a VERY long time, but that’s not a proper

1 Like

I believe you need to use a Call Method Track to do what you want.

Tried that, but it didn’t work. The called animation stops as soon as the parent animation ends.