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So I’ve added two meshes (imported from Blender) with rigging and a single nonlinear animation built in. The
AnimationPlayer node has detected the animation, and I have set it to loop (using the UI button that looks like a refresh).
I then have an
AnimationTree which I’ve set the Tree Root as an
AnimationNodeStateMachine, I’ve added the single nonlinear animation as a single node in the state machine, and have set it to autoplay.
In the Godot editor the animation loops exactly how I want, when viewing it in any scene, however when I play the project, it plays once then stops.
Does anyone know why this is and how I can get it to loop continuously?
Isn’t there an option in blender to set it looping instead? Maybe it overrides the godot’s loop flag.
Maveyyl | 2021-05-11 21:32