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Looping animations without clearing inheritance

Not a question, but a usefull comment: instead of clearing the inheritence to make animations loop you can post the following line in the _ready-function of the character's script: get_node("AnimationPlayer").get_animation(animation_name).set_loop(true) Since Mannequiny gets a script anyway this is probably the way to go.
  • O
    bliepp replied

    This behaviour is not a bug by definition, because the AnimationPlayer is also an inherited node.

  • Nathan Lovato replied

    It is a known issue: in Godot 3.2 you cannot change the animation properties of imported 3D assets. You must name animations "name_cycle" or "name_loop" in your 3D modeling program. I actually worked with a developer on that during 3.2 beta because this feature didn't even work, so there was no way to make animations loop with fbx and gltf import via an editor.

  • Nathan Lovato replied

    For the record, you can and should be able to override properties on inherited scenes. It works in many cases, and not in others. There's a whole list of inherited scene bugs and known issues like these in Godot's issue tracker.