+1 vote

Hello. I have a problem with Godot 3.1 animationTree or Godot 3.06 AnimationTreePlayer. I have an object with animations exporter from blender 2.79. the problem is that the animations are not looping (I checked that the enable/Disable lopping control is set to loop, and the animationtreeplayer or animationTree is set to active). The animations make one loop and then stops.
This just happens with one of the blender objects, the rest of the animations works fine.

I think It may be the same problem as "Animation fails to repeat when used in AnimationTreePlayer" but I'm not sure, Any idea what could be? Thanks

in Engine by (129 points)

1 Answer

+9 votes
Best answer

I figure it out!
Here is the explanation:
In some objects exported from blender, when you create a "New Inherited" scene, the root object is created as "Scene Root" and the rest as "Inherit Scenes" (you can see this because the first object in the scene tree has "white" letters and the rest has dark gray letters).

So, after you have the object in Godot, you have to save the scene and then press your second mouse bottom over the "Scene Root" object (the white letter object in your scene tree) and select "Clear Inheritance" (this clear inheritance option is only available after you save your scene).

After all this, your secondary objects are no longer inheritance and the "animationtreeplayer" and "animationtree" works!!

I don't know if there is an easier option to do this, It would be nice if there is.

by (129 points)

The problem with this solution is that the model is being exploded : I had a humanoid model with medium details and full skeleton with 6 short animations (walk cycle, idle etc..) nothing fancy. The exported model from blender as glTF2 was 40Mo in size, but after doing this the scene went from 3Ko to 750Mo which is totally absurd as the scene only contains that model.. so it may be a workaround but I don't think that it's usable.

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