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playing and yielding to animations from animation player or animation tree?

Open Shadowblitz16 opened this issue 2 years ago • 4 comments

Shadowblitz16 avatar Jun 04 '23 12:06 Shadowblitz16

State machine is simply for state management, it doesn't handle animation.

Anyway, I don't think you can yield for animation tree, so I would say animation player

imjp94 avatar Jun 04 '23 13:06 imjp94

animation is tied to state though. it makes it so we don't have to attach scripts and switch through all the states just to manage animations.

I was thinking something like a animation node in the chart editor where we could set a animation player and a animation to play or something when a state is active

let me do a moch up real quick

Shadowblitz16 avatar Jun 04 '23 13:06 Shadowblitz16

image image

I don't know what font the editor uses but the basic idea is that you could assign a animation player to the state machine and have animation finished conditions and animation nodes

EDIT: in fact assigning the animation player through the node would be better that way we can have multiple animation players per state machine image

this would be really good for controlling menus

I could do fine without animation tree but I really need animation player because I am using it for menus

Shadowblitz16 avatar Jun 04 '23 13:06 Shadowblitz16

@imjp94 you there? I have been trying to use godot's animation tree to do state machines but it's completely broken. It won't update states properly and I am really hoping this could be a alternative

Shadowblitz16 avatar Jun 06 '23 03:06 Shadowblitz16