Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

AnimationTree: only one animation library works at the same time #76538

Open
jkulawik opened this issue Apr 28, 2023 · 4 comments
Open

AnimationTree: only one animation library works at the same time #76538

jkulawik opened this issue Apr 28, 2023 · 4 comments

Comments

@jkulawik
Copy link

Godot version

4.0.2

System information

Pop_OS

Issue description

When using an AnimationTree with an AnimationPlayer that uses animation libraries, loading a new library breaks the playback of the animations from one of the libraries. This is despite both playing correctly in the AnimationPlayer.

Steps to reproduce

Open the minimal reproduction project, then:

  • See that the AnimationTree plays an animation correctly
  • Disable the AnimationTree (set active to off)
  • In AnimationPlayer, load the 2nd animation library (Animation -> Manage Animations -> Load Library -> open melee_library.res)
  • In AnimationPlayer, note that animations from both sets play correctly
  • Enable AnimationTree back
  • Open the animation tree and change the animation being played
  • Note that only one of the sets plays correctly now (note: in my main project the first set breaks, but in the reproduction project it's the other set that breaks. I can't tell what governs this)

Additionally:

  • remove the first animation set from AnimationPlayer
  • note that the 2nd animation set now plays correctly through AnimationTree

Minimal reproduction project

animtree_reproduction_project.zip

@mageowl
Copy link

mageowl commented Oct 26, 2023

I am having the same problem.
When swapping one library for another, it breaks.\

I think it fixes it to use the "Make Unique" option in the Manage Animations menu under the save button.

@AThousandShips
Copy link
Member

What version are you on?

@mageowl
Copy link

mageowl commented Oct 26, 2023

4.1.2

I get a ton of errors saying

ERROR: Failed setting key 'frame' at time 1.42985433333333 in Animation 'Idle' at Node '/root/@EditorNode@17637/@Control@697/@Panel@698/@VBoxContainer@706/@HSplitContainer@709/@HSplitContainer@717/@HSplitContainer@725/@VBoxContainer@726/@VSplitContainer@728/@VSplitContainer@754/@VBoxContainer@755/@PanelContainer@800/MainScreen/@CanvasItemEditor@10090/@VSplitContainer@9915/@HSplitContainer@9917/@HSplitContainer@9919/@Control@9920/@SubViewportContainer@9921/@SubViewport@9922/Player/Sprite/AnimationPlayer', Track '.:frame'. Check if the property exists or the type of key is right for the property.

(Also, the previous fix doesn't work)

@jkulawik
Copy link
Author

jkulawik commented Feb 2, 2024

I'm on 4.2.1, tested this on another rig and this seems fixed. I haven't had the time to test on the old one, but perhaps this bug is caused by something in the way the assets are exported? In that case it would mean it's user-side, not an engine bug at this point.

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Projects
None yet
Development

No branches or pull requests

4 participants