• 3D
  • adding the new animation for a model

hi ! when i add the new animations for a mesh the new animations won't work

i add a gltf from blender to godot (lets call it player1.gltf) then i go to the new scene and choose the animationplayer then i choose all of the animations and save it as .tres

then i go to my playerk (kinematic body ) scene i have an animationplayer and an animationtree then i load the .tres files in animationplayer then i can use them in animationtree

so now if i want to add a new animation like crouching i go in blender then animate the model export it as gltf and import it to godot then i open the new object with new animations (lets call it player2.gltf) now i save the animations i want from the player2.gltf then i load them in playerk scene

the problem is that the new animations won't work fine so i go and set the player2.gltf as my main mesh now the old animations won't work for solving this i remove all animations from playerk and file manager then i save all animations from player2.gltf then do all again

so here is my question is there any way to import the new animations without having these problems ?

is there any way to load and save all the animations at once ?

ty for reading srry for this long explain and bad english .....

Hi,

Why you need to make another gltf for new animations? I assume that anyway old and new animations use the same skeleton and mesh.

In my project I just use one gltf2.0 file with my character and animations. Then when I need to add more animations I just update base blender file export it again to gltf2.0, replace old file in my Godot project and after reimport is done new animations are already added to AnimationPlayer.

@GlyphTheWolf said: Hi,

Why you need to make another gltf for new animations? I assume that anyway old and new animations use the same skeleton and mesh.

In my project I just use one gltf2.0 file with my character and animations. Then when I need to add more animations I just update base blender file export it again to gltf2.0, replace old file in my Godot project and after reimport is done new animations are already added to AnimationPlayer.

ty for answer nothing didn't change , the same resault

animations are good in the model self animationplayer but i don't use that . when i set the new animationplayer root to new model , mesh breaks again ty again for answering . <3

Is your scene "PlayerK" inheriting from base imported scene?

In my case I done it like: 1. Imorted gltf2.0 as lets say "characterImported" 2. Created inherited scene named "character" (it inherits "characterImported") 3. Updated scene "character" by adding AnimationTree.

Now after that when I reimport "characterImported" I have new animations added to AnimationPlayer in my "character" scene also and they work fine.

@GlyphTheWolf said: Is your scene "PlayerK" inheriting from base imported scene?

In my case I done it like: 1. Imorted gltf2.0 as lets say "characterImported" 2. Created inherited scene named "character" (it inherits "characterImported") 3. Updated scene "character" by adding AnimationTree.

Now after that when I reimport "characterImported" I have new animations added to AnimationPlayer in my "character" scene also and they work fine.

hmmm ... actually i do it like you with this diffrent , i add a new animationplayer in "character" scene and i load the animations i saved from "characterImported" and now you say that .....

is there any way to set the animationtree root node in "character" scn to animationplayer in "characterImported" scn ?

or duplicate the animationplayer from "characterImported" to "character" with all animations ?

and isn't that going to make any bug or something like that ?

"or duplicate the animationplayer from "characterImported" to "character" with all animations ?"

Actually inheriting scene from "characterImported" will do exactly that. Then unless you change something in main scene tree it should work fine (I already know that changing nodes name in main tree of inherited scene or removing some nodes in between root and skeleton may break it later)

Here is sample tree of my inherited scene:

Notice that AnimationPlayer is "grayed out" - that mean it is actually inherited from base imported scene.

You can create inherited scene from top menu bar:

(I have Polish version, so not sure how exactly it will be for your version)

@GlyphTheWolf said: Here is sample tree of my inherited scene:

Notice that AnimationPlayer is "grayed out" - that mean it is actually inherited from base imported scene.

You can create inherited scene from top menu bar:

(I have Polish version, so not sure how exactly it will be for your version)

TY MAN helped a lot ....

@GlyphTheWolf said: Here is sample tree of my inherited scene:

Notice that AnimationPlayer is "grayed out" - that mean it is actually inherited from base imported scene.

You can create inherited scene from top menu bar:

(I have Polish version, so not sure how exactly it will be for your version)

i found another soloution too

if enable the editable children then it will be like inher scn

also with merge from scn i can add the specific node that i want