When I was creating my own game prototypes, I found it was easy for me to use poses rather than full animations. Poses such as died worked better for me than full animation. This was because of Godot's blending factor for animation playback.

But what do indie developers expect from a 3D model's animation. Poses or full animation?

  • DJM replied to this.

    newmodels full animations always look better(even more with some IK in game).
    think of what actions your model should be able to do.
    ?walk(left, right, forward, back) run, crouch, idle,jump, in air, land, attack, die

    I would generally expect animations rather than poses, in part because animations generally work everywhere, while poses may require blending via blend shapes or similar, which may not always be supported (and computationally I think they are slightly heavier than animations)

    I will be working with full animations. Except maybe some simple poses if I think of any.

    Now I have another questions. Long ago it was unity asset store requirements for animations, that they do not have location inserted into the keyframes.

    From having worked with game prototypes I find it necessary to have the locations applied, at least or the root bone.

    How should I handle this problem? insert locations or no locations. I had problems with my game models without inserting locations.

    why would u not use location? u can animate your models 'inplace' or with 'rootmotion'