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  • Is there a way to have an AnimationPlayer call other AnimationPlayers?

I'm trying to find a way that I can create an AnimationPlayer that can act as a sort of master node to control other animation players. I want to do this because I'd like to create an AnimationTree to control a character I'm creating. I'd like to create an 'explosion' node for it, which requires me to have an explosion animation in the AnimationPlayer it references. The trouble is, it needs to reference the animations of more than one player.

My character mesh was exported from Blender and all of its animations are stored in an AnimationPlayer that is one of its children and which won't be easy to modify from within Godot. The other AnimationPlayer is for an explosion special effect which is part of an object that I created entirely using Godot nodes. Is there a way for me to create a third AnimationPlayer that can use both the player that animates my character and the one that animates the explosion effect? Or is there another way to solve this problem?

Couldn't you use a Call Method Track to start/stop animations in other AnimationPlayers? I've never tried this but I don't see why controlling another AnimationPlayer would work any differently than controlling any other type of node.

    soundgnome I guess that could work. They're not really 'included' because you can only start the animations that way, not control their length. But it could be a work around.