Hello, everyone. I just started studying Godot's animation assets and was troubled by a basic problem for a long time.I'm trying to import a simple cube rotation animation into the Godot engine (as a beginner animation exercise), this is the node tree I set up:

And my blender outline view path is as follows:

I exported the cube from blender as an obj, unchecking the option to export "animation" and limiting it to the specified object only. I selected "Animation" under the cube level, exported it from blender in fbx format, and limited it to only specified objects. At the bottom of the "Bake Animation" column, I check all.

Then I imported the CubeRotation.obj as mesh of MeshInstance3D node, and the CubeRotation.fbx as Animation Library. Finally, I added this track in the "Animation" edit pane of the AnimationPlayer node. When I click play, the animation has no effect and an error occurs:

Node not found: "RootNode/cube" (relative to "/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/Node3D").
On Animation: 'CubeRotation/cube|CubeRotation', couldn't resolve track: 'RootNode/cube'.

My animation track:

I am still not familiar with the animation management mechanism of Godot, and the official tutorial does not seem to have a suitable answer to my question. Please help me, I will be very grateful. Thank you.

    Because even I import a fbx that only includes animation when exported from blender as an Animation Library, I can see it is still like scene(there are meshinstance, and animationplayer node under the RootNode). I am curious can I just import the animation resource under the animationplayer node, without other nodes like Meshinstance3D node(with the name "cube"), Node3D node(with the name "RootNode"), Animationplayer node?

    blender can be imported directly into godot, along with animations.

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      kkkkkkabc blender can be imported directly into godot, along with animations.

      Hello, I know I can just import a blender file into Godot as a scene. But what I want is to import only the animations from Blender into Godot's animation library, excluding other things - such as meshes. The meshes will be imported separately in the form of obj. Then in the animation editor pane, I can add these animations as tracks.

      In a short, my main coonfusion is whether Godot allows to import external animation assets separately and load them into animation library instead of importing the external model containing the animations as a Scence with an AniamtionPlayer child node.

      Capixo relative to "/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/Node3D"

      But your scene has only Node3D, Rigidbody, one collision, one mesh... Where did other nodes come from?

        xolatgames The scene is for a testing purpose. It is just used to practice the animationmanagement. If unnecessary, it should be keep simplest like this. I want to learn is how can I attach the animation tracks to the object through Animation library, and play it through AnimationPlayer node.

        I think maybe I have worked it out. I write it so someone like me can have a clue to work it out. After you imported an animation file like animation.fbx, it will be imported as Scene firstly. You need to remember what the type of Root Node is on this step. After you re-imported the animation.fbx as Animation Library, don't forget to set the Rootnode property of your AnimationPlayer node. And it should be the parent node of AnimationPlayer node.