How To Use AnimationTree In Godot 4.2+ In 12 minutes

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Great tutorial! Never thought I'd miss Unreal's transition rules. Never done it in code actually, so this was refreshing

xTriplexS
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Hey I really hope you read this, but something that I think could really help this tutorial is understanding how to set parameters through code. Because I had to scour the docs (Godot 4.3 docs) to understand the string path to the parameters. You can see the parameters being passed by looking at the parameters inside the inspector and hovering over the parameter in question. This really through me for a loop because in code it doesn't error when you have the wrong path to set the parameter in question (a very big oversight imho). Then it's not obvious from the editor where to get this information. That's the primary reason why I watch youtube videos is to see how people are using the GUI of these game engines and see where I'm going wrong. Really important info

mrserlysir
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I removed the looping for the attack animations and I was still having issues. I printed the animation names at the start and end signals of the animation tree and saw that the idle animation was being fired immediately after the attack, cutting it. So I changed in the animation tree "Auto" to "Disabled" in "Advance mode" in the Attack node of (the arrow UI), that fixed it

floperetti
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If you're having the issue where the attack animation continues playing, it could be because your attack animations are still looping. There are three options in looping animations. There are two that look like swirly arrows, one where the arrows are blue, and one where they are not, And one that kinda looks like this |---| Don't use that one. Use the arrows that are not blue. By verifying this, I was able to get the AnimationTree Node to throw StringName). Godot 4.3

phoxsillanpaa
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i counted 4 separate, and meaningful clicks and a slight of hand ctrl+s within 2 seconds and all you said is " turn this off and see if it works"(with no explanation of what you clicked to turn what off) to a fluent user thats not a problem, first time user of this program and i had to watch the same 3 seconds back 5 times.... its going to take us HOURS to get through the video, it wont hurt you to slow the pace just a bit.

its a BEGINNERS tutorial, not an intermediate or casual users tutorial.

ProjectEpochGaming
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The AnimationTree signal doesn't work for me on Godot 4.2.2 (it never triggers), so I used a Timer with 0.55 wait_time that attack input starts. Using the timeout() signal, I turn attacking to false. The timer also doubles as a CD for attacking so it isn't even a workaround, but a different way to handle the situation with positive side effects.

boswellsoccer
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Hi, i just want to ask if you still need to multiply delta into velocity. To my knowledge, delta is already taken care by the engine for Velocity. That's the reason why you need 5000 speed to not move slowly, its because you essentially multiply delta twice.

khlua
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Hello there, do u happen to know how can I change the speed_scale in the new animation_tree?

maheryrazafindralambo
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So you have to have all your animations set up in the animation player before hand ? This just gives more room to adjust details, animation flow etc? I wanna make sure I understand correctly.
Say I want to make a beat em up style side scroller. I have "attack1" and I connect it to "attack2" same input different animation. Will this work to create a combo effect and then allow me to change the DMG value of the second attack ?

panwladca
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for a 3D Character it seems completly different.
First of all you need to create a "State Machine" Node in the AnimationTree Editor. Then you can create the state machine. I dont know where the state machine in this video comes from its not shown.
also the .travel function seems to be somewhere else as the AnimationStateMachinePlayback does not have a function ".travel()": does not work

RandomLogic
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You are the best and you are successful 😀

AKclub-wvcq
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When moving down and attacking, the attacking flag is set to true, but does not play, and then not automatically turned off. When this happens, all movement is disabled, as expected. However, this issue does not happen with any other direction. Does anyone have any thoughts on what the issue could be? I saw the comment about using a timer, but I'd rather identify the issue with moving down and attacking as all other directions are working.

AJ-fwpn
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Hey while this tutorial is great I feel I might be a bit lacking, as I followed along but once my player attacks it can no longer move and I get an error stating parameters/playback" essentially telling me its cutting the animation as a result detecting one or more looped transitions. I double checked to see if I left anything on loop but I haven't so I'm unsure where I've mistepped. Does anybody have any idea where I went askew?

trapdoort
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i cant get one tutorial to work in any context i don't get it doing this for weeks nothing works

Tanjutsu
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so basically godot made it really really easy to make a state machine so long as you use the animations to do it, lol.

Amipotsophspond
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Does someone have a good explanation for AnimationTree:

Animation
Blendspace1d
Blendspace2d
BlendTree
StateMachine

Why use blendtree, instead of a blendspace2d or Animation for a top down 2d rpg?

vesogry
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please slow your mouse cursor down. you move it SO MUCH i cannot keep track. i literally have to slow playback to .5 speed to see where youve clicked half the time. take your damn hand off the mouse while you talk. its like following a schizophrenic mouse down a hallway of mirrors.

ProjectEpochGaming