Open ClaireO5 opened 2 months ago
I don't understand what this proposal is meant to achieve. Are you looking for a way to see the timeline in terms of frames instead of seconds in the animation editor? This is already supported in both Godot 3.x and 4.x:
Describe the project you are working on
I was working on a small game jam and decite to work on a arcade like game using small shapes for the player and enemy
Describe the problem or limitation you are having in your project
When making attacks i wanted to use a star rotating with a few frames like the save points on undertale but the animation manager plays animations as smoothly it can which on its own its good but i would like to use it for stylization and not rely on importing frames from another app. I did manage to get the effect i wanted by using random rotation points every 0.2 seconds with code
Describe the feature / enhancement and how it helps to overcome the problem or limitation
My guess is the aniamtion player uses math to calculate the changes based on values, time and frames so it dont think making an option to set the frames displayed should be hard
Describe how your proposal will work, with code, pseudo-code, mock-ups, and/or diagrams
While animation_duration == true: Update_frames(4 times per second)
If this enhancement will not be used often, can it be worked around with a few lines of script?
Technically yes but it would be quite hard to achive the more complex the animations are. I did with code because i only needed to animate the values
Is there a reason why this should be core and not an add-on in the asset library?
Its a small feature that assits greatly and opens new possibilities for the already existing animation node