Open jonchun opened 4 years ago
In the current example, it seems that you need to create an AnimationPlayer and add all the tracks automatically and set current_animations.
Here's a WIP that I'm using
# Generate a default AnimationPlayer with all of the animations loaded from the spine json if an AnimationPlayer node hasn't been provided if not anim_player: anim_player = AnimationPlayer.new() for anim_name in spine_sprite.get_skeleton().get_data().get_animation_names(): var anim = Animation.new() var track_index = anim.add_track(Animation.TYPE_VALUE) anim.track_set_path(track_index, ".:current_animations") anim.track_insert_key(track_index, 0.0, [anim_name]) anim_player.add_animation(anim_name, anim) spine_sprite.add_child(anim_player)
Saving the anim player can be done with
var packed_scene = PackedScene.new() packed_scene.pack(anim_player) ResourceSaver.save("res://anim_player.tscn", packed_scene)
thank you very much. to aviod this question, i didnt use AnimationPlayer.. i user get_animation_state().set/add_animation(animation_name) but i lost AnimationTree. thank you for your script
In the current example, it seems that you need to create an AnimationPlayer and add all the tracks automatically and set current_animations.
Here's a WIP that I'm using
Saving the anim player can be done with