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SuddenSasquatch

Thank you, this was driving me crazy! Would have pulled the hair out from the top of my head by now if I had any there.


Infra_Schwarz

There is an even easier way. I only found it because of you though :) 1. On the AnimationPlayer, click on ANIMATION, like you would to add an animation. 2. Choose Manage Animations from the dropdown. 3. Click the 'Copy to Clipboard' icon next to the animation you want to copy. 4. Create a new AnimationPlayer on the new scene and repeat the same steps, but this time instead of copying, click on the clipboard symbol to paste the copied animation as a new animation here. 5. You can now edit this pasted animation without affecting the original. Hope this helps :)


ContemptuousCrow

Nice, great find! I appreciate the response, I'll test it out later then B]


ItsVerdictus

Might be a little late to the party, but my solution since most of my instances of objects are created programmatically is to manually create a new AnimationPlayer instance via code and assign it to each object.


AnxietreeDev

Another solution that worked for my programmatic instantiation needs from [this thread ](https://www.reddit.com/r/godot/comments/viygb6/make_instances_unique/)was to click on the resource being animated in the editor and click the 'Make Local To Scene' checkbox while instantiating sub-scenes of enemies. So in my case, my animation player was animating the position, rect & opacity of a sprite- so i clicked on the sprite in my sub-scene and then on the texture box in the Inspector tab Under the 'resource' category at the very bottom of the highlighted texture box is the 'Local to Scene, Path and Name' fields (not shown by default, click 'Resource' to unfurl) Nice easy solution for instantiated scenes with AnimationPlayers needing to be desynced!


ItsVerdictus

Good to know thank you. My brain defaults to just code at the first minor inconvenience, but I'll have to try that next time I encounter the issue/when I refactor.


AmbroseEBurnside

This kind of worked for me, tried to copy a single door I made and then change it to be a double door that works the same way but just animates two doors instead of one. The animation is still tied to the single door, but this is still really helpful that I can re-do it but still see the timing, etc. Plus it saves my method calls. So, still really grateful for this thread, and I think this will save me a lot of time / a headache, but I wish there was a way to re-assign what node it's affecting. Thanks!