Godot 4.1.1 - Smooth Camera, Terrain Texture and AnimationTree Testing

Опубликовано: 23 Март 2026
на канале: AxZel Animations
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Reimplemented Features / Information

•Replicating my Unity's Smooth Camera Follow and x,y,z axis locking.
(Camera panning to where the character is facing is currently not implemented)

•Terrain Texture Painting test. It helps me design my area easily.

•AnimationTree testing. This is VERY IMPORTANT to this project's Gameplay Mechanic. At least until a different approach is found. Currently abandoning gameplay progress and proceed to making UI and Polishing Non-Gameplay Functions.

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Unfortunately, it seems the AnimationTree is a roadblock to me. I originally had alot of hype towards the AnimationTree being similar to Unity's Animator Controller. And although AnimationTree is indeed a useful tool, it's not as helpful as it will be for my Animations.

Back in Unity, I use to do Neural Network/Spider Web design on Animation Controller, but I was able to learn how to use Substates that it heavily made my Animations more managable. Godot has similar Substates, but the way the Animations are called (via playback.travel) is very hard to use in Godot. I may have been missing something. Plus AnimationTree uses only one Condition in Animation Transitions. Which I can't use because I need many Conditions for triggering Animations.

And lastly, Godot doesn't seem to have Transition Offsets which I use alot when linking the very last frame of and first frame of an Animation.

#2danimation #godotengine

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