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AnimatedSprite is less useful than it should be because each animation plays at a fixed speed. For instance, if I tween a sprite that has an animation of a person walking, the movement speed should ease in & out. So the FPS speed also needs to ease in and out.
By using an AnimationPlayer, I can keep the AnimatedSprite paused and manually advance the frames to get the correct movement. But this is tedious, and would be much better to have a property I can attach to a curve. Also, I can't use this method if the animation duration is not fixed (e.g. the character walks varying distances.)
Adding this feature seems like a relatively small addition and would solve a lot of the problems mentioned in #12469 .
The text was updated successfully, but these errors were encountered:
Godot version:
3.x (custom build - newest)
AnimatedSprite is less useful than it should be because each animation plays at a fixed speed. For instance, if I tween a sprite that has an animation of a person walking, the movement speed should ease in & out. So the FPS speed also needs to ease in and out.
By using an AnimationPlayer, I can keep the AnimatedSprite paused and manually advance the frames to get the correct movement. But this is tedious, and would be much better to have a property I can attach to a curve. Also, I can't use this method if the animation duration is not fixed (e.g. the character walks varying distances.)
Adding this feature seems like a relatively small addition and would solve a lot of the problems mentioned in #12469 .
The text was updated successfully, but these errors were encountered: