
Ability to attach and remove different meshes to be deformed by the same skeleton.Games will often have several requirements that must be satisfied regarding the imported animations, such as: Just decoding the animation, however, is not enough. Games need to process dozens or hundreds of models in real-time, so data must be available in a format that can be more efficiently decoded. In game engines (or even when exported from the 3D modelling application), animation data is baked to a simpler representation because, for games, processing beziers and IKs is way too expensive for real-time.

In those applications, animation is edited as Bezier curves and many times happens naturally as a result of modifiers such as IK (Inverse Kinematics).


While there are upcoming improvements on the general animation system, one key aspect that required a strong redesign and subsequent rework in Godot is the way that animation data is stored.Īnimation data is the information that comes from scenes that have been exported from Blender, Maya, 3DS Max, etc. One of the last areas pending for redesign in upcoming Godot 4.0 has now been completed, resulting in much improved usability when dealing animation data.
