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jitspoe avatar jitspoe commented on June 6, 2024 1

Ok, I've figured out the issue. It seems godot exports with "limit playback to range" enabled (or something like that), so if you're currently working on a short looping animation, and have the frame range set to something shorter than your longer animations, the longer animations get cut short.

To work around the issue, se the frame range to the longest animation you have:

image

Edit: Alternatively, you can disable "Limit Playback" in the import settings:

image

Took me a while to find this and figure out it was related to the animation length. I feel like this should be disabled by default and renamed to "Limit playback length" so it's more obvious what it does.

from godot.

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