Post

The animation tree now additively applies facial animations on top of bodily movement animations. Characters can switch between neutral, happy, and sad expressions. #GameDev #Godot

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Blinking is done by also additively animating the eyelid controls, allowing them to work with *most* of the facial expressions. This doesn't quite work with expressions that DO drive the eyelids, so they're excluded for now...

Blinking is handled via a OneShot node which can re-trigger itself after being played once, allowing it to play every 2-10 seconds, which differs after each time it occurs. (random_delay was turned off in the prior clip)