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Brokencircuit

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A member registered Jan 05, 2026 · View creator page →

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Glad it help.

They don't. You decide which marker to start and which to stop. Think of custom timeline as an animation trimming. In this case i use multiple marker to create a pose of the animations, hence why is it so many of them.

Ah i see. Those are custom timeline. It mainly use to play animation from certain timeline. Unfortunately we cannot call from this marker. To use it, open animation node in animationtree and set custom timeline from marker. Set desired start and stop of animation timeline and now that clip will only play that range of animation instead of full animations. Useful stuff.

What do you mean animation markers? 

No.

If you want to use the existing animation with your own model, you can import the model(A-pose) and retarget the skeleton. Then, just add the animation library(check Animlib folder) into animationplayer.  If you have any problem in retargeting animation in godot, i suggest to check the godot documentation first.

You can use any A-pose model and it should work with the existing animation library.  You can change the model rest pose with blender or even within godot itself.

This project does not have an advanced weapon switching feature. You can check out my THIRD PERSON SHOOTER TEMPLATE for that

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Yes, the controller already include 8 way strafing animation. As for mobile, you should be able to convert to.

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No. This is not foot ik. It only handle weapon aiming. BTW, check my patreon for original price, get there instead.