The new animation system problem

i am trying to export some animations to Godot from blender

i have like 10 animations that i want to export , but every time i do that
one animation of them has actual keyframes and the others dont .

its because of the new slot system , when ever i assign a slot to an animation , and then jump to the other one , the slotes change in all of thim .

how can i fix this and make sure the slote is only assigned to one animation and never get changed with the others .

I am not sure I understand your problem.
Slots are not assigned to an animation, they are the animation. Think of slots like Actions in 4.3 and below. They contain the data to drive your rig.

and then jump to the other one

You mean you assign the character a different action?

no .
so back there was animation strips , you can have as many animations there , but now there are animation strips and each one have animation slots !

i made 10 animations slots in one animation strip , but when i exported them , only the active one hade actual animation frames and the rest were just empty

i separated the slots to be each in there own strips ,so my idea is that i can assign a slot to each animation strip in order for me to export them .

what happens is , the slots are linked to all animation strips . if i changed one slot in one animation strip the rest does the same .

i hope this is clear

anyway found a way to getover this , i pushed all the animations one by one to the NLA and exported them !

Thanks for the explanation, you are misunderstanding the system a bit.
A Strip doesn’t contain slots, it points to a slot of an action. As such you cannot create slots in an animation strip but you always create a slot in an action.

What I cannot reproduce is that all strips change when changing the slot of a single strip. In the following example I tried a simple setup for this.

The slot of the strip is changed in the N-panel of the NLA

In this example file you have 1 action with 3 slots and 2 NLA strips.
The strips point to different slots, and you can easily change a single strip to point to a different slot.
action_slot_example.blend (513.9 KB)

no i am sorry i missed confused you
when i say animation strip i ment an Action that contains animations

actions hase slots , these slots dont stick when i change a slot in another animation

the moment i switch the action to assign a new slots to it . it loses it
thats why when i export , everything get exported with empty frames
or should i say , with empty slots

aah ok I see
The slot will only be auto-assigned when switching the action when an identically named slot exists on the new action.

Are you using a custom script to export your animations or just the gltf exporter. If it’s the latter this could well be a bug

yes i used the gltf exporter
its good to know that its buggy, couse i hade to push all animations down to export them !

so is there a better way to do it without going with all of this ?
or is this is the only way ?

sorry for the delay
If you can make a bug report with a simplified example I can have a look at it. (In Blender: Help->Report a Bug)
I tried reproducing the issue on my end but it all seems to work.
Please make sure to state the gltf options you use for export :slight_smile:

hay
its ok
i have never done a bug report before . so i am not sure if i can do that !

It should be quite straight forward, but if you have questions let me know

ok i will check it out and see if i have questions !
thank you for the help !