My character skeletons exported from blender only have one animation each, and that is a full strip of all of the animations back to back. This seems to have been a very inconvenient choice as it appears you cannot change through the Animation tab or scripting an animations starting frame. Before I go and undo all of this work is there anyone that knows how to change the first key frame of an animation through scripting<br><br>It seems like the way to go is to copy each full strip into as many sub actions that exist, then delete the keys irrelevant keys<br><br>It seems that using .seek() and .get_pos() in the script might be the only way to not split the strips up into different animations, and that would mean finding the different times of each section.<br><br><br>The following seems like the better idea over having to cut up an animation strip and readjust every frame just so. But if it is the case, beginning and starting times must be recorded as float properties on to individual characters assuming they dont use the same animation.<br><br>All this could be changed if only you could just switch the starting animation key....<br><br><br>#animation<br># 0 = attack<br># 1= jump<br># 2 = run<br><br><br>func process(delta):<br>animate<br><br>func animate():<br>if animation = 0<br>animationplayer.seek(time_of_animation_attack)<br>if animationplayer.get_pos(end_of_attack)<br>_string = idle<br><br>if animation = 1<br>etc<br>etc<br><br>