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Fix Animations with Offsets and Keyframes In Godot 4.6

650 views· 26 likes· 2:50· Jan 14, 2026

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About This Video

Here’s how you can fix some animations in Godot 4.6 when an equipped item looks perfect in one animation… and totally breaks in another. In this video I’m using a shield as the example: it sits great on my shield socket during idle and equip, but the second I play my block animation it starts clipping right through my character’s nose. If you’re doing top-down stuff (like I am here), that kind of clipping is super noticeable, and it just doesn’t look good. My fix is simple and really flexible: I add a Node3D child called a shield offset, then I keyframe its transform (position + rotation) per animation in the AnimationPlayer. I key the “idle” first to lock in the “good” default placement, then I go into “block” and adjust the offset right when it starts clipping—angle it a bit so the users can actually see the shield, push it up/back, then key it. After that, I copy those keys into my “block idle” so holding right click keeps the shield in the correct spot. To make it work cleanly in-game, I export a Node3D reference in my script and return the shield offset when it’s available, otherwise I fall back to the regular shield socket. Assign it in my equipment component, hit play, and now the shield stays clean in idle, equip, and block.

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