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In game engines (or even when exported from the 3D modelling application), animation data is baked to a simpler representation because, for games, processing beziers and IKs is way too expensive for real-time. Just decoding the animation, however, is not enough. This is key to having character customization or equippable items.
Use baked lightmaps instead. New track type: Animation (play animations of sub-animation player, allowing complex cinematics). Godot now supports 2D meshes , which can be used from code or converted from sprites to avoid drawing large transparent areas. Revamped filesystem dock. KinematicBody2D (and 3D) improvements.
This can be ideal for cinematics who have been looking for a way to fully automate in game camera systems. You have to pay for extra plug-ins to export, for example, FBX meshes out of an engine. As of yet, there is no distributed baking. This basically means you can only bake lightmaps using a single machine.
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