In Blender, I modeled, textured and animated an idle animation for a simple robot character for a game in Godot. Using the Blender-gltf exporter by KhronosGroup, I successfully exported the mesh, material and animation into one .glb file, and then successfully imported it into Godot 3.0.3. with no problems.
I selected the Autoplay on Load
button, as well enabling looping by selecting its respective button. When I ran the game however, the animation did indeed play on load but it did not loop. For Collada imports, pressing the loop button is all it would take to make it loop. Is there something different about .gltf/.glb files that makes the loop option not work?
I have searched extensively through the documentation for Godot, gltf-exporter, as well as several google searches and tutorials, but none seem to cover this problem as most people use Collada (.dae) files. But for separate reasons I want to use .glb files if possible. I also want to avoid having to force the looping property with code but if that is the only possibility then that's how it is.
EDIT:
I finally found a function called set_loop(bool)
that sets whether an animation loops, allowing looping to be successfully set with this line of code:
$AnimationPlayer.get_animation("Animation_Name").set_loop(true)
However, I would still like to have this be set in the editor if possible; it doesn't really feel like the kind of thing that needs to be set in code.