Better ways to manage multiple sprites using AnimationPlayer and AnimationTree

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:bust_in_silhouette: Asked By Smile_Vault13

So here I have several spritesheets for character’s different states, i.e. idle, run, attack… And unfortunately, all of the spritesheets is big (run-spritesheet is in 2040x1360) and not in the same format (run is a 6x4 but idle is 3x8).
Now I use several sprites to store different aniamtion. But when using AnimationNodeStateMachine to handle aniamtion transition I have to manually hide and show those sprites which makes code really dirty. Is there a better way to do it? Or should I just rearrange those sprites into one big sheets?
update: I just notice that I can place all nodes in “sprite” group and hide them first! But in my opinion this is still far away from “beautiful” :frowning: