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I have a 3D rig with running animations that I am blending together with a BlendSpace2D. In 4.2 this worked but after upgrading to 4.3 beta 1 this has been completely broken.
None of the sync or loop options are respected, instead moving from one blend triangle to another will always reset the animation in the newly activated blend positions.
What it's more or less supposed to look like:
After moving the blend position to the right and back to the previous position, this is what it might look like:
I've tried using the Sync option and all of the custom timeline options, but none of them seem to fix this.
Here's what the blend space looks like:
Steps to reproduce
Add an AnimationTree node and link it with an AnimationPlayer node with at least 4 animations. Create blend positions like the shown with the top 2 triangles in the image above. Configure them to synchronise animations, then move the blending position between the triangles and observe non-synchronised behaviour.
Minimal reproduction project (MRP)
blendspace2d-issue.zip
Issue can be demonstrated by running the project and running diagonally forward and switching directions. After landing from a jump the blended animations are in sync as they're supposed to be, but will be skewed the moment you move in the other direction.
The text was updated successfully, but these errors were encountered:
TokageItLab
changed the title
AnimationTree: BlendSpace2D blending positions always reset
AnimationTree: BlendSpace2D blending sync not working correctly
Jun 3, 2024
Hello. I am still reproducing this bug, I'm using the latest Godot 4.3 version, and I also tried it in version 4.2 and is still blending animations wrong. I think the problem still is becouse of different length of the animations. Anyone else still have this problem?
@FacuDellaRosa Make sure that your all animation lengths to be blended are aligned and that the syncs of the Nodes before and after the BlendSpace are not broken.
Many beginners make the mistake of thinking that if they blend the animation imported from Mixamo without playing with the time, the stride animation lengths will be synced, but not so. Those animation length must be adjusted on your own. The CustomTimeline feature implemented in #87171 helps with this workflow.
Tested versions
System information
Linux - Godot 4.3 beta 1 - Vulkan (Forward+)
Issue description
I have a 3D rig with running animations that I am blending together with a BlendSpace2D. In 4.2 this worked but after upgrading to 4.3 beta 1 this has been completely broken.
None of the sync or loop options are respected, instead moving from one blend triangle to another will always reset the animation in the newly activated blend positions.
What it's more or less supposed to look like:
After moving the blend position to the right and back to the previous position, this is what it might look like:
I've tried using the Sync option and all of the custom timeline options, but none of them seem to fix this.
Here's what the blend space looks like:
Steps to reproduce
Add an AnimationTree node and link it with an AnimationPlayer node with at least 4 animations. Create blend positions like the shown with the top 2 triangles in the image above. Configure them to synchronise animations, then move the blending position between the triangles and observe non-synchronised behaviour.
Minimal reproduction project (MRP)
blendspace2d-issue.zip
Issue can be demonstrated by running the project and running diagonally forward and switching directions. After landing from a jump the blended animations are in sync as they're supposed to be, but will be skewed the moment you move in the other direction.
The text was updated successfully, but these errors were encountered: