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AnimationTree Add3's +add and -add act differently #34694

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retrotails opened this issue Dec 30, 2019 · 4 comments
Open

AnimationTree Add3's +add and -add act differently #34694

retrotails opened this issue Dec 30, 2019 · 4 comments

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@retrotails
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the documentation isn't particularly detailed but I can't see any reason why +add and -add should act any differently for the same animation. I'm also not sure why it appears to act more like blend than add in this instance, shouldn't it move sideways and up/down with both -1 and 1?
tested on 3.1, 3.1.2 and master in linux X11

out

test_anim2.zip

@Calinou Calinou changed the title Add3's +add and -add act differently AnimationTree Add3's +add and -add act differently Dec 30, 2019
@Ertain
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Ertain commented Apr 27, 2020

Can confirm that this bug still persists in version 3.2 of the engine on Linux.

@jedStevens
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jedStevens commented Apr 27, 2020

Just a note on this, the source does have them act differently so I suppose this is expected but I don't know exactly what I am to expect.

I was trying to create a jump animation that I could 'add' to a motion animation in order to create multi directional jumping with few animations and found that Add2 did not act as expected. It seems that the Add nodes blend the animations in a different way than the Blend nodes and don't directly add the animations on top of one another.

I suppose I'll make a PR soon for a new node that will correctly add transform tracks together for this kind of behavior. Unless this is deemed a bug (which I don't think will happen because the file containing that logic has not been changed much since it's original push), I'll leave a comment on this when I get it right.

@robbertzzz
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Just ran into this, I'm using a character animation that I'm adding poses to. The difference I'm seeing is that the +1 version overrides the translation of my hip bone (the root bone in this rig) while the -1 version doesn't. All rotations work as intended and are added both ways, but translations are not. In my case I wouldn't want the translations to change at all while the OP's animation only uses translation, so expanding the filters window to be able to filter separate tracks for each node/bone in the animation would be the best solution.

@Chevifier
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This Still seems to exist in Godot 4 beta 2.
Im converting the TPS Demo to Godot 4 and the Aim up and down are acting strand between 0 and 1 aims up and overshoots bringing the arm over the characters head 0 to -1 also aims up and overshoots even further. the Aim up and Aim down animations work fine on there own outside of the blend tree they are static 1 frame animations

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6 participants