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strange behavior using BlendNodes in AnimationTree
Godot 4.0 beta5&beta6,Strange behavior using BlendNodes in AnimationTree
Nov 24, 2022
The animation seems to have already been broken at the point of imported it, not in the AnimationTree blending, do you understand correctly about the BoneRest?
I used retargeting, BoneMap was set correctly,see animation_blend_test.zip above.
The Animations are from Mixamo(same pack,I guess they are made on same model),in FBX format。I convet the animations into glTF format using Blender 3.3. So, I used Blender glTF exporter, not importer.
I will check settings of glTF exporter.
Thanks a lot!
@TokageItLab
Maybe the gotdot 4 blend result is correct.But this result is different from godot 3.5.
Because in godot 3.5 animation track, there is a transform hold the position of the bone, so position is blended too?
Thanks!
Godot version
4.0 beta5, beta6
System information
Windows 10
Issue description
when I blend two animations, the position of left hand is very strange.
Steps to reproduce
Open the godot project with Godot 4.0 Beta5 or Beta6
Blend between animations in AnimationTree
Minimal reproduction project
animation_blend_test.zip
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