0 votes

I'm messing with animation blending in AnimationTree and there's something that I either am totally misunderstanding, or that's horribly broken. Whenever I blend between two animations, all the transforms "dip" towards zero inbetween the animations. This happens no matter what kind of blending I use (blend tree with Blend2 or a BlendSpace or whatever). It does however not seem to happen with blend time between animations in a raw AnimationPlayer.

Example using BlendSpace1
Providing an example where I have a box with two animations, "Test1" and "Test2". Both animations are identical ("Test2" is just a duplicate of "Test1") and they have a single translation keyframe where the box is translated 2 units up. When blending between these I expect the box to be static, but as you can see it bobs down towards origo. If I add an identical scale key to both animations with just identity scale, the same thing happens there. When blending it becomes somewhat smaller with blends inbetween the two animations.

This is on Godot 3.1, official release from the site.

in Engine by (16 points)

Same issue happening to me also,
i tried using Add2 , it works then, but dont know how to implement it with statemachine,
for statemachine im using xfade time this also dips to origin.

Thank you very much this worked.

Just got around to try it and it indeed seems to be fixed by that PR. Add it as an answer and I'll accept it. :)

Please log in or register to answer this question.

Welcome to Godot Engine Q&A, where you can ask questions and receive answers from other members of the community.

Please make sure to read How to use this Q&A? before posting your first questions.
Social login is currently unavailable. If you've previously logged in with a Facebook or GitHub account, use the I forgot my password link in the login box to set a password for your account. If you still can't access your account, send an email to webmaster@godotengine.org with your username.