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Strange behavior of BlendSpace2D in 8-way animation #20135

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DarkMessiah opened this issue Jul 13, 2018 · 3 comments
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Strange behavior of BlendSpace2D in 8-way animation #20135

DarkMessiah opened this issue Jul 13, 2018 · 3 comments

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@DarkMessiah
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Godot version:
Last version from https://hugo.pro/projects/godot-builds/

OS/device including version:
Windows 10 x64

Issue description:
Hello. I try to make 8-way animation by using BlendSpace2D, but after change blend_postion it has small time lag before animation changed. I think, it's wait when current animation finished.
https://gfycat.com/DelightfulDizzyHart

Minimal reproduction project:
AnimationBlendBug.zip

@akien-mga akien-mga added this to the 3.1 milestone Jul 18, 2018
@reduz reduz self-assigned this Sep 7, 2018
@reduz
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reduz commented Nov 21, 2018

This is not really a bug, blend tree is for blending and animation frames are not something you can "blend".
I wonder though, if maybe we could add a "discrete" mode, so animations are re-started instead of blended in such cases..

@reduz reduz closed this as completed in 9018e8b Nov 21, 2018
@reduz
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reduz commented Nov 21, 2018

added.

@DarkMessiah
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@reduz Hello. Thanks for fix 👍 But why did you change the API of animation nodes? AnimationNodeStateMachine has method travel and BlendSpace2D has variable blend_position, now it can only be obtained through parameters of AnimationTree. It's bug or feature?

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