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Mikeysax
changed the title
Additive animation arms not posing correctly
Add node (additive animation) not posing correctly
Jun 9, 2023
Mikeysax
changed the title
Add node (additive animation) not posing correctly
Add node in AnimationTree (additive animation) not posing correctly
Jun 9, 2023
There doesn't seem to be other examples or even a rule of thumb. How should I know if I need to use a Sub node? Is it when the animation doesn't apply as expected? Is there a better way to understand this?
I'm asking this because I use Add nodes that work as expected but then I reported this for this particular issue.
In most cases, Blend + Filter is sufficient. Clear cases where it is needed are when you want to blend based on a pose other than Rest, or when you want the blend to be correct with an amount greater than 1.0.
The purpose of use of Additive Animation is described in its PR (#76616) and proposal (godotengine/godot-proposals#2700). However, it may be possible to document it in more detail in a separate document.
Godot version
Godot_v4.1-dev3_win64
System information
Windows 11 Version 22H2, AMD Ryzen 7 6800H, AMD 6700M, Drivers 23.3.2
Issue description
When applying additive animations, the arms do not pose correctly but the animation works by itself.
It almost appears like left and right arms are switched.
This is the correct pose in blender:
This is what happens in Godot when applying the additive animation:
arm_wrong_way_additive_animation.mp4
I debugged this and the polls are correct on the bones that are being affected in Godot:
Steps to reproduce
Apply the additive animation using an Add node to a humanoid skeleton
Minimal reproduction project
additive_animation_bug.zip
The text was updated successfully, but these errors were encountered: