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Add node in AnimationTree (additive animation) not posing correctly #78023

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Mikeysax opened this issue Jun 9, 2023 · 3 comments
Closed

Add node in AnimationTree (additive animation) not posing correctly #78023

Mikeysax opened this issue Jun 9, 2023 · 3 comments

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@Mikeysax
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Mikeysax commented Jun 9, 2023

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:

Screenshot 2023-06-07 075555

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:

image

Steps to reproduce

Apply the additive animation using an Add node to a humanoid skeleton

Minimal reproduction project

additive_animation_bug.zip

@Mikeysax Mikeysax changed the title Additive animation arms not posing correctly Add node (additive animation) not posing correctly Jun 9, 2023
@Mikeysax Mikeysax changed the title Add node (additive animation) not posing correctly Add node in AnimationTree (additive animation) not posing correctly Jun 9, 2023
@TokageItLab
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It seems that the additive animation is not extracted correctly. We have recently added Sub2 for this purpose in #76616, please check it.

image

additive_animation_bug_fixed.zip

@TokageItLab TokageItLab closed this as not planned Won't fix, can't repro, duplicate, stale Jun 9, 2023
@Mikeysax
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Mikeysax commented Jun 9, 2023

It seems that the additive animation is not extracted correctly. We have recently added Sub2 for this purpose in #76616, please check it.

image

additive_animation_bug_fixed.zip

Awesome, thank you @TokageItLab , I thought this was still in proposals.

I was looking at the documentation (https://docs.godotengine.org/en/latest/classes/class_animationnodesub2.html)

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.

@TokageItLab
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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.

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