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I was tesing a root motion animation with rotation and translation.
Following the godot documentation, I use animation tree to get root motion and code is listed here.
Toggle the incremental_rotation bool variable will switch the behaviours of the application of root motion.
If it is false, we will just set the absolute rotation data and otherwise, we will set rotation step by step (apply rotation frame by frame).
This animation drives the character to move along z axis and rotate with y axis. (Root bone was set correctly, tip-up)
The absolute root motion mode will reproduce this behaviour, but when using incremental mode, the (x, y) value of character will increase in the same time.
Tested versions
Godot v4.2.2.stable.mono - Windows 10.0.22631 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3050 Laptop GPU (NVIDIA; 31.0.15.2698) - AMD Ryzen 7 5800U with Radeon Graphics (16 Threads)
System information
Godot v4.2.2.stable.mono - Windows 10.0.22631 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3050 Laptop GPU (NVIDIA; 31.0.15.2698) - AMD Ryzen 7 5800U with Radeon Graphics (16 Threads)
Issue description
I was tesing a root motion animation with rotation and translation.
Following the godot documentation, I use animation tree to get root motion and code is listed here.
Toggle the
incremental_rotation
bool variable will switch the behaviours of the application of root motion.If it is false, we will just set the absolute rotation data and otherwise, we will set rotation step by step (apply rotation frame by frame).
This animation drives the character to move along z axis and rotate with y axis. (Root bone was set correctly, tip-up)
The absolute root motion mode will reproduce this behaviour, but when using incremental mode, the (x, y) value of character will increase in the same time.
Steps to reproduce
See MRP.
Minimal reproduction project (MRP)
root_motion_test.zip
Additionally, this code will produce a correcy locomotion but a wrong rotation while using increment mode
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