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State machine is not blending animations correctly #60710

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guilhermefelipecgs opened this issue May 2, 2022 · 3 comments
Closed

State machine is not blending animations correctly #60710

guilhermefelipecgs opened this issue May 2, 2022 · 3 comments

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@guilhermefelipecgs
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Godot version

4c2a614

System information

Linux 5.17.5-arch1-1

Issue description

Consider these two animations:
Screenshot from 2022-05-02 12-33-26

Screenshot from 2022-05-02 12-33-29

This is what is happening:

Peek.2022-05-02.12-23.mp4

But this is what was expected:

Peek.2022-05-02.12-48.mp4

git bisect took me to this commit b06d253

Steps to reproduce

Open the minimal reproduction project and see the CollisionShape radius disappear and godot logo flickering.

Minimal reproduction project

Bug AnimationTree.zip

@guilhermefelipecgs
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It also caused a bug with crossfade animation in this example below but this one can only be tested on my branch #24402.

Expected:

Peek.2022-02-12.18-14.mp4

Now:

Peek.2022-05-02.13-22.mp4

@TokageItLab
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TokageItLab commented May 2, 2022

See #59961 and #60093. You need to make RESET track or complement lacking tracks for consistency of new blend animation.
"If the total amount of blend is less than 1 in the AnimationTree internal process" or "if a track is missing from one of the animations (means blend amount is 0)", the animation is blended with the value of the RESET track; if the RESET track does not exist then, it is blended with the Variant::zero() value.

@TokageItLab
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Closed by godotengine/godot-docs#6322

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