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Add sync
to NodeTransition
and BlendSpace1D/2D
and refactor sync
in AnimationTree
#62623
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akien-mga
merged 1 commit into
godotengine:master
from
TokageItLab:refactor-sync-animtree
Jul 16, 2022
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Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -0,0 +1,15 @@ | ||
<?xml version="1.0" encoding="UTF-8" ?> | ||
<class name="AnimationNodeSync" inherits="AnimationNode" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> | ||
<brief_description> | ||
</brief_description> | ||
<description> | ||
</description> | ||
<tutorials> | ||
</tutorials> | ||
<members> | ||
<member name="sync" type="bool" setter="set_use_sync" getter="is_using_sync" default="false"> | ||
If [code]false[/code], the blended animations' frame are stopped when the blend value is [code]0[/code]. | ||
If [code]true[/code], forcing the blended animations to advance frame. | ||
</member> | ||
</members> | ||
</class> |
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Would it make sense to enable sync by default for BlendSpace1D/2D? I imagine it would be needed for the most common use cases anyway.
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It would make sense for it to default to true at least for BlendSpace2D, but I don't know about BlendSpace1D. Or maybe it should default to true for all syncs for consistency.
@reduz How do you think?
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For BlendSpace1D, I'm thinking about use cases like blending between walking and running without any strafing movement. Where velocity is the only input that you need.
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That means it is the same thing as NodeBlend2 and NodeBlend3, so if we set the sync default for BlendSpace1D to true, then the other Nodes sync default should also set true.