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AnimationTree animation string values are superseded by RESET animation values when using Continuous update mode #69591
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The problem with this is that Although |
I feel it is an interesting problem, but not an easy one. For example, when there are three Strings "abcde" "fgh" "ij" and three blend inputs 0.2, 0.5, 0.3, I have no idea on how to blend it consistently neatly. It is difficult to mix strings, so even if one of the strings is prioritized, there will probably be inconsistencies that depend on the iterated order. |
I don't think it makes sense to try to blend strings. If anything that's something users would have to implement themselves as there's many different ways to do it based on the intended effect. For non blendable Variant types, we should just force a discrete mode. Maybe also show a warning to let people know Continuous mode on Strings (or other non blendable Variants) doesn't make sense. |
I also encountered a situation where an animation not used in an AnimationTree is still applied to some extent. Is this the same problem, or should I open a new issue? 2023-03-28.23-06-25.mp4 |
@lufog It seems that your problem is just AnimationPlayer and AnimationTree applying at the same time. |
Godot version
4.0.beta7
System information
Windows 10
Issue description
animation_tree_issue.mp4
AnimationPlayer has two animations: 'RESET' and 'animation'.
'RESET' sets the Label's text to "RESET", and the Label's modulate to Color.RED.
'animation' sets the Label's text to "animation", and the Label's modulate to Color.GREEN.
Both tracks are using the Continuous update mode.
The AnimationTree is set up to play 'animation' only.
What's expected when activating AnimationTree: Label is green with text "animation".
What actually happens: Label is green with text "RESET".
Changing update mode to Discrete or Trigger works as expected. Capture mode is, uh, also broken but in another way beyond my comprehension.
Steps to reproduce
Minimal reproduction project
animation_tree_issue_587213874635874.zip
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