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If you play an animation with a long blend time and, while that blend is still happening, play one with a short (or zero) blend time, the long blend time will continue to be used (logic is sort of reversed). Also, if you played an animation with a 0 blend time while a blend was active, it still tried to blend.
In 4.x, the behavior is slightly different in that it will blend faster to the new anim, then pop back to the original anim and end up in the wrong location.
I already have a fix for this, but entering a bug to make it official. PR: #37001
Steps to reproduce
Have an AnimationPlayer with at least 3 animations.
Play animation 1.
Play animation 2 with a long blend time, like 5 seconds.
Play animation 3 with a short blend time, like .1 seconds.
Godot version
4.0 beta 9, 3.5 and earlier
System information
Windows 10, GLES 3
Issue description
If you play an animation with a long blend time and, while that blend is still happening, play one with a short (or zero) blend time, the long blend time will continue to be used (logic is sort of reversed). Also, if you played an animation with a 0 blend time while a blend was active, it still tried to blend.
In 4.x, the behavior is slightly different in that it will blend faster to the new anim, then pop back to the original anim and end up in the wrong location.
I already have a fix for this, but entering a bug to make it official. PR: #37001
Steps to reproduce
Have an AnimationPlayer with at least 3 animations.
Play animation 1.
Play animation 2 with a long blend time, like 5 seconds.
Play animation 3 with a short blend time, like .1 seconds.
Note that it doesn't blend to animation 3 in .1s.
Minimal reproduction project
Attached: https://github.com/godotengine/godot/files/10264210/test_anim_blend_g4.zip
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