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Strange animation rotation when combining "default blend time" and angular interpolation #79020

Closed
Tracked by #73537
romlok opened this issue Jul 4, 2023 · 0 comments · Fixed by #80813
Closed
Tracked by #73537

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@romlok
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romlok commented Jul 4, 2023

Godot version

v4.0.3.stable.official [5222a99] (Steam)

System information

Linux (Debian Testing) - "Mobile" renderer

Issue description

When playing a rotation animation track which uses either Linear Angle or Cubic Angle interpolation, and an angle below 0 (or above 180), there is unexpected initial rotation if a blend time is applied:

simplescreenrecorder-2023-07-04_13.41.23.mp4

Steps to reproduce

  1. Create an animation called doop
  2. Add a rotation animation track using either of the angular interpolations
  3. Set the initial keyframe of the animation to 0
  4. Set the final keyframe of the animation to -90 (or 270)
  5. Set a default blend time on the AnimationPlayer to 0.1
  6. Set the duration of the RESET track to 0.2 (must be > blend time, otherwise it doesn't work - separate bug?)
  7. In the inspector for the AnimationPlayer, set the "Current animation" to RESET
  8. Set the "Current animation" to doop
  9. 👀 ❗
  10. Set the "Current animation" to RESET
  11. 👀 ❗

Notes:

  • This can occur between any two animations that include rotation, not just RESET
  • The erroneous rotation does not occur if one uses [stop] instead of RESET
  • I've previously noticed that playing the same animation twice in a row didn't work, and now I see it seems also related to having a default blend time (though maybe separate issue?)

Minimal reproduction project

A single self-contained scene file which demonstrates the issue:
test.zip

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3 participants