UPBGE 0.3 - Possible Bug when using the Action Property Type #1463
arch-sketch
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Ideas/Features for UPBGE 0.3+
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As maybe a solution for the blendout problem in the other post (#1462), I thought about dividing an exisitng walking animation in two channels, one action for the botton half and one for the upper half of the armature, so that I could have an animation on top of the arms channel using the same layer (in this case, the blending works), and it wouldnt interfere with the legs animation since they are in a separate layer.
But for that to work, I would need to keep track of the legs frames, so that the arms can go back to the waking animation in the correct position after the top animation on them is done. Fortunately, theres the Action Type Property option, which allows for just that. But there seems to be a bug that makes the arm and leg animations become more and more constrained the larger the blendin value is on the actions. So with a value of 0 blendin, the animation is unaltered (but it defeats the purpose, since theres no smoothing between animations anymore), with 3 or 5 you can see the animations are noticeably shortened, and with 10 or so the animations are so heavily constrained theres barely any movement.
Ive uploaded an example:
https://we.tl/t-s0txZBzck2
(Press P to play, press spacebar once to go from idle to walking, then spacebar again to raise arms, and you can see the arms animation blends correctly with the walking animation, but if you change the blendin values on all the actions, the animations will become increasingly distorted and restrained the higher the value)
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