I have 4 different directional block poses for my game; top left, top right, bottom left, and bottom right. All of the poses interpolate between each other correctly in a BlendSpace2D other than the bottom left pose. For some reason when interpolating to the bottom left pose, the wrist flips 360.
I tried a bunch of rotation value changes in blender to no avail. Also, I cannot recreate this issue in blender at all. If I take the keyframes from one of the other poses and paste them into the bottom left pose’s timeline, the interpolation works flawless between them.
Really scratching my head on this one. Anyone know what could be going on here?
In blender, in pose mode, try selecting the hand bone (or whatever is the bone flips) and in the ‘pose’ menu select ‘flip quaternion’. It will have no visible effect, but it “flips” the rotation of the bone (while keeping the orientation). Then export it again of course. I’‘m not sure it will fix it, just an idea.
Well, flipping quaternion is definitely doing something in blender. When i check interpolation between the poses in blender after flipping the quaternion, I’m getting similar results to what im seeing in godot. I was hoping that reversing it in blender would correct it in godot, but the result in godot is exactly the same despite the quaternion flip
Maybe you could try adding an animation at position 0,0, like a “center block”, even if you don’t use it in your game, it might make it interpolate corretly between the animations. But just another idea, I don’t really know why it’s happenging