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I’m currently converting a setup I had in Unity to Godot. And using the BlendSpace2D I’ve noticed that it doesn’t transition values applied to it. Meaning if
x is -1 and I set it to 1, the character snaps to the animation at x=1, instead of smoothly transitioning to it.
Is there a way to enable smoothing that transition? I can obviously manually smooth the values I’m sending in, but I’m hoping this can all be handled in the AnimationTree, as it controls smoothing in other places.
Interpolate the input value as you wish and you will get your smooth transition.
BlendSpace2D will blend the animation but it needs a value like
0.1 etc to show the halfway blended anims, but will not automatically add some smoothing between setting the blend value. (If you want it to snap it surely will)
I would consider using either a call to
Tween object or using an
AnimationPlayer to animate a variable, and then sending that variable to the
BlendSpace2D. I assume this is the effect you are looking for.
Thanks, it is! I feel like there should be an option to add a transition value in the BlendSpace itself, as the rest of the animator nodes/transitions have this. But like you said, it is simple enough to smooth the value being sent in.
AdamActual | 2022-11-25 22:27