Closed Grodbert closed 1 year ago
Have you tried using this?
Have you tried using this?
It fixes it, that's amazing, insanely useful to know, thanks Max 👍 +rep
https://github.com/sboxgame/issues/assets/86626409/8f7a6818-f44e-447c-89bf-41a4f4592bef
You're welcome 😀
Describe the bug
When using both AnimStartLoop and ExtractMotion nodes, they yield the undesirable effect of first Offsetting the start of the animation, and then Extracting the motion, causing any "movement" animation to start offset
To Reproduce
I've left a "quick" repro file, just drop it in any project/addon's folder as is.
Expected behavior
The motion should be extracted first, and then AnimStartLoop should start the animation from the desired frame, allowing for quick editing of animations that do not match when blended. (aka the [supposedly] intended use of AnimStartLoop)
Media/Files
https://github.com/sboxgame/issues/assets/86626409/6039e75d-5eea-411e-92f9-5b7bbaf51407
repro.zip ^ Repro, in case needed
Additional context
I am not sure this is a bug, it seems to be the logical result of first applying the "AnimStartLoop", making the animation start offset, and then applying the "ExtractMotion", hence why the treadmill is offset.
Personally, I think the nodes should be applied the other way around, if possible (allowing you to easily fix any syncing errors in movement blends, which are very finicky to get right), since "AnimStartLoop" was likely made for this use, as its description is:
So it wouldn't make sense for the 2 modifiers to conflict in such a way when they'd be commonly used together for this purpose.
Although, I leave the decision to any dev picking this, as using AnimAlign mostly fixes this, however, I assume this creates more chagrin than having it the other way around.