#Get the remaining time of an animation inside an AnimationTreeStateMachine
16 messages · Page 1 of 1 (latest)
if aniState.get_current_play_position() == aniState.get_current_length():
do_something
I'm trying this, but it's not giving me the correct values, Idk why
The play position may be normalised.
What kind of values are you getting?
It may also be difficult for the animation tree to determine the actual lengths of animations in the state, because ultimately, your state could be a blend of multiple other animations.
So it might give a best guess, but maybe if you give us some numbers they might make some sort of sense to someone.
well, I was about to show you some scripts of the numbers in action, but as it seems, the incoherence problem seems to be gone.
I'm not really sure why, suddenly everything seems to work well
I'd guess it's because I changed the blend mode inside one of the BlendSpace2D nodes inside my AnimationTreeStateMachine
I don't have animations in the diagonals, so I made the horizontal axis shorter, to prioritise the horizontal animations, while also changing the blend from Continuous to Discrete.
One of this changes could have altered the outcome
but if the answer is the blend mode, that's just odd
because I wasn't seen any blend been done in the animations
but I could clearly see that in some directions the numbers of the aniState.get_current_play_position() and aniState.get_current_length() were just incorrect before the changes, but now seems to be ok
well, I guess it's all good in the end, even tho I'm just kinda waiting for something to go wrong with the AnimationPlayer and AnimationTree again