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I've been at this for nearly three days straight now (16 hours+ daily). Godot transforms are slapping me across the face.

First I wanted to use Mixamo animations in Godot. This was torturous, and through pure trial and error I finally came up with a workflow that succeeded.

Then I got to work on a very simple third-person character controller.

enter code here extends KinematicBody


var curHp : int = 10
var maxHp : int = 10
var damage : int = 1

var gold : int = 0
var attackRate : float = 0.3
var lastAttackTime : int = 0

export var moveSpeed : float = 5.0
export var jumpForce : float = 10.0
export var gravity : float = 15.0
export var upForce: float = 3.0
export var vel : Vector3 = Vector3()

onready var camera = get_node("CameraOrbit")


# Called when the node enters the scene tree for the first time.
func _ready():
pass # Replace with function body.

func _physics_process(delta):
vel.x = 0
vel.z = 0

var input = Vector3()

if Input.is_action_pressed("move_forward"):
    input.z -= 1
if Input.is_action_pressed("move_backward"):
    input.z += 1
if Input.is_action_pressed("move_left"):
    input.x -= 1
if Input.is_action_pressed("move_right"):
    input.x += 1

input = input.normalized()

var dir = (transform.basis.z * input.z + transform.basis.x * input.x)
print(dir)

vel.x = dir.x * moveSpeed
vel.z = dir.z * moveSpeed

# gravity
vel.y -= gravity * delta

if Input.is_action_pressed("move_jump") and is_on_floor():
    vel.y = jumpForce

#move along the current velocity
vel = move_and_slide(vel, Vector3.UP)
# transform = transform.orthonormalized()

func divideButAvoidZero(divisor, dividend):
if divisor == 0:
    return 0
else:
    return dividend / divisor

It was working well.

I then created four 1 frame animations that rotated (transform) the player model.
I put all four animations into two 1 dimensional blend spaces and then used the add node to combine them with the idle animation.

This worked fine, but after flying around for a bit in the game the animations invert (moving right plays left-leaning animation instead).

Very shortly afterwards the camera movement inverts as well (moving the mouse up makes the camera look down).

I believe that I am unknowingly messing up the transform basis of the character controller, but I don't know how, why or when. I've never been this stuck on anything before.

Does this sound familiar to anyone?

Here is the link to the repository

Godot version Godot 3.4.4
in Engine by (12 points)

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