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Objective

In the existing implementation, additive blending effectively treats the node with least index specially by basically forcing its weight to be 1.0 regardless of what its computed weight would be (based on the weights in the AnimationGraph and AnimationPlayer).

Arguably this makes some amount of sense, because the "base" animation is often one which was not authored to be used additively, meaning that its sampled values are interpreted absolutely rather than as deltas. However, this also leads to strange behavior with respect to animation masks: if the "base" animation is masked out on some target, then the next node is treated as the "base" animation, despite the fact that it would normally be interpreted additively, and the weight of that animation is thrown away as a result.

This is all kind of weird and revolves around special treatment (if the behavior is even really intentional in the first place). From a mathematical standpoint, there is nothing special about how the "base" animation must be treated other than having a weight of 1.0 under an Add node, which is something that the user can do without relying on some bizarre corner-case behavior of the animation system — this is the only present situation under which weights are discarded.

This PR changes this behavior so that the weight of every node is incorporated. In other words, for an animation graph that looks like this:

┌───────────────┐                                 
│Base clip      ┼──┐                              
│      0.5      │  │                              
└───────────────┘  │                              
┌───────────────┐  │  ┌───────────────┐     ┌────┐
│Additive clip 1┼──┼─►┤Additive blend ┼────►│Root│
│      0.1      │  │  │      1.0      │     └────┘
└───────────────┘  │  └───────────────┘           
┌───────────────┐  │                              
│Additive clip 2┼──┘                              
│      0.2      │                                 
└───────────────┘                                 

Previously, the result would have been

base_clip + 0.1 * additive_clip_1 + 0.2 * additive_clip_2

whereas now it would be

0.5 * base_clip + 0.1 * additive_clip_1 + 0.2 * additive_clip_2

and in the scenario where base_clip is masked out:

additive_clip_1 + 0.2 * additive_clip_2

vs.

0.1 * additive_clip_1 + 0.2 * additive_clip_2

Solution

For background, the way that the additive blending procedure works is something like this:

  • During graph traversal, the node values and weights of the children are pushed onto the evaluator stack. The traversal order guarantees that the item with least node index will be on top.
  • Once we reach the Add node itself, we start popping off the stack and into the evaluator's blend_register, which is an accumulator holding up to one weight-value pair:
    • If the blend_register is empty, it is filled using data from the top of the stack.
    • Otherwise, the blend_register is combined with data popped from the stack and updated.

In the example above, the additive blending steps would look like this (with the pre-existing implementation):

  1. The blend_register is empty, so we pop (base_clip, 0.5) from the top of the stack and put it in. Now the value of the blend_register is (base_clip, 0.5).
  2. The blend_register is non-empty: we pop (additive_clip_1, 0.1) from the top of the stack and combine it additively with the value in the blend_register, forming (base_clip + 0.1 * additive_clip_1, 0.6) in the blend_register (the carried weight value goes unused).
  3. The blend_register is non-empty: we pop (additive_clip_2, 0.2) from the top of the stack and combine it additively with the value in the blend_register, forming (base_clip + 0.1 * additive_clip_1 + 0.2 * additive_clip_2, 0.8) in the blend_register.

The solution in this PR changes step 1: the base_clip is multiplied by its weight as it is added to the blend_register in the first place, yielding 0.5 * base_clip + 0.1 * additive_clip_1 + 0.2 * additive_clip_2 as the final result.

Note for reviewers

It might be tempting to look at the code, which contains a segment that looks like this:

if additive {
    current_value = A::blend(
        [
            BlendInput {
                weight: 1.0, // <--
                value: current_value,
                additive: true,
            },
            BlendInput {
                weight: weight_to_blend,
                value: value_to_blend,
                additive: true,
            },
        ]
        .into_iter(),
    );
} 

and conclude that the explicit value of 1.0 is responsible for overwriting the weight of the base animation. This is incorrect.

Rather, this additive blend has to be written this way because it is multiplying the existing value in the blend register by 1 (i.e. not doing anything) before adding the next value to it. Changing this to another quantity (e.g. the existing weight) would cause the value in the blend register to be spuriously multiplied down.

Testing

Tested on animation_masks example. Checked morph_weights example as well.

Migration Guide

I will write a migration guide later if this change is not included in 0.15.

@mweatherley mweatherley added C-Bug An unexpected or incorrect behavior A-Animation Make things move and change over time S-Needs-Review Needs reviewer attention (from anyone!) to move forward labels Nov 7, 2024
@alice-i-cecile alice-i-cecile added this to the 0.15 milestone Nov 7, 2024
@alice-i-cecile
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@pcwalton @james7132 @mockersf I'm inclined to include this in 0.15, to avoid shipping weird behavior.

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LGTM, well motivated and seems like a straightforward bug fix. Agree with shipping as part of the release.

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This is much less confusing behavior, and the changes are simple and clear.

@alice-i-cecile alice-i-cecile added this pull request to the merge queue Nov 7, 2024
@alice-i-cecile alice-i-cecile added S-Ready-For-Final-Review This PR has been approved by the community. It's ready for a maintainer to consider merging it and removed S-Needs-Review Needs reviewer attention (from anyone!) to move forward labels Nov 7, 2024
Merged via the queue into bevyengine:main with commit 9beb1d9 Nov 7, 2024
30 checks passed
mockersf pushed a commit that referenced this pull request Nov 11, 2024
# Objective

In the existing implementation, additive blending effectively treats the
node with least index specially by basically forcing its weight to be
`1.0` regardless of what its computed weight would be (based on the
weights in the `AnimationGraph` and `AnimationPlayer`).

Arguably this makes some amount of sense, because the "base" animation
is often one which was not authored to be used additively, meaning that
its sampled values are interpreted absolutely rather than as deltas.
However, this also leads to strange behavior with respect to animation
masks: if the "base" animation is masked out on some target, then the
next node is treated as the "base" animation, despite the fact that it
would normally be interpreted additively, and the weight of that
animation is thrown away as a result.

This is all kind of weird and revolves around special treatment (if the
behavior is even really intentional in the first place). From a
mathematical standpoint, there is nothing special about how the "base"
animation must be treated other than having a weight of 1.0 under an
`Add` node, which is something that the user can do without relying on
some bizarre corner-case behavior of the animation system — this is the
only present situation under which weights are discarded.

This PR changes this behavior so that the weight of every node is
incorporated. In other words, for an animation graph that looks like
this:
```text
┌───────────────┐                                 
│Base clip      ┼──┐                              
│      0.5      │  │                              
└───────────────┘  │                              
┌───────────────┐  │  ┌───────────────┐     ┌────┐
│Additive clip 1┼──┼─►┤Additive blend ┼────►│Root│
│      0.1      │  │  │      1.0      │     └────┘
└───────────────┘  │  └───────────────┘           
┌───────────────┐  │                              
│Additive clip 2┼──┘                              
│      0.2      │                                 
└───────────────┘                                 
```

Previously, the result would have been
```text
base_clip + 0.1 * additive_clip_1 + 0.2 * additive_clip_2
```

whereas now it would be
```text
0.5 * base_clip + 0.1 * additive_clip_1 + 0.2 * additive_clip_2
```

and in the scenario where `base_clip` is masked out:
```text
additive_clip_1 + 0.2 * additive_clip_2
```
vs.
```text
0.1 * additive_clip_1 + 0.2 * additive_clip_2
```

## Solution

For background, the way that the additive blending procedure works is
something like this:
- During graph traversal, the node values and weights of the children
are pushed onto the evaluator `stack`. The traversal order guarantees
that the item with least node index will be on top.
- Once we reach the `Add` node itself, we start popping off the `stack`
and into the evaluator's `blend_register`, which is an accumulator
holding up to one weight-value pair:
- If the `blend_register` is empty, it is filled using data from the top
of the `stack`.
- Otherwise, the `blend_register` is combined with data popped from the
`stack` and updated.

In the example above, the additive blending steps would look like this
(with the pre-existing implementation):
1. The `blend_register` is empty, so we pop `(base_clip, 0.5)` from the
top of the `stack` and put it in. Now the value of the `blend_register`
is `(base_clip, 0.5)`.
2. The `blend_register` is non-empty: we pop `(additive_clip_1, 0.1)`
from the top of the `stack` and combine it additively with the value in
the `blend_register`, forming `(base_clip + 0.1 * additive_clip_1, 0.6)`
in the `blend_register` (the carried weight value goes unused).
3. The `blend_register` is non-empty: we pop `(additive_clip_2, 0.2)`
from the top of the `stack` and combine it additively with the value in
the `blend_register`, forming `(base_clip + 0.1 * additive_clip_1 + 0.2
* additive_clip_2, 0.8)` in the `blend_register`.

The solution in this PR changes step 1: the `base_clip` is multiplied by
its weight as it is added to the `blend_register` in the first place,
yielding `0.5 * base_clip + 0.1 * additive_clip_1 + 0.2 *
additive_clip_2` as the final result.

### Note for reviewers

It might be tempting to look at the code, which contains a segment that
looks like this:
```rust
if additive {
    current_value = A::blend(
        [
            BlendInput {
                weight: 1.0, // <--
                value: current_value,
                additive: true,
            },
            BlendInput {
                weight: weight_to_blend,
                value: value_to_blend,
                additive: true,
            },
        ]
        .into_iter(),
    );
} 
```
and conclude that the explicit value of `1.0` is responsible for
overwriting the weight of the base animation. This is incorrect.

Rather, this additive blend has to be written this way because it is
multiplying the *existing value in the blend register* by 1 (i.e. not
doing anything) before adding the next value to it. Changing this to
another quantity (e.g. the existing weight) would cause the value in the
blend register to be spuriously multiplied down.

## Testing

Tested on `animation_masks` example. Checked `morph_weights` example as
well.

## Migration Guide

I will write a migration guide later if this change is not included in
0.15.
ecoskey pushed a commit to ecoskey/bevy that referenced this pull request Dec 2, 2024
# Objective

In the existing implementation, additive blending effectively treats the
node with least index specially by basically forcing its weight to be
`1.0` regardless of what its computed weight would be (based on the
weights in the `AnimationGraph` and `AnimationPlayer`).

Arguably this makes some amount of sense, because the "base" animation
is often one which was not authored to be used additively, meaning that
its sampled values are interpreted absolutely rather than as deltas.
However, this also leads to strange behavior with respect to animation
masks: if the "base" animation is masked out on some target, then the
next node is treated as the "base" animation, despite the fact that it
would normally be interpreted additively, and the weight of that
animation is thrown away as a result.

This is all kind of weird and revolves around special treatment (if the
behavior is even really intentional in the first place). From a
mathematical standpoint, there is nothing special about how the "base"
animation must be treated other than having a weight of 1.0 under an
`Add` node, which is something that the user can do without relying on
some bizarre corner-case behavior of the animation system — this is the
only present situation under which weights are discarded.

This PR changes this behavior so that the weight of every node is
incorporated. In other words, for an animation graph that looks like
this:
```text
┌───────────────┐                                 
│Base clip      ┼──┐                              
│      0.5      │  │                              
└───────────────┘  │                              
┌───────────────┐  │  ┌───────────────┐     ┌────┐
│Additive clip 1┼──┼─►┤Additive blend ┼────►│Root│
│      0.1      │  │  │      1.0      │     └────┘
└───────────────┘  │  └───────────────┘           
┌───────────────┐  │                              
│Additive clip 2┼──┘                              
│      0.2      │                                 
└───────────────┘                                 
```

Previously, the result would have been
```text
base_clip + 0.1 * additive_clip_1 + 0.2 * additive_clip_2
```

whereas now it would be
```text
0.5 * base_clip + 0.1 * additive_clip_1 + 0.2 * additive_clip_2
```

and in the scenario where `base_clip` is masked out:
```text
additive_clip_1 + 0.2 * additive_clip_2
```
vs.
```text
0.1 * additive_clip_1 + 0.2 * additive_clip_2
```

## Solution

For background, the way that the additive blending procedure works is
something like this:
- During graph traversal, the node values and weights of the children
are pushed onto the evaluator `stack`. The traversal order guarantees
that the item with least node index will be on top.
- Once we reach the `Add` node itself, we start popping off the `stack`
and into the evaluator's `blend_register`, which is an accumulator
holding up to one weight-value pair:
- If the `blend_register` is empty, it is filled using data from the top
of the `stack`.
- Otherwise, the `blend_register` is combined with data popped from the
`stack` and updated.

In the example above, the additive blending steps would look like this
(with the pre-existing implementation):
1. The `blend_register` is empty, so we pop `(base_clip, 0.5)` from the
top of the `stack` and put it in. Now the value of the `blend_register`
is `(base_clip, 0.5)`.
2. The `blend_register` is non-empty: we pop `(additive_clip_1, 0.1)`
from the top of the `stack` and combine it additively with the value in
the `blend_register`, forming `(base_clip + 0.1 * additive_clip_1, 0.6)`
in the `blend_register` (the carried weight value goes unused).
3. The `blend_register` is non-empty: we pop `(additive_clip_2, 0.2)`
from the top of the `stack` and combine it additively with the value in
the `blend_register`, forming `(base_clip + 0.1 * additive_clip_1 + 0.2
* additive_clip_2, 0.8)` in the `blend_register`.

The solution in this PR changes step 1: the `base_clip` is multiplied by
its weight as it is added to the `blend_register` in the first place,
yielding `0.5 * base_clip + 0.1 * additive_clip_1 + 0.2 *
additive_clip_2` as the final result.

### Note for reviewers

It might be tempting to look at the code, which contains a segment that
looks like this:
```rust
if additive {
    current_value = A::blend(
        [
            BlendInput {
                weight: 1.0, // <--
                value: current_value,
                additive: true,
            },
            BlendInput {
                weight: weight_to_blend,
                value: value_to_blend,
                additive: true,
            },
        ]
        .into_iter(),
    );
} 
```
and conclude that the explicit value of `1.0` is responsible for
overwriting the weight of the base animation. This is incorrect.

Rather, this additive blend has to be written this way because it is
multiplying the *existing value in the blend register* by 1 (i.e. not
doing anything) before adding the next value to it. Changing this to
another quantity (e.g. the existing weight) would cause the value in the
blend register to be spuriously multiplied down.

## Testing

Tested on `animation_masks` example. Checked `morph_weights` example as
well.

## Migration Guide

I will write a migration guide later if this change is not included in
0.15.
ecoskey pushed a commit to ecoskey/bevy that referenced this pull request Jan 6, 2025
# Objective

In the existing implementation, additive blending effectively treats the
node with least index specially by basically forcing its weight to be
`1.0` regardless of what its computed weight would be (based on the
weights in the `AnimationGraph` and `AnimationPlayer`).

Arguably this makes some amount of sense, because the "base" animation
is often one which was not authored to be used additively, meaning that
its sampled values are interpreted absolutely rather than as deltas.
However, this also leads to strange behavior with respect to animation
masks: if the "base" animation is masked out on some target, then the
next node is treated as the "base" animation, despite the fact that it
would normally be interpreted additively, and the weight of that
animation is thrown away as a result.

This is all kind of weird and revolves around special treatment (if the
behavior is even really intentional in the first place). From a
mathematical standpoint, there is nothing special about how the "base"
animation must be treated other than having a weight of 1.0 under an
`Add` node, which is something that the user can do without relying on
some bizarre corner-case behavior of the animation system — this is the
only present situation under which weights are discarded.

This PR changes this behavior so that the weight of every node is
incorporated. In other words, for an animation graph that looks like
this:
```text
┌───────────────┐                                 
│Base clip      ┼──┐                              
│      0.5      │  │                              
└───────────────┘  │                              
┌───────────────┐  │  ┌───────────────┐     ┌────┐
│Additive clip 1┼──┼─►┤Additive blend ┼────►│Root│
│      0.1      │  │  │      1.0      │     └────┘
└───────────────┘  │  └───────────────┘           
┌───────────────┐  │                              
│Additive clip 2┼──┘                              
│      0.2      │                                 
└───────────────┘                                 
```

Previously, the result would have been
```text
base_clip + 0.1 * additive_clip_1 + 0.2 * additive_clip_2
```

whereas now it would be
```text
0.5 * base_clip + 0.1 * additive_clip_1 + 0.2 * additive_clip_2
```

and in the scenario where `base_clip` is masked out:
```text
additive_clip_1 + 0.2 * additive_clip_2
```
vs.
```text
0.1 * additive_clip_1 + 0.2 * additive_clip_2
```

## Solution

For background, the way that the additive blending procedure works is
something like this:
- During graph traversal, the node values and weights of the children
are pushed onto the evaluator `stack`. The traversal order guarantees
that the item with least node index will be on top.
- Once we reach the `Add` node itself, we start popping off the `stack`
and into the evaluator's `blend_register`, which is an accumulator
holding up to one weight-value pair:
- If the `blend_register` is empty, it is filled using data from the top
of the `stack`.
- Otherwise, the `blend_register` is combined with data popped from the
`stack` and updated.

In the example above, the additive blending steps would look like this
(with the pre-existing implementation):
1. The `blend_register` is empty, so we pop `(base_clip, 0.5)` from the
top of the `stack` and put it in. Now the value of the `blend_register`
is `(base_clip, 0.5)`.
2. The `blend_register` is non-empty: we pop `(additive_clip_1, 0.1)`
from the top of the `stack` and combine it additively with the value in
the `blend_register`, forming `(base_clip + 0.1 * additive_clip_1, 0.6)`
in the `blend_register` (the carried weight value goes unused).
3. The `blend_register` is non-empty: we pop `(additive_clip_2, 0.2)`
from the top of the `stack` and combine it additively with the value in
the `blend_register`, forming `(base_clip + 0.1 * additive_clip_1 + 0.2
* additive_clip_2, 0.8)` in the `blend_register`.

The solution in this PR changes step 1: the `base_clip` is multiplied by
its weight as it is added to the `blend_register` in the first place,
yielding `0.5 * base_clip + 0.1 * additive_clip_1 + 0.2 *
additive_clip_2` as the final result.

### Note for reviewers

It might be tempting to look at the code, which contains a segment that
looks like this:
```rust
if additive {
    current_value = A::blend(
        [
            BlendInput {
                weight: 1.0, // <--
                value: current_value,
                additive: true,
            },
            BlendInput {
                weight: weight_to_blend,
                value: value_to_blend,
                additive: true,
            },
        ]
        .into_iter(),
    );
} 
```
and conclude that the explicit value of `1.0` is responsible for
overwriting the weight of the base animation. This is incorrect.

Rather, this additive blend has to be written this way because it is
multiplying the *existing value in the blend register* by 1 (i.e. not
doing anything) before adding the next value to it. Changing this to
another quantity (e.g. the existing weight) would cause the value in the
blend register to be spuriously multiplied down.

## Testing

Tested on `animation_masks` example. Checked `morph_weights` example as
well.

## Migration Guide

I will write a migration guide later if this change is not included in
0.15.
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