Quick answer: Godot BlendSpace2D producing weird mid-blend poses at diagonals? Auto-triangulation may connect points across your intended boundary — switch to Manual triangulation to control which points blend.
An eight-direction locomotion blendspace produces unexpected results for diagonal inputs. The auto triangulation pairs forward with backward across the center.
Triangulation Mode
BlendSpace2D triangulates points into a mesh; blend weight is computed per triangle. Auto picks edges based on Delaunay; Manual lets you draw your own.
Manual Triangulation
Switch Auto Triangles off. Click points in triangle order: pick three to form a triangle, repeat. Cleaner control for radial layouts (8-direction, run/walk grid).
Blend Position Setting
tree.set("parameters/locomotion/blend_position", Vector2(x, y))Drive from gameplay (move input, velocity). Stay inside the convex hull of your points or behavior is undefined.
Sync Across Animations
Animations that should blend smoothly must have the same length and aligned phases. Mismatched cycle lengths produce limb pops at blend boundaries.
Verifying
Diagonal inputs produce expected in-between animations. No popping or weird poses at the boundaries.
“Auto triangulation guesses. Manual triangulation gets you predictable diagonals.”
For 8-direction locomotion specifically, 8 triangles around the center is the canonical layout — once you set it manually, it’s done forever.