It makes sense that anything not modified by an animation doesn't change or revert back to its original state; otherwise, you couldn't mix animations together. However, it leads to the workflow issue outlined above. We do play multiple animations at once, but they're always on different regions of the character (e.g. "body run" + "face happy")Most of our animation issues are caused by the fact that key frames are carrying over from different, separate animations.
example: for the Pug, by default it's pupils are visible. 99% of the time you want the pupil to be there. There's only a single face state where the pupils disappear. But because of that single state, it will override all the other animations. So i have to go back and update every other animation so that the pupils are keyed to be "on" when it should just do that by default.
The current solution for fixing this is to make sure that every animation has every single piece keyed correctly on its first frame. This is an unusual way to work as often times most of the rig doesn't need any keys, it can just stay at the default. Adding keys makes the file harder to work with and also increases the file size. It's very time consuming to go back and fix too.
Are there any Spine features that could help with this situation? Alternately, any ideas on the best way to approach fixing this problem? The only thing I can think of from an engineering perspective is to call a "reset [face/body]" animation between playing animations, but we would have to remember to do that everywhere we set a new animation, which is also extremely cumbersome and prone to human error.
Thank you very much!