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Hi, I recently switched a big project to Spine 3.7 and I'm having some weird issues with mixing animations that previously worked correctly.
Easiest example is one I've been looking at right now. I noticed a mesh changing position during transition even though I had it keyed at the beginning and end of both animations. I tried duplicating one animation and transitioning between one copy and the other, that mesh resets position. Just that one in the animation, it seems. (while I do have another animation that goes back fully to setup position briefly when transitioning to another one, but that's another story)
Looks like when transition is more than 0, it goes back to setup pose. I don't recall it doing it before, in fact I've had this file integrated and working for a while
Seems like the dipping problem mentioned here Blog: AnimationState: multiple mixing without dipping except it looks like in this case only one mesh is doing it?

Hello Fainder,

Sorry to hear you're having trouble after switching to 3.7. It would be great if you were able to share the project with us at contact@esotericsoftware.com, we only need to see the part that is snapping.

Are you having the problem in the Spine editor, or on the runtime side, or both? IIRC you are using Unity, right?

In the editor I can sort of preview transitioning from an animation to another by clicking the second one after the first is almost over, and said mesh does snap back into setup position for the transitioning time.
It does the same in Unity and in game. The coder tried setting 0 delay and 0 mix, so one animation would play right after the other and says it freezes.
The file is pretty big and complex, I'll record a video highlighting the problem to go along with it or it would be a mess to point it out. I'll do it with this mesh I discovered today and the other animation I mentioned. I keep finding weird behaviours tho, and this same file mostly worked correctly from 3.6 so I'm assuming something changed with the version switch
Thank you, I'll email you in a moment

My guess is the export setting that simplify animations. That setting will prune keys that is same as setup pose.