To achieve blending of different static poses based on mouse position using Spine Skeleton and animation tracks, you can utilize multiple tracks and the TrackEntry.Alpha
property to blend between them. Here's a general approach:
Set Up Base Animation: Play your idle animation on track 0. This will serve as the base animation.
Use Additional Tracks for Poses: For each static pose you want to blend, use a separate track. For example, if you have four static poses, you would use tracks 1 to 4.
Blend Using Alpha: Adjust the Alpha
property of each TrackEntry
to control the blending between these poses. The Alpha
value determines how much influence each track has on the final pose. You can dynamically adjust these values based on the mouse position.
Calculate Blending: Based on the mouse position, calculate the blending weights for each pose. You can use a simple interpolation or a more complex function depending on your needs.
Here's a basic example of how you might set this up in code:
_skeletonAnimation.Skeleton.SetToSetupPose();
_skeletonAnimation.AnimationState.SetAnimation(0, "idle", true);
TrackEntry pose1 = _skeletonAnimation.AnimationState.SetAnimation(1, "pose1", false);
TrackEntry pose2 = _skeletonAnimation.AnimationState.SetAnimation(2, "pose2", false);
TrackEntry pose3 = _skeletonAnimation.AnimationState.SetAnimation(3, "pose3", false);
TrackEntry pose4 = _skeletonAnimation.AnimationState.SetAnimation(4, "pose4", false);
// Example: Set alpha based on mouse position
pose1.Alpha = CalculateAlphaForPose1(mousePosition);
pose2.Alpha = CalculateAlphaForPose2(mousePosition);
pose3.Alpha = CalculateAlphaForPose3(mousePosition);
pose4.Alpha = CalculateAlphaForPose4(mousePosition);
This setup allows you to blend between multiple static poses by adjusting the Alpha
values based on the mouse position.