So let's say we have a spine object consisting of an eye. In the setup pose, this eye is invisible/faded out.
Now when the game starts, I fade the eye slot in with a "fade-in" animation that keys the color/opacity of the eye.
Now I want this eye to "charge" visually from white to red when the player hovers over it with the mouse. I can, of course, do this with an animation, let's call it "charge".
The problem occurs when I want to reset this charge: When the player only charges e.g. 50% of the transition from white to red and then decides to move the mouse somewhere else, I want the eye to slowly transition back from halfway-red to white.
Should be simple, I thought, but I could NOT get this to work at all.
When I make a "de-charge" animation that fades from red to white, it will "glitch" from e.g. half-red to full red and then white, which looks strange. When I make the "de-charge" animation only one frame that keys the eye-color to white, it will do so instantly, there is no mixing from red to white whatsoever.
Am I missing something super obvious here? This should be SO simple but has been such a huge problem for us for such a long time..
TL;DR:
What I want is THIS:
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Instead of this:
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..whenever the player "interrupts" one animation from completely finishing before playing the reset animation.