Hi Harald and everyone :grinteeth:
I'm having some strange behavior happen when using MixBlend.Add on a higher track. I have a monster enemy, and I want to add an impact-animation on a higher track when the player hits it (so that it gets its head knocked to the side a bit when you attack it). I need this to be able to be played 'additively' on top of whatever animations the monster enemy is doing.
I made a repro of the issue - I'm not sure if its a bug or if I'm misunderstanding something so I didn't make a Bug Report.
In this repro, an "idle" animation is played looping on Track 0.
If you press the Spacebar it will play the impact-animation (called "Hitstop_L") on Track 2, and queue an EmptyAnimation to clear it out when its finished. It seems to work fine with just these two animations, no matter how many times you press Spacebar.
If you press "F" it will trigger an "attack" animation on Track 1. It also queues an EmptyAnimation to clear it out. This also seems to work fine in conjunction with the additive "Hitstop_L" animation the first time it plays. But if you play it another time, it goes totally out of whack.
Repro Unity Project: https://drive.google.com/file/d/1ZiNKwbLfYl4xAaugzc7yXrnUNRdAhugn/view?usp=sharing (Edit: Fixed link)
Spine Project: https://drive.google.com/file/d/1ky40iu3O0Cmvz89QgVSIDyi-pm-Zn12N/view?usp=sharing
I looked through some forum posts and I understand that whatever is keyed in the additive-animation needs to also be keyed in a lower-trackIndex animation. All bones that are keyed in the additive "Hitstop_L" animation are keyed on the first and last frame of the "Iddle" animation.
What seems extra strange is this:
1) Run the project, and press Spacebar to do the Hitstop_L animation, and then wait for it to finish
2) Press the F button to trigger the attack animation, wait for that to finish
3) Now press F again to trigger the attack animation. Only now does it mess up :think: :think:
Could it be something with EmptyAnimations potentially?
P.S. I see SkeletonAnimation now has a RootMotion option! :clap: