skeleton.FindBone() returns the currently playing animation's bone up until the mix is halfway through, then it returns the same named bone from the animation being mixed into.
I want to get bone data on the animation that's being mixed into as soon as SetAnimation() is called. Is this possible?
Also, is it possible to see if a mix is in progress? I could do this with a simple timer (set it off when starting SetAnimation(), but it's less clear how I'd deal with queued animations. (I want to change states in my code based on if two animations are currently mixing or not).
Cheers