vzlomvl

Hello. I have some problem with animation:
https://drive.google.com/file/d/0B0l7_sGbYE0OTEJ1aHR5WjBBdkE/view?usp=sharing
Code to reproduce:
skeletonAnimation.AnimationState.SetAnimation(0, "teleportation", false);
yield return new WaitForSeconds(0.2f);
skeletonAnimation.AnimationState.SetAnimation(0, "teleportation", false);
yield return new WaitForSeconds(0.2f);
skeletonAnimation.AnimationState.SetAnimation(0, "attack_6_4", false);
default mix 0. teleportation - teleportation mix 0.2
Spine Editor 3.6.44
Spine Runtime from github 3.6 branch 13.10.2017
Unity version 2017.1.2f1
I send test project on email(unity@esotericsoftware.com).
User avatar
vzlomvl
Posts: 52

Pharan

Thanks for sending the repro project. I'll check it out.

---

I see the bug but it's a bit hard to make out what exactly is happening. The skeleton, animations and sequence are a bit complex.
Will update soon.
User avatar
Pharan

Pharan
Posts: 4542

Nate

Sorry for the delay. We didn't forget! We are using this issue to track the problem:
AnimationState not returning bones to the setup pose · #1024
User avatar
Nate

Nate
Posts: 7647

Pharan

Nate pushed a fix and it's been ported to spine-csharp. [csharp] Don't use the dip fix if mixing is complete.@1f704ae
If you're pulling from git, you can get it now.

It will be part of the next unitypackage update later this week.
User avatar
Pharan

Pharan
Posts: 4542

vzlomvl

Now animation work fine. Thanks for fix. :sun:
User avatar
vzlomvl
Posts: 52

Nate

Turns out the fix was no good. It fixed your use case, but broken some other cases dealing with multiple mixing from track entries. We have a new fix in spine-libgdx that will be ported to the other runtimes soon.
User avatar
Nate

Nate
Posts: 7647

vzlomvl

I found commit: Removed bad fix for #1024@1514b4a
But there is no similar commit in scharp.
User avatar
vzlomvl
Posts: 52

Nate

That commit removes the bad fix. The good fix is in these 2 commits:
Fix not returning to setup pose when multiple mixing from entries end…@0414803
Can only use #1024 fix on track 0.@ecedff1
Pharan (or badlogic) will chime in soon about spine-csharp, though he has been feeling a bit under the weather lately.
User avatar
Nate

Nate
Posts: 7647

vzlomvl

Ok. So it still normal that AnimationState is different in scharp and libgdx?
scharp:
case Dip:
pose = MixPose.Setup;
alpha = mix == 1 ? 0 : alphaDip;
break;
libgdx:
case DIP:
pose = MixPose.setup;
alpha = alphaDip;
break;
User avatar
vzlomvl
Posts: 52


Nate

I think there is still one fix missing in spine-csharp:
[csharp] Removed bad fix for #1024@ed8f238
User avatar
Nate

Nate
Posts: 7647


Return to Unity