I downloaded sample project form https://github.com/EsotericSoftware/spi ... /spine-xna. I just wanted to test how it works in XNA and I found a little problem with RotBone.Rotation while I play an animation.
Screenshots and video below show the problem.
1. This is how walk animation should looks like.

2. Here is wrong walk animation.

3. Another example of wrong walk animation.

Youtube video:
http://youtu.be/MNyCdmQ2xA4
I use a trial version of Spine so I can't check other Timelines.
In Update function I added a few lines of code:
//***********************************************
if(st.IsKeyDown(Keys.R))
{
if (state.Animation.Name != "jump")
{
state.SetAnimation("jump", true);
}
}
if (st.IsKeyDown(Keys.W))
{
if (state.Animation.Name != "walk")
{
state.SetAnimation("walk", true);
}
}
// here RotBone.Rotation is OK
if (st.IsKeyDown(Keys.Space))
{
if (state.Animation.Name != "jump")
{
state.SetAnimation("jump", false);
state.AddAnimation("walk", true);
}
}
//**********************************************
I've tested it with stateData.SetMix "on" and "off" but the problem still exists.if(st.IsKeyDown(Keys.R))
{
if (state.Animation.Name != "jump")
{
state.SetAnimation("jump", true);
}
}
if (st.IsKeyDown(Keys.W))
{
if (state.Animation.Name != "walk")
{
state.SetAnimation("walk", true);
}
}
// here RotBone.Rotation is OK
if (st.IsKeyDown(Keys.Space))
{
if (state.Animation.Name != "jump")
{
state.SetAnimation("jump", false);
state.AddAnimation("walk", true);
}
}
//**********************************************
Maybe I do something wrong, but I think the problem is connected with spine-runtimes.