• Editor
  • So bones can rotate >180° in animations... but not when blending?

I've noticed that when a bone rotates within a single animation, it does distinguish between a rotation position of 360° vs. 0° or -360°. I've read that this wasn't always the case with Spine... it used to treat those numbers the same, and take the shortest path, making a rotation of more than 180° impossible without adding keys. I appreciate the new approach.

However when I blend between animations (whether in Spine or at runtime) the bones revert to the old approach and can rotate in the wrong direction. Am I correct in understanding that this is just a limitation of Spine? It would be extremely helpful-- at least in my project-- if the rotation principles were consistent whether playing a single animation or blending them.

I can avoid the undesirable behavior in my project by writing a bunch of code specific for my use case. It just seems like a backwards way of doing it if there's any way to alter the rotation behavior via Spine. Is there a simpler solution I've overlooked, or do I just need to get to work on some extra code?

(I'm using Unity if it matters. I haven't posted this in the Unity forum because the results are the same in the Spine editor so I don't think it's a runtime-specific question.)

Please and thank you for any guidance.

    Related Discussions
    ...

    Misaki Thanks, that thread does give me some clarity on why the rotation works the way it does, and how I should move forward. I love the track mixing features and if writing more code is the price I have to pay to make them work in my project, it will be worth it many times over. Cheers!