Nate
BTW since you have the project handy, it'd save me the setup if you upload the .spine file next time.
Sorry, I just followed the bug report reference instructions, I'll post a spine file next time
Adding complexity to the monster that is AnimationState is a bit of a bummer.
I would agree, simplicity is always sturdier and leaner
Why do you create animations like this? I'd like to better understand the use case.
I've been putting together a multi-purpose skeleton that relies on segmented animations that adapt to a wide range of body proportion and character setups. These animations often overlap on the same parts and use targeting bones which in turn are affected by other potentially active animations. In the case of an arm for example, Inverse kinematics would or would not be active depending on the specific active pose or movement, since the specific targeting may involve different or many inverse kinematic constraints to get the desired effect, sometimes it's simply 2 bones on arm segments, sometimes individually locking elbow and wrist or hand position tied to something else, sometimes both (or more) mixed in to better average out a stable position with no clipping as the rest of the body shifts around. This means the animations themselves activate the (one of many) IK constraint mix. And because I'm layering an atypical amount of animations, using them as non-additive would cause them to partially cancel each other, so 99% of it is designed to be used additively.
An alternative would be to create 2 animations, one to apply additive and one regular.
Yes, I suppose that would be doable for most people. My case is however not normative and it would make the process extremely convoluted, since I have hundreds of animations involving IK activation I'd need to split and activate separately. Offloading every IK into a slider and then not interacting with IK constraints directly would also do the trick, but is still not very practical in my case. Not to mention the workflow hit, and more complicated testing.
I would not like to suggest something that compromises efficient design, however: If additive mix cannot be fixed, do you believe it would be a stretch to add some type of project wide behavior option to force all timelines to act as additive (perhaps not physics, that causes issues and is 100% understandable), similar to the backface culling option?
I wouldn't mind if this came as an "unsupported, use as is" alternative option. But I'd also understand if it's a headache of its own.