I've got a question about image keyframes that appears to have changed over the last couple of months.
1) I've got an "Low Health Idle" animation which swaps eye images at the start and end to be "half closed" images via skin placeholder nodes of a slot
2) I've got an "Attack" animation which swaps eye images at the start and end to be "fully open" images via skin placeholder nodes of a slot
As we blend from "Attack" to "Low Health Idle" the eye images are messed up in the runtime. For the current set of data this actually makes sense to me since the start and end of each animation has image key frames that are setting conflicting data, but like all other keyframes for all the bones it feels "right" to set keyframes at the start and end, even for image data ... but maybe that is bad thinking?
So the only solution I can think of that works today is
1) "Low Health Idle" sets eyes half closed at the start, but contains no repeat eye image keyframe at the end while "Attack" sets eyes fully open at the start and also has no repeat eye image keyframes at the end.
This works, but it feel inelegant to me so I'm wondering if you guys at Esoteric have a better idea of how to not have to think about which animation interactions can have this conflicting state issue?
One idea that I'm thinking about is that if two animations are being blended, only image swaps of the animation coming in are recognized and slot or skin placeholder visibility of the outgoing animation are ignored. This feel like it could be a more "systemic" fix for such contradictions in the animation data, but you guys might have thought about what that might not be a good idea or have another way that we as content creators should approach this problem.
Thanks.