Hello All,
I am a developer from one company (currently dont want to say name) and we are developing Point & Click Adventure in Unity.
So far we have been using Spine for our animation and i can say it is really impressive what this magnificent tool can do.
But saddly we have run on some problems which i currently dont know how to solve.
The problem is with blending two animations when first one is looped.
Here is the example and full situation explanation:
http://makeagif.com/sR4Pxf
And when i want to play next animation "action" with using Mix (blending) it just stucks if i dont press it within duration of first loop time.
I have investigated a little bit what happens and found out that:
current.lastTime -> when animation is looped with have total elapsed time since it started playing, which means if has passed 3 loops and animation duration is 6s it will have roughly 18s passed instead of 6s.
Next thing i notice that due that
next.time = current.lastTime - next.delay;
if (next.time >= 0) {
SetCurrent(i, next);
}
Is when calculating here for blending, it will get it should blend no matter what delay was and it will automatically start doing it, just it doesnt do visually anything :/