Since yesterday I keep running into the issue that in some animations, some bones won't automatically rotate to the position of the next keyframe. It never affects all bones at once and as mentioned in the title, stepped animation isn't turned on.

Instead of rotating like normal, affected bones stay in place until they hit the next keyframe, at which point they update.

Here's a gif showcasing the issue.

Notice how the head and lower back leg snap into position at the end, while all other bones rotate into their new position normally.

I don't know if this is a bug or some setting I accidentally enabled something somewhere, but it's really destroying my workflow.

Not sure if it's relevant but I'm still on runtime 3.6.53 since that's the newest version that's supported by Gamemaker Studio 2.

I'd really appreciate any help.
Thanks in advance.

On further inspection, it's not just rotation. Translation suffers from the same issue and I assume everything else as well.

This also seems to affect only existing animations, and within those only bones where rotation/translation were set to the same values between keyframes.


After more testing I've figured out that it also only affects imported animations, and only those that haven't been cleaned before being imported. So at least I can work around it now.
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Hello, the gif shows your interpolations are set to stepped.
To reverse this please select all the affected keys, then open the graph and set the curve type to linear or bezier.
Graph - Spine User Guide: Curve types
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