- We have it on our roadmap, the enhancement is here.
When you set a key between two existing keys, the curve type of the earlier of the existing keys determines the curve type of the new key. When the curve type is Bezier, Spine does "curve splitting", where the new key is Bezier and the handles adjusted so the Bezier curve between the existing keys doesn't change.
When you set a key after the last existing key, the last key's curve type is set to the curve type before it.
When you set a key before the first existing key, the new key's curve type is set to the curve type after it.
The only time a "default curve type" setting would be used is when setting the second key on a timeline.
There is a Discord, though it's not official. You can find it here:
We are, of course, going to be biased toward Spine. I've never tried Moho, I've only watched the video on their homepage.
Our UI is custom, written from scratch to behave how we want it. We put a lot of effort into polish/details to make using the UI nice, something that may not be apparent until working with Spine a while. Also Spine is very stable, we periodically slow adding new features to ensure our software is solid.
Spine is designed for specifically for games while most similar tools are designed for cartooning with games as an afterthought. We provide runtimes so Spine animations can be brought into game toolkits and behave the same way. Using our own runtimes instead of a generic format like FBX allows us to have features FBX can't support and to provide runtime APIs for mixing and layering animations and manipulating skeletons dynamically.
I'm not sure what's great about Moho's social media, but Spine's support and community can't be beat. 🙂
To really compare Spine with other tools, you'll need to animate something similar to your actual project in each and also go through putting it into your game. Only then will you have a decent idea of each tool's workflow from start to finish.