Hello there! I'm not very skilled animator, so there are things that I dont understand. Now I have animator behaviour, that doesn't make sence for me.
So, I have some default idle animation, where shoulders bones position is not writted. I have another idle animation (freeze), there I set this position different from default at 0 frame.
Then I setup animator transition in Unity, it has some time for transition to and from (not 0 time).
And what I see: then transition is "default -> freeze", bones correctly smoothly move to new position. But then transition if "freeze -> default", bones are jump! Not smooth!

Can anybody explain, why it works like that?
Spine 3.8.99, Unity 2022.1.13f.
Package version: spine-unity-3.8-2021-02-22.unitypackage

Related Discussions
...

So I know how to make it works without leaps - add nessesary keys in default animation. But default animation became soooooo overloaded by useless keys; I try to understand how it works, and how to avoid adding useless keys. I think there is more smart way 🤔

You don't need to key everything at the first frame, only timelines where you need the mix-out to happen. We have an explanation of why and when additional keys are required for mixing out, as well as for the Auto Reset property on the spine-unity documentation pages here:
http://esotericsoftware.com/spine-unity#Required-Additional-Keys

I think there is more smart way 🤔

I'm afraid there is no smarter way available with SkeletonMecanim, other than to switch to using the SkeletonAnimation component instead.

  • Grelle ha risposto a questo messaggio

    Harald Thank you so much! I found what solved my problem in documentation. I had mix mode "Mix Next", so that's why translation worked in one direction and didn't work in other direction.
    I changed to "Always Mix", as recommended for Override layers, and all works as I expect and need.

    I just didn't know where to find info about this; so many different info sources, and so many problem with how to describe the problem for google(

    Glad to hear you've figured it out, thanks for getting back to us!

    I just didn't know where to find info about this; so many different info sources, and so many problem with how to describe the problem for google

    Please always have a look at the spine-unity documentation page first. Also be sure to check out the example scenes that come with the spine-unity runtime.

    Regarding the general runtime API, see the API Reference page here.

    After that you can search this forum, and only afterwards we would recommend to check out any thirdparty sources, which are prone to be outdated.