Hmm. I'm doing some testing here and it seems like unkeyed bones do go back to their setup position. At this point I have no idea why certain bones are 'getting stuck':
Here's an example of what I'm trying to debug:
I'm using the godot runtime...
We're doing stuff like this:
spine_sprite.get_animation_state().set_animation("Death", false)
And some more complex ones:
state.set_animation("Land", false)
var current_track := state.get_current(0)
current_track.set_mix_duration(.0)
state.set_animation("Spawn", false)
spine.get_skeleton().set_bones_to_setup_pose()
var current_track := state.get_current(0)
current_track.set_mix_duration(0.0)
And some set_time_scale().
I'm unable to reproduce the bug in my testing, but in the game itself it happens. I'm unsure as to the cause.
All animations play on track 0.