• Unity
  • Blending a skeleton with two sets of images

So we have a Skeleton tat has one set of images for idle view (idle and walk) and one set for side view(run and jump), when we try to blend the animations, the images are swapped at incorrect time. For example when slowing down from run to walk, the chest image will change to idle view but the legs are still using the side view. Here is a (very bad quality) video:

https://dl.dropboxusercontent.com/u/64468675/20160205_200002.mp4

Is there anyway to control when the images are swapped, and do them all at the same time?

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In cases like that, I think you have to animate your own transition animation instead of leaving it to mixing.

But what you're seeing might be a sideeffect of how attachments are currently handled.
If you could open up Animation.cs and comment out this line 451: https://github.com/EsotericSoftware/spine-runtimes/blob/master/spine-csharp/src/Animation.cs#L451
Then try your transitions again, we can tell if that's it.

Pharan, it worked but it is still doing the twitching for images, as it tries to blend the meshes. I think this is why the twitching of the images are still there. I know it is a long shot, but is there anyway to fix that too?

5 дней спустя

I figured the "twitching of images" was supposed to be the thing that would get fixed by that change. You're using SkeletonAnimation, right?