Hi,
I have been using spine with cocos2dx 3.0 alpha for the past months and everything works fine.
Recently I have upgraded the project to cocos2dx 3.0 beta, and I found a problem with animation mix.
I have multiple mix with the skeleton animation, while most of it seems to work, but some are not.
Here are the codes:
_spineObject->GetSkeletonNode()->setMix("idle", "running", 0.2);
_spineObject->GetSkeletonNode()->setMix("running", "idle", 0.2);
_spineObject->GetSkeletonNode()->setMix("idle", "powerup_wait", 0.2);
_spineObject->GetSkeletonNode()->setMix("powerup_wait", "idle", 0.2);
_spineObject->GetSkeletonNode()->setMix("idle", "throw_dice", 0.2);
_spineObject->GetSkeletonNode()->setMix("throw_dice", "idle", 0.2);
_spineObject->GetSkeletonNode()->setMix("powerup_activate_2", "powerup_activate_idle", 0.2);
_spineObject->GetSkeletonNode()->setMix("powerup_activate_idle", "idle", 0.2);
the mix between powerup_activate_2 and powerup_activate_idle is not working.
I have checked the skeleton.json and the naming is correct.
I look through the spine codes a bit, the mix did get registered when setMix is called.
But when powerup_activate_idle is been called, while powerup_activate_2 is active, it fails to find a valid entry and thus skip the crossfading part.
The codes is the same before I update to cocos2dx 3.0 beta, and it was working fine back then.
Btw, I am using the spine that comes with the cocos2dx 3.0 beta, which is under editor-supprt/spine.
In the spine files it also says Version 1.1