Hi Fellas,
Trying to figure out how to make a skeletonAnimation based Unity timeline looping clip. If the end of the timeline clip is shorter than the actual animation length, then it pops to the beginning of the animation.
Looking for the way so that an animation loops to seamlessly even if the timeline loop length doesn't match. This allows the animation clip to be changed more dynamically. In the example below, the idle is purposely longer than the Unity timeline looping clip. The objective for our custom timeline mixer loops the Spine animation instead of starting over.
Eventually, would like the timeline clip length to remain (making a custom mixer to do it). Putting in any number of different kinds of idles without having to bake a timeline per idle.
Quick Video
https://i.gyazo.com/93d7937ec1da4c12c8ab453be62a69a8.mp4
Introduced a class to keep track of clip loop differences as a hack/fix which seems to help with the skeletonAnimator mixer behavior. Allows to swap new animations in the mixer so the timeline clip doesn't have to adjust (very helpful for different kinds of idles).
Implemented in the mixer behavior:
...
Result:
https://i.gyazo.com/ad29386a790a02a0f728f48175bac430.mp4
Is there a better way of doing things?