Harald написал
Thanks for the reply!
Sorry I was a bit unclear before, I was using sprite based animation before I got spine and I when I said mecanim I meant I was simply using the animation state machine I had built previously and replacing the spritesheet motions with the spine mecanim motions that it creates (instead of using the controller created by spine itself) to save time.
My question was some of my animations look better when not interpolated (like IK switching from positive to negative) so I was wondering if there is a way to stop interpolation via an option in the runtime or even in spine? Basically for the animation to go frame to frame?
I believe I could do this by creating stepped curves for the 'main' frames in animate mode but wouldn't I then need to key everything in the frames in between (since the animation would only play for frames that has keys in them)? I read on your forums that that's not great for performance. Sorry in advance if my understanding is lacking.
Harald написалYou should be able to use an AnimatorOverrideController to create one master controller (where you define the whole logic and setup transitions) and then create an AnimatorOverrideController that overrides the used animations with the animations of another skeleton.
Interesting! Although trawling through forums I realized the best way would be to put in everything in one skeleton and it seems to work for now. If somethings changes Ill try this out