I've been trying to do some animation mixing in libgdx with Animation.Mix() and although most of them work neat I noticed something. Animation.mix() seems to ignore the changes in opacity beetween slots so if in the former animation you have some extra slot with 100% and in the next one that same slot has 0% opacity the mix method doesn't blend those values. Is this intended to be this way?
Animation.Mix and slot color in spine
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It should mix the RGBA values for the slot. There is code to do this, could be a bug. What runtime are you using? Is it the latest?
I'm using the latest one I found here https://github.com/EsotericSoftware/spi ... ine-libgdx. It was my mistake anyway, I found out I forgot to key the 0 opacity setting on one of the animations, and mix doesn't blend with the setup settings when something isn't keyed in a certain animation.
Thanks for the answer!