• Runtimes
  • [Feature Request]Combination of multiple tacks in new way

Hello,
I wish we can have a way to combine animations of different tracks, by which I mean, not in the current overlapping way, but in a simultaneous manner. I know we already have track alpha that enables weights of each track, but the combined weight is always 1. I want a mode where the weight combination can be 2.

For example, if a robot is already playing an animation of head-spinning at 10 rounds per minute on track 0; then it got its head punched which caused another head-spinning animation at 20 rounds per minute on track 1. In the current model with track alpha we can make the spinning speed between 10 and 20, but what I want is the speed of 30.

Yes, I know I can just make a clip of 30 rpm, but I may want more ways to influence the speed, such as the environment wind, being pushed by Force, etc. on additional tracks; And I may want the animations to be really complicated, not just a simple spin but combined with complicated translations and scales in multiple clips on different tracks, etc.

Therefore I hope you can add such a feature. In addition, I hope there will be a way to flip the x and y translation isolated so that the combinations of tracks can be more flexible as there might be cases to get pushed in front or from the back, then the same animation clip can be played in normal xy mode or normal y coupled with flipped x mode.

Thanks

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You can already do this by setting TrackEntry mixBlend to MixBlend add. You can enable additive animation blending in the preview view to see it in-editor:
Preview view - Spine User Guide: Additive

Note that TrackEntry alpha does not work as you described


it is not a weighted combination of animations where weights sum to 1. Instead it controls the mix between the skeleton's pose before the animation is applied and the pose from the animation. It allows for partially applying an animation. For example, setting the alpha from 0 to 1 over time can gradually apply an animation on top of another pose.

Nate написал

You can already do this by setting TrackEntry mixBlend to MixBlend add. You can enable additive animation blending in the preview view to see it in-editor:
Preview view - Spine User Guide: Additive

Note that TrackEntry alpha does not work as you described


it is not a weighted combination of animations where weights sum to 1. Instead it controls the mix between the skeleton's pose before the animation is applied and the pose from the animation. It allows for partially applying an animation. For example, setting the alpha from 0 to 1 over time can gradually apply an animation on top of another pose.

Thanks, Nate, for explaining and clarifying these points to me. 🙂
MixBlend.Add is all I need 😃 . In addition, I found another behavior really interesting:
If RootMotion is used as well, then the mode is Add regardless of your settings and alpha would always be 1. But considering that it is exactly the behavior I need, I will not complain. However, this might not be the case for everyone else.