Tenchion Hello, we're trying to implement a Spine animated character which uses 2 texture sets for one skeleton to Naninovel. Each texture set is a different pose with various face expressions. Every animation attached to the skeleton represents different character emotion and pose. Everything works fine from the technical perspective, but from the visual point of view the change of character pose and face expression happens instantly. We're looking for a solution to make smooth material blends just like it works in change of character static poses in Naninovel. Is it possible with Spine to smoothly blend materials? A reference video:
Nate What do you mean by "smoothly blend materials"? Do you mean image morph, like this? Loading Image Spine does not have morph capabilities. You can sort of fake it for similar images by fading out images and fading in others. I remember a video of a chef with arm images fading in/out as perspective changes, but I can't seem to find it now.
Tenchion Hello, I'm thinking about this type of image blend: (I made a time stamp in the trailer). One material is fading out, the 2nd one is fading at the same moment.
Nate Aye, that's just translucency. Spine skeletons are rendered using many images which often overlap. If you reduced the alpha on the images to make them translucent, you'd see where they overlap. You'll need to render to a buffer, then draw the buffer with translucency to overcome this. See: http://esotericsoftware.com/spine-unity#Fading-a-Skeleton-In-or-Out
T.Fly() Naninovel is Unity based so you could adapt the SkeletonRenderTextureFadeout example to achieve what you want. This does involve some C# scripting, however. See docs: https://en.esotericsoftware.com/spine-unity#SkeletonRenderTextureFadeout
Erika For the future you could completely avoid this problem using this method: https://esotericsoftware.com/blog/Rigging-new-poses-tutorial