Hi,
I found a strange behavior. First I was thinking it is something with an upgrade to Spine 3.7 or my current messing with animation playback but ended up reproducing the same behavior directly in the Spine editor preview. The behavior is the same in editor preview and Unity runtime.
I have this animation. The key on frame 25 is the same as setup pose, the frame 32 is different. If you place this same key on the first frame, it is deleted when using animation clean (which I think is correct behavior), because it is the same as setup and the same as frame 25. So far good.
But when I am mixing from other animation that has some keys for the arm (let's say it is waving the arm) to this animation, I would expect, that the animation will fluently interpolate to the setup pose (because we have no key) and on frame 25 it will start moving between key 25 and 32 (which is happing). But that interpolation is not happening.
I can add the key at the beginning of the animation and it solves the issue. BUT:
1) if the correct workflow is to use the setup pose as default and animate only what is different, this goes against this logic
2) it can be accidentally cleaned very easily
So, I can be assuming some wrong workflow, in that case, I would like to know how to handle my situation correctly?
I think that fixing this on the cleaning side is not very useful since it doesn't solve that the expected behavior is different.
Thanks for any help!
PS: Good job on 3.7 version, some very helpful features! Good luck with further development!