Hi:
I downloaded the spine unity demo and spine unity runtime, then i create am empty project, and import the demo and runtime.
In the project window,I select "hero-mesh_SkeletonData" and right click -> Spine -> Instantiate(Mecanim).And a "hero-mesh" gameobject is created in the Hierarchy window.
I edit the generated animator and create "Idle" and "Run" states(see attached image).
After I hit unity run,the animation blending is ok.Bu just after the blending over,the new entered state second frame is incorrect.
I've uploaded the test project.
I'm a newbie to spine. I need you help.
Thanks. :happy:
05 Aug 2015, 18:24
After read the SkeletonAnimation and debug,I found the problem.
After transition, in the new state first update, animator.GetNextAnimatorClipInfo() return value is not null and not empty.It's weird!
Replace line 102 if(weight == 0) to if(weight == 0 || nextStateInfo.shortNameHash == 0) solved the problem.
Sorry about my English.
05 Aug 2015, 18:25
After read the SkeletonAnimation and debug,I found the problem.
After transition, in the new state first update, animator.GetNextAnimatorClipInfo() return value is not null and not empty.It's weird!
Replace line 102 if(weight == 0) to if(weight == 0 || nextStateInfo.shortNameHash == 0) solved the problem.
Sorry about my English. 🙂