Harald escreveusl_studio_harrison escreveuthe animations blend seems also blend the image alpha of each slot (or animation clip? I am not sure with the term), is there any setting of spine-unity runtime or Unity Mecanim can avoid the alpha changing?
Your animator should be switching the visibility of the attachments at each slot instead of setting alpha values. The normal way of switching attachments will not create any alpha crossfade.
Thanks! I will tell animator this message, thanks a lot.
Harald escreveusl_studio_harrison escreveuthe animations blend seems also blend the image alpha of each slot (or animation clip? I am not sure with the term), is there any setting of spine-unity runtime or Unity Mecanim can avoid the alpha changing?
Your animator should be switching the visibility of the attachments at each slot instead of setting alpha values. The normal way of switching attachments will not create any alpha crossfade.
Thanks for answering my post.
We've tried to enabled and disabled the visible to each slot, then import into unity, the alpha blending effect is no more exist now, that great.
However, when I use blend tree or animator state changing, in transition part, both of the previous and next slot appear at the same time, and it looks same on every 3 mix mode (alway mix, mix next or hard) set, that's pretty weird.
Which looks like following :
Is that spine runtime default behavior? Or maybe there are some settings that we missed in Spine Editor or Spine Unity Runtime?
BTW, our animation also contains skeleton animation, so the frame-by-frame animation is use visibility to switch now, if that's possible, please tell us the setting steps, or there is any tutorial or manual for this frame-by-frame switching rule.
Thanks for replying again 😉