- Editado
TrackEntry.set_mix_blend(SpineConstant.MixBlend_Add) is causing recursive additive even when both track entries are completed.
Using the "02-animation-state-listeners" Spine-Godot example, I replaced the "func _ready():" contents in GDScript.
https://github.com/EsotericSoftware/spine-runtimes/blob/4.1/spine-godot/example/examples/02-animation-state-listeners/animation-state-listeners.gd#L25
Replaced code:
func _ready():
var spineboy = $Spineboy
spineboy.connect("animation_started", self, "_animation_started")
spineboy.connect("animation_interrupted", self, "_animation_interrupted")
spineboy.connect("animation_ended", self, "_animation_ended")
spineboy.connect("animation_completed", self, "_animation_completed")
spineboy.connect("animation_disposed", self, "_animation_disposed")
spineboy.connect("animation_event", self, "_animation_event")
var animation_state = spineboy.get_animation_state()
animation_state.set_animation("walk", false, 0)
animation_state.set_animation("run", false, 1).set_mix_blend(SpineConstant.MixBlend_Add)
pass
One of the arms is drifting away when both animation track entries completed their timeline cycle.
I hope that is explanatory enough to replicate.
Godot 3.5.1
Spine 4.1