My coworker and I are encountering an odd problem that we haven't been able to fix yet (and to be honest are not even sure of the cause).
We're working on a new opponent for our upcoming game, and when testing him I've noticed that his head/neck bone rotate into an extreme angle at the start of the animation, and remains that way for the entirety of the animation.
We're not able to see the problem when previewing these animations in the Spine Editor, with the Mix set to 0. But in the actual game we have the default mix duration to 0 for this SkeletonDataAsset
, but the problem occurs every time we transition from the block
animation to the block_to_idle
animation. If we set the mix duration to a value greater than 0, we can actually see the head rotate from the position it is supposed to be in, to this odd and extremely incorrect angle over the mix duration.
We’ve double checked the keys in these animations and ensured that there are no keys to the head/neck bones rotation, and indeed we even tried to add keys to ‘reset’ their rotation to the angle they should be at on the first frame of the offending animations.
I’ve emailed the .spine
file to all you over at Esoteric Software, so hopefully you’re able to help us out. Any assistance would be greatly appreciated, as we have been looking into this issue and have been unable to make any headway.
OS: macOS Sonoma 14.1
Unity Version: Unity 6 Preview (6000.0.11f1)
Spine Runtime Version: 4.2 (GitHub revision #195c65f)
Spine Editor Version: 4.2.33