Been using Spine for years with Libgdx and am now taking a look at Skeleton Mecanim in Unity.
Is there an in-depth explanation of what the different Layer Mix Modes and Layer Blend Modes do?
From http://esotericsoftware.com/spine-unity:
Layer Mix Modes. This parameter determines the animation mix mode at each layer. You can change it from SpineStyle to Always Mix or Mix Next to get behaviour more related to usual Mecanim transitions, respecting Mecanim transition weights. When set to SpineStyle it will be more consistent with Spine Editor preview or SkeletonAnimation behaviour, and it will ignore Mecanim transition weights.
When I set my Skeleton Mecanim to use "Spine Style" there is no mixing between any animations - they all snap to the next animation. What should I be doing here? Is there a place I should be setting the default mix time and specific mix times?
I googled around to try to figure out what "always mix" and "mix next" would mean in regards to Unity's Mecanim but didn't find anything. I was having some success with using "mix next", which indeed looked to be using unity's 'transition' timings, but then ran into some issues when I added an additional Layer to my Animator Controller, so I figured I'd come here and ask instead of fumbling around.
"Layer Blend Modes" isn't mentioned in the Spine-Unity documentation. I'm assuming its how each additional layer blends with the previous ones (replace, additive), and that the 'first' layer should be set to First. What does Setup do? How do these settings interact with Unity's Animator Layer settings (the Weight slider, and the Blending drop-down menu)?
Testing out the Spine Mecanim has been really fun, I just need to clear up these couple things - thanks for any help! :grinteeth:
Edit: Might as well also ask a question about the issue I was running into.
My spine character needs two Layers - a 'main' layer that animates the fully body when running, and only the legs when attacking. And then an 'arms' layer that animates the arms only when attacking.
When the character starts attacking, the arms snap into place, and when the character finishes attacking, the arms snap 'back' from the completed arm movement animation. Using Libgdx, I believe I had fixed this issue by adding Empty Animations before and after the arm movement animations on the 'arms' layer.
Mini update to the issue I was having (arms snapping) - I created an empty animation in Spine, and set the before/after States to use that empty animation on the arms-layer and it looks to be working! Should've tried that sooner 😃