Hello!
I'm using the spine runtime to animate an enemy when it gets punched. The two animations being played are an idle animation and a recoil animation. The idea is that the idle animation never stops playing, and then the recoil animation plays in addition to the idle animation when the enemy is punched.
My first step was to play the animations on different tracks. That alone worked well enough except that the final frame of the recoil animation continues to influence the enemy's animations after it's done. So my first question is how can I completely eliminate the track entry playing the recoil animation after it's complete?
Another thing that didn't go as expected was when I tried using MixBlend_Add on the recoil animation's track entry. I was hoping that every frame the recoil animation would be added to the idle animation. But it works more like every frame the recoil animation is added to all previous frame's recoil animation additions. So a subtle recoil turns into a spin. So my second question is can MixBlend_Add be used in the way I want to use it? Maybe I need to reset the recoil track to the t-pose every frame?