Hi I'm the main animator on this project. I'd like to go into more depth regarding the problem we are having and how it is affecting our work.
The main issue is that keys are carrying over from one animation to another once the animations go into Unity.
For instance, the characters in our game have two sets of faces, for front and side views.
By default, they are set to side view. So when I'm animating a regular animation, I don't have to set keys for the side view face to be present, it's just there already while the front view is turned off (don't need to key that either).
If I make a front view animation, then I have to set keys to turn off the side view face and turn on the front view.
We've found that once these animations go into the game, if the front view animation plays before a side view animation, then the keys will carry over from the front view to the sideview animation and the side view face will be turned off.
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This is just one example. There are many other cases where keys carry over and states get blended and look off.
Our current solution to this problem is to always key everything on the 0 frame. This isn't an ideal solution for the following reasons:
-It increases the size of the file
-It is a time consuming process
-It is a very error prone process
Our characters have a lot of parts and many animations. When i say "key" i don't just mean the bones, it also includes things like opacity, whether a node is turned on or not, meshes, draw order etc, so this really adds up over the course of production.
Ideally we would love it if keys didn't carry over from animation to animation and each animation would just play as it looks in Spine. Is there a solution to this that we are missing? We tried the code suggested above (thank you for that!) but it didn't solve our problem. Is this something you are working to fix in the future?
This is a very obtuse problem, so please let me know if my explanation was confusing.
Also, regardless of this specific issue, I'd like to thank you guys for making such a great animation package. Spine is a joy to work with. I've recommended it to every other developer and artist I know that's interested in making object based animations. Thanks for your time and hard work!