Hi there!
I know the topic title is a little obscure, so let's try clearing it up. :p
I'm using one skeleton for multiple characters that differ only in their assigned skin. That's pretty normal to this point.
However, when faced with the dilemma of how to create younger characters that share the same animations, I intuitively decided to duplicate those animations and tweaked some scales at frame 0, to reflect less height, thinner limbs, etc.
Then, in Unity I coded those character objects so they automatically use the correct animations for their age.
Up to this point, all was working great. But... woe is me, it seems that when I use a Set Empty command to mix with another animation, those tweaked scales try to return to their setup pose values, that is, 1.0. That, obviously, was to be expected but looks horrible in this case.
So, I'm wondering if I couldn't modify Spine runtimes for (only) Scale keys being ignored when mixing occurs... That would fix my little problem as I don't need smooth transitions for Scale keys at all times.
If that's not possible, I guess I'd need to stick with duplicating the original skeleton to another, every time I modify or create animations in the 'master' skeleton.
Or do you have a better approach, instead of those two? :think:
Thank you!