I'm using SkeletonMechanim and an Animator. I want to move smoothly between an idle animation and a run animation based on the speed the player is moving, so the character will walk at slow speeds. I set up an Animator with two layers, each with a single state: Idle Layer (top) and Run Layer (bottom). I set the Weight of the bottom run layer to 50%.
It works - the two layers are correctly blended (well mostly correct).
But when I SWAP the two - whether I drag the Run Layer to the top, or switch the clips in the two layers so the Run Layer contains the idle and Idle Layer contains the run animation, it stops working. The bottom layer is completely ignored regardless of its Weight. So Idle can be blended onto a base of Run, but not the other way around. This is also true for my up, down, and right facing animations.
I can't imagine why this might be, but it was a pain to figure out. Is this somehow by design?
My animations:
My setup using spine-unity-3.8-2020-02-12.unitypackage (should be 50/50 but shows 100% run because Run Layer is on top):