Hi, I've been working on this all day, but wasn't able to find a solution:
I am trying to simply slow down an animation that I am triggering on a particular track in a Spine Animation State.
I am trying to first trigger a motion that moves the hand up ("hold") and then lower it by Adding empty animation to the track by LowerHand().
public void LowerHand()
{
tillieSpine.AnimationState.AddEmptyAnimation(5, 1f, 0);
}
public void PickUp()
{
tillieSpine.AnimationState.AddEmptyAnimation(5, 0f, 0);
tillieSpine.AnimationState.Tracks.Items[5].TimeScale = 0.02f;
tillieSpine.AnimationState.AddAnimation(5, "hold", false, 0f);
tillieSpine.AnimationState.Tracks.Items[5].TimeScale = 0.02f;
if (!isHoldingObject)
{
Invoke("LowerHand", 3f);
}
}
LowerHand() part works perfectly fine with all lengths, as it simply removes the animation for the mixdown length.
This one, however, is a problem:
tillieSpine.AnimationState.AddAnimation(5, "hold", false, 0f);
No matter how low I declare the timescale on the track, it simply won't change the speed (although it appears that if I add delays it affects them).
If I try SetAnimation, it does get affected by track timeScale, but it doesn't work for me, since it resets the animation, rather then blending it with the one before.
Could you please assist me with this?
Thank you.