I have 2 tracks, my base track of id 0 containing my walking animation and a track of ID 1 containing an animation with a few bones posed differently for a very short period of time. I'm attempting to blend in the 2nd animation into the first animation at different amounts depending on what you're walking on. To do this, I have the 2nd animation looping on track 1 while the walking animation plays on track 0. I'm setting the Alpha of the 2nd animation every physics update like this:
currentAnimState.Tracks.Items[1].Alpha = percent
However, after setting it initially using the reference returned by SetAnimation, no change to this Alpha value is reflected on the skeleton. I've tried both the method above as well as repeatedly playing the animation with the new alpha value each physics update and the first method did not work at all while the second method resulted in the skeleton flickering quickly between different poses ( ).
This is the animation I'm attempting to apply on track 1:
{
"ground_angle_down": {
"bones": {
"r_ground_level": {
"rotate": [
{
"time": 0,
"angle": -49.86
}
],
"translate": [
{
"time": 0,
"x": -173.53,
"y": -72.52
}
],
"scale": [
{
"time": 0,
"x": 0.5,
"y": 1
}
]
},
"l_ground_level": {
"rotate": [
{
"time": 0,
"angle": -49.8
}
],
"translate": [
{
"time": 0,
"x": -173.53,
"y": -72.52
}
],
"scale": [
{
"time": 0,
"x": 0.5,
"y": 1
}
]
}
}
}
}