Erika schriebI had this happen once on the Owl project when I forgot to key some features in the "idle" pose, the head would explode in a similar manner!
Alerif schriebCan you please explain it? Is it really necessary to key ALL bones in ALL animations in order to make it possible to mix them in additive mode?
What Erika meant was the same solution that we have discussed above, adding keys to the yaw bone in the track 0
animation shoot
. You answered:
Alerif schriebAnd keying the jaw bone in shoot animation doesn’t help. It helps only if I key small rotation and transition to jaw bone in shoot animation, but it shouldn’t be a solution, don’t you think so?
What is stange here, is that there should not be any small rotation and transition change necessary, just keying the current position and rotation should do.
In general however, I would consider this as the proper solution and workflow. The base track
animation sets an absolute translation and rotation value, then the additive animation track
adds to this absolute value. When there is no key in the underlying tracks of the additive animation, nothing "resets" the value to the absolute base before adding to it, thus the rotation/translation value gets higher and higher every frame.
I understand however, that in regards to additive animation, it would be comfortable if the base track would count as "everything keyed". I fear we will have to wait until the official reply by Nate, as described below.
Alerif schriebI assume that the problem is on my side, but I can't figure out what exactly I should fix in my code or animations.
We also have to solve why the Preview window in Spine displays a different result than the runtimes (and SkeletonViewer). Nate will investigate the issue, unfortunately the pile of work on his desk is especially high in the last few days, so unfortunately the answer to this question will not arrive as quickly as we are otherwise used to, we are very sorry about that.